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https://github.com/libretro/scummvm.git
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185 lines
4.9 KiB
C++
185 lines
4.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef SHERLOCK_PEOPLE_H
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#define SHERLOCK_PEOPLE_H
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#include "common/scummsys.h"
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#include "common/queue.h"
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#include "sherlock/objects.h"
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#include "sherlock/saveload.h"
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namespace Sherlock {
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enum PeopleId {
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HOLMES = 0,
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WATSON = 1,
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MAX_NPC_PATH = 200
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};
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enum {
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MAP_UP = 1, MAP_UPRIGHT = 2, MAP_RIGHT = 1, MAP_DOWNRIGHT = 4,
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MAP_DOWN = 5, MAP_DOWNLEFT = 6, MAP_LEFT = 2, MAP_UPLEFT = 8
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};
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#define NUM_IN_WALK_LIB 10
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extern const char *const WALK_LIB_NAMES[10];
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#define MAX_CHARACTERS (IS_SERRATED_SCALPEL ? 1 : 6)
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struct PersonData {
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const char *_name;
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const char *_portrait;
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const byte *_stillSequences;
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const byte *_talkSequences;
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PersonData(const char *name, const char *portrait, const byte *stillSequences, const byte *talkSequences) :
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_name(name), _portrait(portrait), _stillSequences(stillSequences), _talkSequences(talkSequences) {}
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};
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class Person : public Sprite {
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protected:
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/**
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* Get the source position for a character potentially affected by scaling
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*/
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virtual Common::Point getSourcePoint() const = 0;
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public:
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Common::Queue<Common::Point> _walkTo;
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int _srcZone, _destZone;
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bool _walkLoaded;
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Common::String _portrait;
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Common::Point _walkDest;
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Common::String _npcName;
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// Rose Tattoo fields
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Common::String _walkVGSName; // Name of walk library person is using
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public:
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Person();
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virtual ~Person() {}
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/**
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* Called to set the character walking to the current cursor location.
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* It uses the zones and the inter-zone points to determine a series
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* of steps to walk to get to that position.
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*/
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void goAllTheWay();
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/**
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* Walk to the co-ordinates passed, and then face the given direction
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*/
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virtual void walkToCoords(const Point32 &destPos, int destDir) = 0;
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/**
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* Center the visible screen so that the person is in the center of the screen
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*/
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virtual void centerScreenOnPerson() {}
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};
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class SherlockEngine;
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class People {
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protected:
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SherlockEngine *_vm;
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Common::Array<Person *> _data;
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People(SherlockEngine *vm);
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public:
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Common::Array<PersonData> _characters;
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ImageFile *_talkPics;
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PositionFacing _savedPos;
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bool _holmesOn;
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bool _portraitLoaded;
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bool _portraitsOn;
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Object _portrait;
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bool _clearingThePortrait;
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bool _allowWalkAbort;
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int _portraitSide;
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bool _speakerFlip;
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bool _holmesFlip;
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int _holmesQuotient;
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bool _forceWalkReload;
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bool _useWalkLib;
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int _walkControl;
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public:
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static People *init(SherlockEngine *vm);
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virtual ~People();
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Person &operator[](PeopleId id) { return *_data[id]; }
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Person &operator[](int idx) { return *_data[idx]; }
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/**
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* Reset the player data
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*/
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void reset();
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/**
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* If the walk data has been loaded, then it will be freed
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*/
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bool freeWalk();
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/**
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* Turn off any currently active portraits, and removes them from being drawn
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*/
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void clearTalking();
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/**
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* Finds the scene background object corresponding to a specified speaker
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*/
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virtual int findSpeaker(int speaker);
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/**
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* Synchronize the data for a savegame
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*/
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virtual void synchronize(Serializer &s) = 0;
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/**
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* Change the sequence of the scene background object associated with the current speaker.
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*/
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virtual void setTalkSequence(int speaker, int sequenceNum = 1) = 0;
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/**
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* Load the walking images for Sherlock
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*/
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virtual bool loadWalk() = 0;
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/**
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* Restrict passed point to zone using Sherlock's positioning rules
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*/
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virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos) = 0;
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/**
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* If the specified speaker is a background object, it will set it so that it uses
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* the Listen Sequence (specified by the sequence number). If the current sequence
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* has an Allow Talk Code in it, the _gotoSeq field will be set so that the object
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* begins listening as soon as it hits the Allow Talk Code. If there is no Abort Code,
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* the Listen Sequence will begin immediately.
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* @param speaker Who is speaking
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* @param sequenceNum Which listen sequence to use
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*/
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virtual void setListenSequence(int speaker, int sequenceNum = 1) = 0;
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};
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} // End of namespace Sherlock
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#endif
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