mirror of
https://github.com/libretro/scummvm.git
synced 2024-12-16 06:39:17 +00:00
277 lines
7.4 KiB
C++
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
|