scummvm/engines/sherlock/tattoo/tattoo_people.h

277 lines
7.4 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.
*
*/
#ifndef SHERLOCK_TATTOO_PEOPLE_H
#define SHERLOCK_TATTOO_PEOPLE_H
#include "common/scummsys.h"
#include "common/stack.h"
#include "sherlock/people.h"
namespace Sherlock {
class SherlockEngine;
namespace Tattoo {
// Animation sequence identifiers for characters
enum TattooSequences {
// Walk Sequences Numbers for NPCs
WALK_UP = 0,
WALK_UPRIGHT = 1,
WALK_RIGHT = 2,
WALK_DOWNRIGHT = 3,
WALK_DOWN = 4,
WALK_DOWNLEFT = 5,
WALK_LEFT = 6,
WALK_UPLEFT = 7,
// Stop Sequences Numbers for NPCs
STOP_UP = 8,
STOP_UPRIGHT = 9,
STOP_RIGHT = 10,
STOP_DOWNRIGHT = 11,
STOP_DOWN = 12,
STOP_DOWNLEFT = 13,
STOP_LEFT = 14,
STOP_UPLEFT = 15,
// NPC Talk Sequence Numbers
TALK_UPRIGHT = 16,
TALK_RIGHT = 17,
TALK_DOWNRIGHT = 18,
TALK_DOWNLEFT = 19,
TALK_LEFT = 20,
TALK_UPLEFT = 21,
// NPC Listen Sequence Numbers
LISTEN_UPRIGHT = 22,
LISTEN_RIGHT = 23,
LISTEN_DOWNRIGHT = 24,
LISTEN_DOWNLEFT = 25,
LISTEN_LEFT = 26,
LISTEN_UPLEFT = 27
};
enum NpcPath {
NPCPATH_SET_DEST = 1,
NPCPATH_PAUSE = 2,
NPCPATH_SET_TALK_FILE = 3,
NPCPATH_CALL_TALK_FILE = 4,
NPCPATH_TAKE_NOTES = 5,
NPCPATH_FACE_HOLMES = 6,
NPCPATH_PATH_LABEL = 7,
NPCPATH_GOTO_LABEL = 8,
NPCPATH_IFFLAG_GOTO_LABEL = 9
};
struct SavedNPCPath {
byte _path[MAX_NPC_PATH];
int _npcIndex;
int _npcPause;
Common::Point _walkDest;
int _npcFacing;
bool _lookHolmes;
SavedNPCPath();
SavedNPCPath(byte path[MAX_NPC_PATH], int npcIndex, int npcPause, const Common::Point &walkDest,
int npcFacing, bool lookHolmes);
};
class TattooPerson: public Person {
private:
Point32 _nextDest;
private:
bool checkCollision() const;
/**
* Free the alternate graphics used by NPCs
*/
void freeAltGraphics();
protected:
/**
* Get the source position for a character potentially affected by scaling
*/
virtual Common::Point getSourcePoint() const;
public:
Common::Stack<SavedNPCPath> _pathStack;
int _npcIndex;
int _npcPause;
byte _npcPath[MAX_NPC_PATH];
bool _npcMoved;
int _npcFacing;
bool _resetNPCPath;
int _savedNpcSequence;
int _savedNpcFrame;
int _tempX;
int _tempScaleVal;
bool _updateNPCPath;
bool _lookHolmes;
public:
TattooPerson();
virtual ~TattooPerson() {}
/**
* Clear the NPC related data
*/
void clearNPC();
/**
* Called from doBgAnim to move NPCs along any set paths. If an NPC is paused in his path,
* he will remain paused until his pause timer runs out. If he is walking somewhere,
* he will continue walking there until he reaches the dest position. When an NPC stops moving,
* the next element of his path is processed.
*
* The path is an array of bytes with control codes followed by their parameters as needed.
*/
void updateNPC();
/**
* Push the NPC's path data onto the path stack for when a talk file moves the NPC that
* has some control codes.
*/
void pushNPCPath();
/**
* Pull an NPC's path data that has been previously saved on the path stack for that character.
* There are two possibilities for when the NPC was interrupted, and both are handled differently:
* 1) The NPC was paused at a position
* If the NPC didn't move, we can just restore his pause counter and exit. But if he did move,
* he must return to that position, and the path index must be reset to the pause he was executing.
* This means that the index must be decremented by 3
* 2) The NPC was in route to a position
* He must be set to walk to that position again. This is done by moving the path index
* so that it points to the code that set the NPC walking there in the first place.
* The regular calls to updateNPC will handle the rest
*/
void pullNPCPath();
/**
* Checks a sprite associated with an NPC to see if the frame sequence specified
* in the sequence number uses alternate graphics, and if so if they need to be loaded
*/
void checkWalkGraphics();
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s);
/**
* Walk Holmes to the NPC
*/
void walkHolmesToNPC();
/**
* This adjusts the sprites position, as well as it's animation sequence:
*/
virtual void adjustSprite();
/**
* Bring a moving character to a standing position
*/
virtual void gotoStand();
/**
* Set the variables for moving a character from one poisition to another
* in a straight line
*/
virtual void setWalking();
/**
* Walk to the co-ordinates passed, and then face the given direction
*/
virtual void walkToCoords(const Point32 &destPos, int destDir);
/**
* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
* so that it points to the beginning of the sequence number's talk sequence in the object's
* sequence buffer
* @param seq Which sequence to use (if there's more than 1)
* @remarks 1: First talk seq, 2: second talk seq, etc.
*/
virtual void setObjTalkSequence(int seq);
/**
* Center the visible screen so that the person is in the center of the screen
*/
virtual void centerScreenOnPerson();
};
class TattooPeople : public People {
public:
TattooPeople(SherlockEngine *vm);
virtual ~TattooPeople() {}
TattooPerson &operator[](PeopleId id) { return *(TattooPerson *)_data[id]; }
TattooPerson &operator[](int idx) { return *(TattooPerson *)_data[idx]; }
/**
* If the specified speaker is a background object, it will set it so that it uses
* the Listen Sequence (specified by the sequence number). If the current sequence
* has an Allow Talk Code in it, the _gotoSeq field will be set so that the object
* begins listening as soon as it hits the Allow Talk Code. If there is no Abort Code,
* the Listen Sequence will begin immediately.
* @param speaker Who is speaking
* @param sequenceNum Which listen sequence to use
*/
void setListenSequence(int speaker, int sequenceNum = 1);
/**
* Restore any saved NPC walk path data from any of the NPCs
*/
void pullNPCPaths();
/**
* Finds the scene background object corresponding to a specified speaker
*/
virtual int findSpeaker(int speaker);
/**
* Synchronize the data for a savegame
*/
virtual void synchronize(Serializer &s);
/**
* Change the sequence of the scene background object associated with the specified speaker.
*/
virtual void setTalkSequence(int speaker, int sequenceNum = 1);
/**
* Load the walking images for Sherlock
*/
virtual bool loadWalk();
/**
* Restrict passed point to zone using Sherlock's positioning rules
*/
virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos);
};
} // End of namespace Scalpel
} // End of namespace Sherlock
#endif