scummvm/engines/tony/tonychar.cpp

1814 lines
37 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
/**************************************************************************
* ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
* Nayma Software srl *
* e -= We create much MORE than ALL =- *
* u- z$$$c '. ÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍÍ *
* .d" d$$$$$b "b. *
* .z$* d$$$$$$$L ^*$c. *
* #$$$. $$$$$$$$$ .$$$" Project: Roasted Moths........ *
* ^*$b 4$$$$$$$$$F .d$*" *
* ^$$. 4$$$$$$$$$F .$P" Module: TonyChar.CPP......... *
* *$. '$$$$$$$$$ 4$P 4 *
* J *$ "$$$$$$$" $P r Author: Giovanni Bajo........ *
* z$ '$$$P*4c.*$$$*.z@*R$$$ $. *
* z$" "" #$F^ "" '$c *
* z$$beu .ue=" $ "=e.. .zed$$c *
* "#$e z$*" . `. ^*Nc e$"" *
* "$$". .r" ^4. .^$$" *
* ^.@*"6L=\ebu^+C$"*b." *
* "**$. "c 4$$$ J" J$P*" OS: [ ] DOS [X] WIN95 [ ] PORT *
* ^"--.^ 9$" .--"" COMP: [ ] WATCOM [X] VISUAL C++ *
* " [ ] EIFFEL [ ] GCC/GXX/DJGPP *
* *
* This source code is Copyright (C) Nayma Software. ALL RIGHTS RESERVED *
* *
**************************************************************************/
#include "tony/mpal/memory.h"
#include "tony/mpal/mpalutils.h"
#include "tony/game.h"
#include "tony/tonychar.h"
#include "tony/tony.h"
namespace Tony {
/****************************************************************************\
* Metodi di RMTony
\****************************************************************************/
bool RMTony::m_bAction = false;
uint32 RMTony::WaitEndOfAction(HANDLE hThread) {
WaitForSingleObject(hThread, INFINITE);
m_bAction = false;
return 1;
}
RMGfxSourceBuffer *RMTony::NewItemSpriteBuffer(int dimx, int dimy, bool bPreRLE) {
RMGfxSourceBuffer8RLE *spr;
assert(m_cm == CM_256);
spr = new RMGfxSourceBuffer8RLEByteAA;
spr->SetAlphaBlendColor(1);
if (bPreRLE)
spr->SetAlreadyCompressed();
return spr;
}
void RMTony::Init(void) {
RMRes tony(0);
RMRes body(9999);
RMDataStream ds;
// Apre il buffer
ds.OpenBuffer(tony);
// Legge dallo stream l'oggetto corrente (cioè Tony)
ReadFromStream(ds, true); // da OGX
// Chiude il buffer
ds.Close();
// Legge il corpo di Tony
ds.OpenBuffer(body);
m_body.ReadFromStream(ds, true); // da OGX
ds.Close();
m_body.SetPattern(0);
// Mostra Tony di default
m_bShow=m_bShowOmbra = true;
// Nessuna azione in attesa
m_bActionPending = false;
m_bAction = false;
m_bPastorella = false;
m_bIsTalking = false;
m_bIsStaticTalk = false;
m_nTimeLastStep = _vm->GetTime();
}
void RMTony::Close(void) {
// Disalloca @@@ Manca la disallocazione di un item
m_ombra.Destroy();
}
void RMTony::DoFrame(RMGfxTargetBuffer *bigBuf, int curLoc) {
if (!m_nInList && m_bShow)
bigBuf->AddPrim(new RMGfxPrimitive(this));
SetSpeed(nCfgTonySpeed);
// Esegue il movimento normale del personaggio
int time = _vm->GetTime();
do {
m_nTimeLastStep += (1000 / 40);
RMCharacter::DoFrame(bigBuf, curLoc);
} while (time > m_nTimeLastStep + (1000 / 40));
// Controlla se siamo alla fine del percorso
if (EndOfPath() && m_bActionPending) {
// Bisogna eseguire l'azione sulla quale abbiamo clickato
m_bActionPending = false;
}
if (m_bIsTalking || m_bIsStaticTalk)
m_body.DoFrame(bigBuf, false);
}
void RMTony::Show(void) {
m_bShow = true;
m_bShowOmbra = true;
}
void RMTony::Hide(bool bShowOmbra) {
m_bShow = false;
m_bShowOmbra = bShowOmbra;
}
void RMTony::Draw(RMGfxTargetBuffer &bigBuf, RMGfxPrimitive *prim) {
// Richiama il Draw() della classe madre se tony è visibile
if (m_bShow && bDrawNow) {
if (m_bCorpoDavanti) {
prim->Dst().SetEmpty();
prim->Dst().Offset(-44, -134);
if (m_bPastorella)
prim->Dst().Offset(1, 4);
RMCharacter::Draw(bigBuf, prim);
}
if (m_bIsTalking || m_bIsStaticTalk) {
// Offset inverso per lo scrolling
prim->Dst().SetEmpty();
prim->Dst().Offset(-m_curScroll);
prim->Dst().Offset(m_pos);
prim->Dst().Offset(-44, -134);
prim->Dst() += m_nBodyOffset;
m_body.Draw(bigBuf, prim);
}
if (!m_bCorpoDavanti) {
prim->Dst().SetEmpty();
prim->Dst().Offset(-44, -134);
if (m_bPastorella)
prim->Dst().Offset(0, 3);
RMCharacter::Draw(bigBuf, prim);
}
}
}
void RMTony::MoveAndDoAction(RMPoint dst, RMItem *item, int nAction, int nActionParm) {
// Fa il movimento normale, ma si ricorda se deve poi eseguire un azione
if (item == NULL) {
m_bActionPending = false;
m_ActionItem = NULL;
} else {
m_ActionItem = item;
m_Action = nAction;
m_ActionParm = nActionParm;
m_bActionPending = true;
}
if (!RMCharacter::Move(dst)) {
m_bActionPending = false;
m_ActionItem = NULL;
}
}
void RMTony::ExecuteAction(int nAction, int nActionItem, int nParm) {
HANDLE hThread;
if (nAction == TA_COMBINE) {
hThread = mpalQueryDoAction(TA_COMBINE, nParm, nActionItem);
// Se è fallito il combine, proviamo con il ReceiveCombine
if (hThread == INVALID_HANDLE_VALUE) {
hThread = mpalQueryDoAction(TA_RECEIVECOMBINE, nActionItem, nParm);
// Se è fallito il receive, andiamo con quelli generici
// @@@ CombineGive!
if (hThread == INVALID_HANDLE_VALUE) {
hThread = mpalQueryDoAction(TA_COMBINE, nParm, 0);
if (hThread == INVALID_HANDLE_VALUE){
hThread = mpalQueryDoAction(TA_RECEIVECOMBINE, nActionItem, 0);
}
}
}
} else {
// Esegue l'azione
hThread = mpalQueryDoAction(nAction, nActionItem, 0);
}
if (hThread != INVALID_HANDLE_VALUE) {
uint32 id;
m_bAction = true;
CreateThread(NULL, 10240,(LPTHREAD_START_ROUTINE)WaitEndOfAction, (void *)hThread, 0, &id);
hActionThread = hThread;
} else if (nAction != TA_GOTO) {
uint32 id;
if (nAction == TA_TALK) {
hThread = mpalQueryDoAction(6, 1, 0);
m_bAction = true;
CreateThread(NULL,10240,(LPTHREAD_START_ROUTINE)WaitEndOfAction, (void *)hThread,0,&id);
hActionThread=hThread;
} else if (nAction == TA_PALESATI) {
hThread = mpalQueryDoAction(7, 1, 0);
m_bAction = true;
CreateThread(NULL,10240,(LPTHREAD_START_ROUTINE)WaitEndOfAction,(void *)hThread, 0, &id);
hActionThread=hThread;
} else {
hThread = mpalQueryDoAction(5, 1, 0);
m_bAction = true;
CreateThread(NULL, 10240, (LPTHREAD_START_ROUTINE)WaitEndOfAction, (void *)hThread, 0, &id);
hActionThread = hThread;
}
}
}
void RMTony::StopNoAction(void) {
if (m_bAction)
WaitForSingleObject(hActionThread, INFINITE);
m_bActionPending = false;
m_ActionItem = NULL;
Stop();
}
void RMTony::Stop(void) {
HANDLE hThread;
if (m_ActionItem != NULL) {
// Richiama l'MPAL per scegliere la direzione
hThread = mpalQueryDoAction(21, m_ActionItem->MpalCode(), 0);
if (hThread==INVALID_HANDLE_VALUE)
RMCharacter::Stop();
else {
bNeedToStop = false; // Se facciamo la OnWhichDirection, almeno dopo non dobbiamo fare la Stop()
bMoving = false;
WaitForSingleObject(hThread, INFINITE); // @@@ Mettere un assert dopo 10 secondi
}
} else {
RMCharacter::Stop();
}
if (!m_bActionPending)
return;
m_bActionPending = false;
ExecuteAction(m_Action, m_ActionItem->MpalCode(), m_ActionParm);
m_ActionItem=NULL;
}
int RMTony::GetCurPattern(void) {
int nPatt=RMCharacter::GetCurPattern();
if (!m_bPastorella)
return nPatt;
switch (nPatt) {
case PAT_PAST_STANDUP:
return PAT_STANDUP;
case PAT_PAST_STANDDOWN:
return PAT_STANDDOWN;
case PAT_PAST_STANDLEFT:
return PAT_STANDLEFT;
case PAT_PAST_STANDRIGHT:
return PAT_STANDRIGHT;
case PAT_PAST_WALKUP:
return PAT_WALKUP;
case PAT_PAST_WALKDOWN:
return PAT_WALKDOWN;
case PAT_PAST_WALKLEFT:
return PAT_WALKLEFT;
case PAT_PAST_WALKRIGHT:
return PAT_WALKRIGHT;
}
return nPatt;
}
void RMTony::SetPattern(int nPatt, bool bPlayP0) {
if (m_bPastorella) {
switch (nPatt) {
case PAT_STANDUP:
nPatt=PAT_PAST_STANDUP;
break;
case PAT_STANDDOWN:
nPatt=PAT_PAST_STANDDOWN;
break;
case PAT_STANDLEFT:
nPatt=PAT_PAST_STANDLEFT;
break;
case PAT_STANDRIGHT:
nPatt=PAT_PAST_STANDRIGHT;
break;
case PAT_WALKUP:
nPatt=PAT_PAST_WALKUP;
break;
case PAT_WALKDOWN:
nPatt=PAT_PAST_WALKDOWN;
break;
case PAT_WALKLEFT:
nPatt=PAT_PAST_WALKLEFT;
break;
case PAT_WALKRIGHT:
nPatt=PAT_PAST_WALKRIGHT;
break;
}
}
RMCharacter::SetPattern(nPatt, bPlayP0);
}
void RMTony::Take(int nWhere, int nPart) {
if (nPart == 0) {
switch (GetCurPattern()) {
case PAT_STANDDOWN:
assert(0); // Non esiste il prende mentre sei in StandDown
break;
case PAT_STANDUP:
switch (nWhere) {
case 0:
SetPattern(PAT_TAKEUP_UP1);
break;
case 1:
SetPattern(PAT_TAKEUP_MID1);
break;
case 2:
SetPattern(PAT_TAKEUP_DOWN1);
break;
}
break;
case PAT_STANDRIGHT:
switch (nWhere) {
case 0:
SetPattern(PAT_TAKERIGHT_UP1);
break;
case 1:
SetPattern(PAT_TAKERIGHT_MID1);
break;
case 2:
SetPattern(PAT_TAKERIGHT_DOWN1);
break;
}
break;
case PAT_STANDLEFT:
switch (nWhere) {
case 0:
SetPattern(PAT_TAKELEFT_UP1);
break;
case 1:
SetPattern(PAT_TAKELEFT_MID1);
break;
case 2:
SetPattern(PAT_TAKELEFT_DOWN1);
break;
}
break;
}
} else if (nPart == 1) {
SetPattern(GetCurPattern()+1);
} else if (nPart == 2) {
switch (GetCurPattern()) {
case PAT_TAKEUP_UP2:
case PAT_TAKEUP_MID2:
case PAT_TAKEUP_DOWN2:
SetPattern(PAT_STANDUP);
break;
case PAT_TAKELEFT_UP2:
case PAT_TAKELEFT_MID2:
case PAT_TAKELEFT_DOWN2:
SetPattern(PAT_STANDLEFT);
break;
case PAT_TAKERIGHT_UP2:
case PAT_TAKERIGHT_MID2:
case PAT_TAKERIGHT_DOWN2:
SetPattern(PAT_STANDRIGHT);
break;
}
}
}
void RMTony::Put(int nWhere, int nPart) {
if (nPart == 0) {
switch (GetCurPattern()) {
case PAT_STANDDOWN:
//assert(0); // Non esiste il prende mentre sei in StandDown
break;
case PAT_STANDUP:
switch (nWhere) {
case 0:
SetPattern(PAT_PUTUP_UP1);
break;
case 1:
SetPattern(PAT_PUTUP_MID1);
break;
case 2:
SetPattern(PAT_PUTUP_DOWN1);
break;
}
break;
case PAT_STANDRIGHT:
switch (nWhere) {
case 0:
SetPattern(PAT_PUTRIGHT_UP1);
break;
case 1:
SetPattern(PAT_PUTRIGHT_MID1);
break;
case 2:
SetPattern(PAT_PUTRIGHT_DOWN1);
break;
}
break;
case PAT_STANDLEFT:
switch (nWhere) {
case 0:
SetPattern(PAT_PUTLEFT_UP1);
break;
case 1:
SetPattern(PAT_PUTLEFT_MID1);
break;
case 2:
SetPattern(PAT_PUTLEFT_DOWN1);
break;
}
break;
}
} else if (nPart == 1) {
SetPattern(GetCurPattern()+1);
} else if (nPart == 2) {
switch (GetCurPattern()) {
case PAT_PUTUP_UP2:
case PAT_PUTUP_MID2:
case PAT_PUTUP_DOWN2:
SetPattern(PAT_STANDUP);
break;
case PAT_PUTLEFT_UP2:
case PAT_PUTLEFT_MID2:
case PAT_PUTLEFT_DOWN2:
SetPattern(PAT_STANDLEFT);
break;
case PAT_PUTRIGHT_UP2:
case PAT_PUTRIGHT_MID2:
case PAT_PUTRIGHT_DOWN2:
SetPattern(PAT_STANDRIGHT);
break;
}
}
}
void RMTony::StartTalk(TALKTYPE nTalkType) {
int headStartPat = 0, bodyStartPat = 0;
int headLoopPat = 0, bodyLoopPat = 0;
assert(!m_bIsTalking);
m_bIsTalking = true;
m_nPatB4Talking = GetCurPattern();
m_nTalkType = nTalkType;
// Setta la direzione di parlata SOLO se non siamo in una static animation (perché l'ha già fatto)
if (!m_bIsStaticTalk) {
switch (m_nPatB4Talking) {
case PAT_STANDDOWN:
m_TalkDirection=DOWN;
break;
case PAT_TAKELEFT_UP2:
case PAT_TAKELEFT_MID2:
case PAT_TAKELEFT_DOWN2:
case PAT_SIRIALZALEFT:
case PAT_STANDLEFT:
m_TalkDirection=LEFT;
break;
case PAT_TAKERIGHT_UP2:
case PAT_TAKERIGHT_MID2:
case PAT_TAKERIGHT_DOWN2:
case PAT_SIRIALZARIGHT:
case PAT_STANDRIGHT:
m_TalkDirection=RIGHT;
break;
case PAT_TAKEUP_UP2:
case PAT_TAKEUP_MID2:
case PAT_TAKEUP_DOWN2:
case PAT_STANDUP:
m_TalkDirection=UP;
break;
}
// Mette davanti il corpo di default
m_bCorpoDavanti = true;
}
if (m_bPastorella) {
// Da pastorella, c'è un solo parlato
MainFreeze();
switch (m_TalkDirection) {
case UP:
SetPattern(PAT_PAST_TALKUP);
break;
case DOWN:
SetPattern(PAT_PAST_TALKDOWN);
break;
case LEFT:
SetPattern(PAT_PAST_TALKLEFT);
break;
case RIGHT:
SetPattern(PAT_PAST_TALKRIGHT);
break;
}
MainUnfreeze();
return;
}
headStartPat = bodyStartPat = 0;
bodyLoopPat = 0;
switch (nTalkType) {
case TALK_NORMAL:
m_bCorpoDavanti = false;
headStartPat = 0;
bodyStartPat = 0;
switch (m_TalkDirection) {
case DOWN:
headLoopPat = PAT_TALK_DOWN;
bodyLoopPat = BPAT_STANDDOWN;
m_nBodyOffset.Set(4, 53);
break;
case LEFT:
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_STANDLEFT;
m_nBodyOffset.Set(6, 56);
break;
case RIGHT:
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_STANDRIGHT;
m_nBodyOffset.Set(6, 56);
break;
case UP:
headLoopPat = PAT_TALK_UP;
bodyLoopPat = BPAT_STANDUP;
m_nBodyOffset.Set(6, 53);
break;
}
break;
case TALK_FIANCHI:
m_bCorpoDavanti = false;
switch (m_TalkDirection) {
case UP:
m_nBodyOffset.Set(2, 42);
headStartPat = PAT_TESTA_UP;
bodyStartPat = BPAT_FIANCHIUP_START;
headLoopPat = PAT_TALK_UP;
bodyLoopPat = BPAT_FIANCHIUP_LOOP;
break;
case DOWN:
m_nBodyOffset.Set(2, 48);
headStartPat = PAT_TESTA_DOWN;
bodyStartPat = BPAT_FIANCHIDOWN_START;
headLoopPat = PAT_TALK_DOWN;
bodyLoopPat = BPAT_FIANCHIDOWN_LOOP;
break;
case LEFT:
m_nBodyOffset.Set(-3, 53);
headStartPat = PAT_TESTA_LEFT;
bodyStartPat = BPAT_FIANCHILEFT_START;
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_FIANCHILEFT_LOOP;
break;
case RIGHT:
m_nBodyOffset.Set(2, 53);
headStartPat = PAT_TESTA_RIGHT;
bodyStartPat = BPAT_FIANCHIRIGHT_START;
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_FIANCHIRIGHT_LOOP;
break;
}
break;
case TALK_CANTA:
m_nBodyOffset.Set(-10, 25);
headStartPat = PAT_TESTA_LEFT;
bodyStartPat = BPAT_CANTALEFT_START;
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_CANTALEFT_LOOP;
break;
case TALK_RIDE:
m_bCorpoDavanti = false;
switch (m_TalkDirection) {
case UP:
case DOWN:
case LEFT:
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_RIDELEFT_START;
bodyStartPat = BPAT_STANDLEFT;
headLoopPat = PAT_RIDELEFT_LOOP;
bodyLoopPat = BPAT_RIDELEFT;
break;
case RIGHT:
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_RIDERIGHT_START;
bodyStartPat = BPAT_STANDRIGHT;
headLoopPat = PAT_RIDERIGHT_LOOP;
bodyLoopPat = BPAT_RIDERIGHT;
break;
}
break;
case TALK_RIDE2:
m_bCorpoDavanti = false;
switch (m_TalkDirection) {
case UP:
case DOWN:
case LEFT:
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_RIDELEFT_START;
bodyStartPat = BPAT_STANDLEFT;
headLoopPat = PAT_RIDELEFT_LOOP;
break;
case RIGHT:
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_RIDERIGHT_START;
bodyStartPat = BPAT_STANDRIGHT;
headLoopPat = PAT_RIDERIGHT_LOOP;
bodyLoopPat = BPAT_RIDERIGHT;
break;
}
break;
case TALK_SIINDICA:
switch (m_TalkDirection) {
case UP:
case DOWN:
case LEFT:
m_nBodyOffset.Set(-4, 40);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_SIINDICALEFT;
break;
case RIGHT:
m_nBodyOffset.Set(5, 40);
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_SIINDICARIGHT;
break;
}
break;
case TALK_SPAVENTATO:
switch (m_TalkDirection) {
case UP:
m_nBodyOffset.Set(-4, -11);
headStartPat = PAT_TESTA_UP;
bodyStartPat = BPAT_SPAVENTOUP_START;
headLoopPat = PAT_TALK_UP;
bodyLoopPat = BPAT_SPAVENTOUP_LOOP;
break;
case DOWN:
m_nBodyOffset.Set(-5, 45);
headStartPat = PAT_SPAVENTODOWN_START;
bodyStartPat = BPAT_SPAVENTODOWN_START;
headLoopPat = PAT_SPAVENTODOWN_LOOP;
bodyLoopPat = BPAT_SPAVENTODOWN_LOOP;
break;
case RIGHT:
m_nBodyOffset.Set(-4, 41);
headStartPat = PAT_SPAVENTORIGHT_START;
bodyStartPat = BPAT_SPAVENTORIGHT_START;
headLoopPat = PAT_SPAVENTORIGHT_LOOP;
bodyLoopPat = BPAT_SPAVENTORIGHT_LOOP;
break;
case LEFT:
m_nBodyOffset.Set(-10, 41);
headStartPat = PAT_SPAVENTOLEFT_START;
bodyStartPat = BPAT_SPAVENTOLEFT_START;
headLoopPat = PAT_SPAVENTOLEFT_LOOP;
bodyLoopPat = BPAT_SPAVENTOLEFT_LOOP;
break;
}
break;
case TALK_SPAVENTATO2:
m_bCorpoDavanti = false;
switch (m_TalkDirection) {
case UP:
bodyStartPat = BPAT_STANDUP;
bodyLoopPat = BPAT_STANDUP;
m_nBodyOffset.Set(6, 53);
headStartPat = PAT_TESTA_UP;
headLoopPat = PAT_TALK_UP;
break;
case DOWN:
bodyStartPat = BPAT_STANDDOWN;
bodyLoopPat = BPAT_STANDDOWN;
m_nBodyOffset.Set(4, 53);
headStartPat = PAT_SPAVENTODOWN_START;
headLoopPat = PAT_SPAVENTODOWN_LOOP;
break;
case RIGHT:
bodyStartPat = BPAT_STANDRIGHT;
bodyLoopPat = BPAT_STANDRIGHT;
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_SPAVENTORIGHT_START;
headLoopPat = PAT_SPAVENTORIGHT_LOOP;
break;
case LEFT:
bodyStartPat = BPAT_STANDLEFT;
bodyLoopPat = BPAT_STANDLEFT;
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_SPAVENTOLEFT_START;
headLoopPat = PAT_SPAVENTOLEFT_LOOP;
break;
}
break;
case TALK_CONBICCHIERE:
m_nBodyOffset.Set(4, 53);
headLoopPat = PAT_TALK_DOWN;
bodyLoopPat = BPAT_BICCHIERE;
break;
case TALK_CONVERME:
m_nBodyOffset.Set(9, 56);
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_VERME;
break;
case TALK_CONMARTELLO:
m_nBodyOffset.Set(6, 56);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MARTELLO;
break;
case TALK_CONCORDA:
m_nBodyOffset.Set(-3, 38);
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_CORDA;
break;
case TALK_CONSEGRETARIA:
m_nBodyOffset.Set(-17, 12);
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_CONSEGRETARIA;
break;
case TALK_CONCONIGLIO:
switch (m_TalkDirection) {
case LEFT:
case UP:
m_nBodyOffset.Set(-21, -5);
bodyStartPat = BPAT_CONCONIGLIOLEFT_START;
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_CONCONIGLIOLEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-4, -5);
bodyStartPat = BPAT_CONCONIGLIORIGHT_START;
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_CONCONIGLIORIGHT_LOOP;
break;
}
break;
case TALK_CONRICETTA:
switch (m_TalkDirection) {
case LEFT:
case UP:
m_nBodyOffset.Set(-61, -7);
bodyStartPat = BPAT_CONRICETTALEFT_START;
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_CONRICETTALEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-5, -7);
bodyStartPat = BPAT_CONRICETTARIGHT_START;
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_CONRICETTARIGHT_LOOP;
break;
}
break;
case TALK_CONCARTE:
switch (m_TalkDirection) {
case LEFT:
case UP:
m_nBodyOffset.Set(-34, -2);
bodyStartPat = BPAT_CONCARTELEFT_START;
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_CONCARTELEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-4, -2);
bodyStartPat = BPAT_CONCARTERIGHT_START;
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_CONCARTERIGHT_LOOP;
break;
}
break;
case TALK_CONPUPAZZO:
switch (m_TalkDirection) {
case LEFT:
case UP:
m_nBodyOffset.Set(-35, 2);
bodyStartPat = BPAT_CONPUPAZZOLEFT_START;
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_CONPUPAZZOLEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-14, 2);
bodyStartPat = BPAT_CONPUPAZZORIGHT_START;
headLoopPat = PAT_TALK_RIGHT;
bodyLoopPat = BPAT_CONPUPAZZORIGHT_LOOP;
break;
}
break;
case TALK_CONPUPAZZOSTATIC:
case TALK_CONRICETTASTATIC:
case TALK_CONCONIGLIOSTATIC:
case TALK_CONCARTESTATIC:
case TALK_CONTACCUINOSTATIC:
case TALK_CONMEGAFONOSTATIC:
switch (m_TalkDirection) {
case LEFT:
case UP:
headLoopPat = PAT_TALK_LEFT;
break;
case DOWN:
case RIGHT:
headLoopPat = PAT_TALK_RIGHT;
break;
}
break;
// La barba è l'unico caso in cui la testa è animata a parte
// mentre il corpo è quello standard
case TALK_CONBARBASTATIC:
switch (m_TalkDirection) {
case LEFT:
case UP:
headLoopPat = PAT_TALKBARBA_LEFT;
bodyLoopPat = BPAT_STANDLEFT;
m_nBodyOffset.Set(6, 56);
break;
case DOWN:
case RIGHT:
headLoopPat = PAT_TALKBARBA_RIGHT;
bodyLoopPat = BPAT_STANDRIGHT;
m_nBodyOffset.Set(6, 56);
break;
}
break;
case TALK_SCHIFATO:
switch (m_TalkDirection) {
case LEFT:
case UP:
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_SCHIFATOLEFT_START;
bodyStartPat = BPAT_STANDLEFT;
headLoopPat = PAT_SCHIFATOLEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_SCHIFATORIGHT_START;
bodyStartPat = BPAT_STANDRIGHT;
headLoopPat = PAT_SCHIFATORIGHT_LOOP;
break;
}
break;
case TALK_NAAH:
switch (m_TalkDirection) {
case LEFT:
case UP:
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_NAAHLEFT_START;
bodyStartPat = BPAT_STANDLEFT;
headLoopPat = PAT_NAAHLEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_NAAHRIGHT_START;
bodyStartPat = BPAT_STANDRIGHT;
headLoopPat = PAT_NAAHRIGHT_LOOP;
break;
}
break;
case TALK_MACBETH1:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH1;
break;
case TALK_MACBETH2:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH2;
break;
case TALK_MACBETH3:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH3;
break;
case TALK_MACBETH4:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH4;
break;
case TALK_MACBETH5:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH5;
break;
case TALK_MACBETH6:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH6;
break;
case TALK_MACBETH7:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH7;
break;
case TALK_MACBETH8:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH8;
break;
case TALK_MACBETH9:
m_nBodyOffset.Set(-33, -1);
headLoopPat = PAT_TALK_LEFT;
bodyLoopPat = BPAT_MACBETH9;
break;
case TALK_SPAVENTATOSTATIC:
m_bCorpoDavanti = false;
switch (m_TalkDirection) {
case DOWN:
bodyStartPat = BPAT_STANDDOWN;
bodyLoopPat = BPAT_STANDDOWN;
m_nBodyOffset.Set(4, 53);
headStartPat = PAT_SPAVENTODOWN_STAND;
headLoopPat = PAT_SPAVENTODOWN_LOOP;
break;
case RIGHT:
bodyStartPat = BPAT_STANDRIGHT;
bodyLoopPat = BPAT_STANDRIGHT;
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_SPAVENTORIGHT_STAND;
headLoopPat = PAT_SPAVENTORIGHT_LOOP;
break;
case LEFT:
bodyStartPat = BPAT_STANDLEFT;
bodyLoopPat = BPAT_STANDLEFT;
m_nBodyOffset.Set(6, 56);
headStartPat = PAT_SPAVENTOLEFT_STAND;
headLoopPat = PAT_SPAVENTOLEFT_LOOP;
break;
}
break;
}
// Esegue il set dei pattern vero e proprio
if (headStartPat != 0 || bodyStartPat != 0) {
MainFreeze();
SetPattern(headStartPat);
m_body.SetPattern(bodyStartPat);
MainUnfreeze();
if (bodyStartPat!=0)
m_body.WaitForEndPattern();
if (headStartPat!=0)
WaitForEndPattern();
}
MainFreeze();
SetPattern(headLoopPat);
if (bodyLoopPat)
m_body.SetPattern(bodyLoopPat);
MainUnfreeze();
}
void RMTony::EndTalk(void) {
int headStandPat = 0;
int headEndPat = 0;
int bodyEndPat = 0;
int finalPat = 0;
bool bStatic = false;
bodyEndPat = 0;
headEndPat = 0;
switch (m_TalkDirection) {
case UP:
finalPat = PAT_STANDUP;
headStandPat = PAT_TESTA_UP;
break;
case DOWN:
finalPat = PAT_STANDDOWN;
headStandPat = PAT_TESTA_DOWN;
break;
case LEFT:
finalPat = PAT_STANDLEFT;
headStandPat = PAT_TESTA_LEFT;
break;
case RIGHT:
finalPat = PAT_STANDRIGHT;
headStandPat = PAT_TESTA_RIGHT;
break;
}
if (m_bPastorella) {
MainFreeze();
SetPattern(finalPat);
MainUnfreeze();
m_bIsTalking = false;
return;
}
bStatic = false;
switch (m_nTalkType) {
case TALK_NORMAL:
bodyEndPat = 0;
break;
case TALK_FIANCHI:
switch (m_TalkDirection) {
case UP:
bodyEndPat = BPAT_FIANCHIUP_END;
break;
case DOWN:
bodyEndPat = BPAT_FIANCHIDOWN_END;
break;
case LEFT:
bodyEndPat = BPAT_FIANCHILEFT_END;
break;
case RIGHT:
bodyEndPat = BPAT_FIANCHIRIGHT_END;
break;
}
break;
case TALK_CANTA:
bodyEndPat = BPAT_CANTALEFT_END;
break;
case TALK_RIDE:
case TALK_RIDE2:
if (m_TalkDirection==LEFT)
headEndPat = PAT_RIDELEFT_END;
else if (m_TalkDirection==RIGHT)
headEndPat = PAT_RIDERIGHT_END;
bodyEndPat = 0;
break;
case TALK_SCHIFATO:
switch (m_TalkDirection) {
case UP:
case LEFT:
headEndPat = PAT_SCHIFATOLEFT_END;
break;
case DOWN:
case RIGHT:
headEndPat = PAT_SCHIFATORIGHT_END;
break;
}
bodyEndPat = 0;
break;
case TALK_NAAH:
switch (m_TalkDirection) {
case UP:
case LEFT:
headEndPat = PAT_NAAHLEFT_END;
break;
case DOWN:
case RIGHT:
headEndPat = PAT_NAAHRIGHT_END;
break;
}
bodyEndPat = 0;
break;
case TALK_SIINDICA:
break;
case TALK_SPAVENTATO:
switch (m_TalkDirection) {
case UP:
bodyEndPat = BPAT_SPAVENTOUP_END;
break;
case DOWN:
headEndPat = PAT_SPAVENTODOWN_END;
bodyEndPat = BPAT_SPAVENTODOWN_END;
break;
case RIGHT:
headEndPat = PAT_SPAVENTORIGHT_END;
bodyEndPat = BPAT_SPAVENTORIGHT_END;
break;
case LEFT:
headEndPat = PAT_SPAVENTOLEFT_END;
bodyEndPat = BPAT_SPAVENTOLEFT_END;
break;
}
break;
case TALK_SPAVENTATO2:
switch (m_TalkDirection) {
case UP:
bodyEndPat = 0;
break;
case DOWN:
headEndPat = PAT_SPAVENTODOWN_END;
bodyEndPat = 0;
break;
case RIGHT:
headEndPat = PAT_SPAVENTORIGHT_END;
bodyEndPat = 0;
break;
case LEFT:
headEndPat = PAT_SPAVENTOLEFT_END;
bodyEndPat = 0;
break;
}
break;
case TALK_CONCONIGLIO:
switch (m_TalkDirection) {
case UP:
case LEFT:
finalPat = PAT_STANDLEFT;
bodyEndPat = BPAT_CONCONIGLIOLEFT_END;
break;
case RIGHT:
case DOWN:
finalPat = PAT_STANDRIGHT;
bodyEndPat = BPAT_CONCONIGLIORIGHT_END;
break;
}
break;
case TALK_CONRICETTA:
switch (m_TalkDirection) {
case UP:
case LEFT:
finalPat = PAT_STANDLEFT;
bodyEndPat = BPAT_CONRICETTALEFT_END;
break;
case RIGHT:
case DOWN:
finalPat = PAT_STANDRIGHT;
bodyEndPat = BPAT_CONRICETTARIGHT_END;
break;
}
break;
case TALK_CONCARTE:
switch (m_TalkDirection) {
case UP:
case LEFT:
finalPat = PAT_STANDLEFT;
bodyEndPat = BPAT_CONCARTELEFT_END;
break;
case RIGHT:
case DOWN:
finalPat = PAT_STANDRIGHT;
bodyEndPat = BPAT_CONCARTERIGHT_END;
break;
}
break;
case TALK_CONPUPAZZO:
switch (m_TalkDirection) {
case UP:
case LEFT:
finalPat = PAT_STANDLEFT;
bodyEndPat = BPAT_CONPUPAZZOLEFT_END;
break;
case RIGHT:
case DOWN:
finalPat = PAT_STANDRIGHT;
bodyEndPat = BPAT_CONPUPAZZORIGHT_END;
break;
}
break;
case TALK_CONVERME:
finalPat = PAT_CONVERME;
break;
case TALK_CONCORDA:
finalPat = PAT_CONCORDA;
break;
case TALK_CONSEGRETARIA:
finalPat = PAT_CONSEGRETARIA;
break;
case TALK_CONMARTELLO:
finalPat = PAT_CONMARTELLO;
break;
case TALK_CONBICCHIERE:
finalPat = PAT_CONBICCHIERE;
break;
case TALK_MACBETH1:
case TALK_MACBETH2:
case TALK_MACBETH3:
case TALK_MACBETH4:
case TALK_MACBETH5:
case TALK_MACBETH6:
case TALK_MACBETH7:
case TALK_MACBETH8:
finalPat = 0;
break;
case TALK_SPAVENTATOSTATIC:
switch (m_TalkDirection) {
case DOWN:
headStandPat = PAT_SPAVENTODOWN_STAND;
bodyEndPat = 0;
break;
case RIGHT:
headStandPat = PAT_SPAVENTORIGHT_STAND;
bodyEndPat = 0;
break;
case LEFT:
headStandPat = PAT_SPAVENTOLEFT_STAND;
bodyEndPat = 0;
break;
}
break;
}
// Gestisce la fine di una animazione static lasciando tutto invariato
if (m_bIsStaticTalk) {
if (m_nTalkType == TALK_CONBARBASTATIC) {
MainFreeze();
SetPattern(0);
if (m_TalkDirection == UP || m_TalkDirection == LEFT) {
m_body.SetPattern(BPAT_CONBARBALEFT_STATIC);
m_nBodyOffset.Set(-41, -14);
} else if (m_TalkDirection == DOWN || m_TalkDirection == RIGHT) {
m_body.SetPattern(BPAT_CONBARBARIGHT_STATIC);
m_nBodyOffset.Set(-26, -14);
}
MainUnfreeze();
} else {
MainFreeze();
SetPattern(headStandPat);
MainUnfreeze();
m_body.WaitForEndPattern();
}
m_bIsTalking = false;
return;
}
// Set dei pattern
if (headEndPat != 0 && bodyEndPat != 0) {
MainFreeze();
SetPattern(headEndPat);
MainUnfreeze();
m_body.WaitForEndPattern();
MainFreeze();
m_body.SetPattern(bodyEndPat);
MainUnfreeze();
WaitForEndPattern();
m_body.WaitForEndPattern();
} else if (bodyEndPat != 0) {
MainFreeze();
SetPattern(headStandPat);
MainUnfreeze();
m_body.WaitForEndPattern();
MainFreeze();
m_body.SetPattern(bodyEndPat);
MainUnfreeze();
m_body.WaitForEndPattern();
} else if (headEndPat != 0) {
m_body.WaitForEndPattern();
MainFreeze();
SetPattern(headEndPat);
MainUnfreeze();
WaitForEndPattern();
} else {
m_body.WaitForEndPattern();
}
if (finalPat != 0) {
MainFreeze();
m_body.SetPattern(0);
SetPattern(finalPat);
MainUnfreeze();
}
m_bIsTalking = false;
}
void RMTony::StartStatic(TALKTYPE nTalk) {
int nPat = 0;
int headPat = 0, headLoopPat = 0;
int bodyStartPat = 0;
int bodyLoopPat = 0;
nPat = GetCurPattern();
headLoopPat = -1;
switch (nPat) {
case PAT_STANDDOWN:
m_TalkDirection=DOWN;
headPat = PAT_TESTA_RIGHT;
break;
case PAT_TAKELEFT_UP2:
case PAT_TAKELEFT_MID2:
case PAT_TAKELEFT_DOWN2:
case PAT_SIRIALZALEFT:
case PAT_STANDLEFT:
m_TalkDirection=LEFT;
headPat = PAT_TESTA_LEFT;
break;
case PAT_TAKERIGHT_UP2:
case PAT_TAKERIGHT_MID2:
case PAT_TAKERIGHT_DOWN2:
case PAT_SIRIALZARIGHT:
case PAT_STANDRIGHT:
m_TalkDirection=RIGHT;
headPat = PAT_TESTA_RIGHT;
break;
case PAT_TAKEUP_UP2:
case PAT_TAKEUP_MID2:
case PAT_TAKEUP_DOWN2:
case PAT_STANDUP:
m_TalkDirection=UP;
headPat = PAT_TESTA_LEFT;
break;
}
m_bCorpoDavanti = true;
switch (nTalk) {
case TALK_CONCONIGLIOSTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
m_nBodyOffset.Set(-21, -5);
bodyStartPat = BPAT_CONCONIGLIOLEFT_START;
bodyLoopPat = BPAT_CONCONIGLIOLEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-4, -5);
bodyStartPat = BPAT_CONCONIGLIORIGHT_START;
bodyLoopPat = BPAT_CONCONIGLIORIGHT_LOOP;
break;
}
break;
case TALK_CONCARTESTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
m_nBodyOffset.Set(-34, -2);
bodyStartPat = BPAT_CONCARTELEFT_START;
bodyLoopPat = BPAT_CONCARTELEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-4, -2);
bodyStartPat = BPAT_CONCARTERIGHT_START;
bodyLoopPat = BPAT_CONCARTERIGHT_LOOP;
break;
}
break;
case TALK_CONRICETTASTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
m_nBodyOffset.Set(-61, -7);
bodyStartPat = BPAT_CONRICETTALEFT_START;
bodyLoopPat = BPAT_CONRICETTALEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-5, -7);
bodyStartPat = BPAT_CONRICETTARIGHT_START;
bodyLoopPat = BPAT_CONRICETTARIGHT_LOOP;
break;
}
break;
case TALK_CONPUPAZZOSTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
m_nBodyOffset.Set(-35, 2);
bodyStartPat = BPAT_CONPUPAZZOLEFT_START;
bodyLoopPat = BPAT_CONPUPAZZOLEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-14, 2);
bodyStartPat = BPAT_CONPUPAZZORIGHT_START;
bodyLoopPat = BPAT_CONPUPAZZORIGHT_LOOP;
break;
}
break;
case TALK_CONTACCUINOSTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
m_nBodyOffset.Set(-16, -9);
bodyStartPat = BPAT_CONTACCUINOLEFT_START;
bodyLoopPat = BPAT_CONTACCUINOLEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-6, -9);
bodyStartPat = BPAT_CONTACCUINORIGHT_START;
bodyLoopPat = BPAT_CONTACCUINORIGHT_LOOP;
break;
}
break;
case TALK_CONMEGAFONOSTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
m_nBodyOffset.Set(-41, -8);
bodyStartPat = BPAT_CONMEGAFONOLEFT_START;
bodyLoopPat = BPAT_CONMEGAFONOLEFT_LOOP;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-14, -8);
bodyStartPat = BPAT_CONMEGAFONORIGHT_START;
bodyLoopPat = BPAT_CONMEGAFONORIGHT_LOOP;
break;
}
break;
case TALK_CONBARBASTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
m_nBodyOffset.Set(-41, -14);
bodyStartPat = BPAT_CONBARBALEFT_START;
bodyLoopPat = BPAT_STANDLEFT;
headLoopPat = PAT_TALKBARBA_LEFT;
headPat = 0;
break;
case DOWN:
case RIGHT:
m_nBodyOffset.Set(-26, -14);
bodyStartPat = BPAT_CONBARBARIGHT_START;
bodyLoopPat = BPAT_STANDRIGHT;
headLoopPat = PAT_TALKBARBA_RIGHT;
headPat = 0;
break;
}
break;
case TALK_SPAVENTATOSTATIC:
switch (m_TalkDirection) {
case DOWN:
headPat = PAT_SPAVENTODOWN_START;
bodyLoopPat = BPAT_STANDDOWN;
bodyStartPat = BPAT_STANDDOWN;
headLoopPat = PAT_SPAVENTODOWN_STAND;
m_nBodyOffset.Set(4, 53);
break;
case LEFT:
headPat = PAT_SPAVENTOLEFT_START;
bodyLoopPat = BPAT_STANDLEFT;
bodyStartPat = BPAT_STANDLEFT;
headLoopPat = PAT_SPAVENTOLEFT_STAND;
m_nBodyOffset.Set(6, 56);
break;
case RIGHT:
headPat = PAT_SPAVENTORIGHT_START;
bodyLoopPat = BPAT_STANDRIGHT;
bodyStartPat = BPAT_STANDRIGHT;
headLoopPat = PAT_SPAVENTORIGHT_STAND;
m_nBodyOffset.Set(6, 56);
break;
}
}
// e vai con i pattern
m_bIsStaticTalk = true;
MainFreeze();
SetPattern(headPat);
m_body.SetPattern(bodyStartPat);
MainUnfreeze();
m_body.WaitForEndPattern();
WaitForEndPattern();
MainFreeze();
if (headLoopPat != -1)
SetPattern(headLoopPat);
m_body.SetPattern(bodyLoopPat);
MainUnfreeze();
}
void RMTony::EndStatic(TALKTYPE nTalk) {
int bodyEndPat = 0;
int finalPat = 0;
int headEndPat = 0;
switch (m_TalkDirection) {
case UP:
case LEFT:
finalPat = PAT_STANDLEFT;
break;
case RIGHT:
case DOWN:
finalPat = PAT_STANDRIGHT;
break;
}
switch (nTalk) {
case TALK_CONPUPAZZOSTATIC:
switch (m_TalkDirection) {
case UP: case LEFT:
bodyEndPat = BPAT_CONPUPAZZOLEFT_END;
break;
case DOWN:
case RIGHT:
bodyEndPat = BPAT_CONPUPAZZORIGHT_END;
break;
}
break;
case TALK_CONRICETTASTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
bodyEndPat = BPAT_CONRICETTALEFT_END;
break;
case DOWN:
case RIGHT:
bodyEndPat = BPAT_CONRICETTARIGHT_END;
break;
}
break;
case TALK_CONCONIGLIOSTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
bodyEndPat = BPAT_CONCONIGLIOLEFT_END;
break;
case DOWN:
case RIGHT:
bodyEndPat = BPAT_CONCONIGLIORIGHT_END;
break;
}
break;
case TALK_CONCARTESTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
bodyEndPat = BPAT_CONCARTELEFT_END;
break;
case DOWN:
case RIGHT:
bodyEndPat = BPAT_CONCARTERIGHT_END;
break;
}
break;
case TALK_CONTACCUINOSTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
bodyEndPat = BPAT_CONTACCUINOLEFT_END;
break;
case DOWN:
case RIGHT:
bodyEndPat = BPAT_CONTACCUINORIGHT_END;
break;
}
break;
case TALK_CONMEGAFONOSTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
bodyEndPat = BPAT_CONMEGAFONOLEFT_END;
break;
case DOWN:
case RIGHT:
bodyEndPat = BPAT_CONMEGAFONORIGHT_END;
break;
}
break;
case TALK_CONBARBASTATIC:
switch (m_TalkDirection) {
case UP:
case LEFT:
bodyEndPat = BPAT_CONBARBALEFT_END;
break;
case DOWN:
case RIGHT:
bodyEndPat = BPAT_CONBARBARIGHT_END;
break;
}
break;
case TALK_SPAVENTATOSTATIC:
switch (m_TalkDirection) {
case LEFT:
headEndPat = PAT_SPAVENTOLEFT_END;
break;
case DOWN:
headEndPat = PAT_SPAVENTODOWN_END;
break;
case RIGHT:
headEndPat = PAT_SPAVENTORIGHT_END;
break;
}
break;
}
if (headEndPat != 0) {
MainFreeze();
SetPattern(headEndPat);
MainUnfreeze();
WaitForEndPattern();
} else {
// Play please
MainFreeze();
m_body.SetPattern(bodyEndPat);
MainUnfreeze();
m_body.WaitForEndPattern();
}
MainFreeze();
SetPattern(finalPat);
m_body.SetPattern(0);
MainUnfreeze();
m_bIsStaticTalk = false;
}
} // End of namespace Tony