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https://github.com/libretro/scummvm.git
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568 lines
16 KiB
C++
568 lines
16 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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#include "sherlock/scalpel/scalpel_people.h"
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#include "sherlock/scalpel/scalpel_map.h"
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#include "sherlock/sherlock.h"
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namespace Sherlock {
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namespace Scalpel {
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// Walk speeds
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#define MWALK_SPEED 2
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#define XWALK_SPEED 4
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#define YWALK_SPEED 1
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/*----------------------------------------------------------------*/
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void ScalpelPerson::adjustSprite() {
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Map &map = *_vm->_map;
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People &people = *_vm->_people;
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Scene &scene = *_vm->_scene;
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Talk &talk = *_vm->_talk;
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if (_type == INVALID || (_type == CHARACTER && scene._animating))
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return;
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if (!talk._talkCounter && _type == CHARACTER && _walkCount) {
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// Handle active movement for the sprite
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_position += _delta;
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--_walkCount;
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if (!_walkCount) {
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// If there any points left for the character to walk to along the
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// route to a destination, then move to the next point
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if (!people[HOLMES]._walkTo.empty()) {
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_walkDest = people[HOLMES]._walkTo.pop();
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setWalking();
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} else {
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gotoStand();
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}
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}
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}
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if (_type == CHARACTER && !map._active) {
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if ((_position.y / FIXED_INT_MULTIPLIER) > LOWER_LIMIT) {
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_position.y = LOWER_LIMIT * FIXED_INT_MULTIPLIER;
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gotoStand();
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}
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if ((_position.y / FIXED_INT_MULTIPLIER) < UPPER_LIMIT) {
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_position.y = UPPER_LIMIT * FIXED_INT_MULTIPLIER;
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gotoStand();
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}
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if ((_position.x / FIXED_INT_MULTIPLIER) < LEFT_LIMIT) {
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_position.x = LEFT_LIMIT * FIXED_INT_MULTIPLIER;
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gotoStand();
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}
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if ((_position.x / FIXED_INT_MULTIPLIER) > RIGHT_LIMIT) {
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_position.x = RIGHT_LIMIT * FIXED_INT_MULTIPLIER;
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gotoStand();
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}
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} else if (!map._active) {
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_position.y = CLIP((int)_position.y, (int)UPPER_LIMIT, (int)LOWER_LIMIT);
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_position.x = CLIP((int)_position.x, (int)LEFT_LIMIT, (int)RIGHT_LIMIT);
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}
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if (!map._active || (map._frameChangeFlag = !map._frameChangeFlag))
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++_frameNumber;
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if (_frameNumber >= (int)_walkSequences[_sequenceNumber]._sequences.size() ||
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_walkSequences[_sequenceNumber][_frameNumber] == 0) {
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switch (_sequenceNumber) {
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case STOP_UP:
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case STOP_DOWN:
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case STOP_LEFT:
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case STOP_RIGHT:
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case STOP_UPRIGHT:
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case STOP_UPLEFT:
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case STOP_DOWNRIGHT:
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case STOP_DOWNLEFT:
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// We're in a stop sequence, so reset back to the last frame, so
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// the character is shown as standing still
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--_frameNumber;
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break;
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default:
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// Move 1 past the first frame - we need to compensate, since we
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// already passed the frame increment
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_frameNumber = 1;
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break;
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}
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}
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// Update the _imageFrame to point to the new frame's image
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setImageFrame();
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// Check to see if character has entered an exit zone
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if (!_walkCount && scene._walkedInScene && scene._goToScene == -1) {
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Common::Rect charRect(_position.x / FIXED_INT_MULTIPLIER - 5, _position.y / FIXED_INT_MULTIPLIER - 2,
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_position.x / FIXED_INT_MULTIPLIER + 5, _position.y / FIXED_INT_MULTIPLIER + 2);
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Exit *exit = scene.checkForExit(charRect);
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if (exit) {
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scene._goToScene = exit->_scene;
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if (exit->_newPosition.x != 0) {
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people._savedPos = exit->_newPosition;
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if (people._savedPos._facing > 100 && people._savedPos.x < 1)
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people._savedPos.x = 100;
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}
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}
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}
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}
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void ScalpelPerson::gotoStand() {
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ScalpelMap &map = *(ScalpelMap *)_vm->_map;
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People &people = *_vm->_people;
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_walkTo.clear();
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_walkCount = 0;
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switch (_sequenceNumber) {
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case Scalpel::WALK_UP:
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_sequenceNumber = STOP_UP;
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break;
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case WALK_DOWN:
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_sequenceNumber = STOP_DOWN;
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break;
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case TALK_LEFT:
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case WALK_LEFT:
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_sequenceNumber = STOP_LEFT;
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break;
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case TALK_RIGHT:
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case WALK_RIGHT:
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_sequenceNumber = STOP_RIGHT;
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break;
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case WALK_UPRIGHT:
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_sequenceNumber = STOP_UPRIGHT;
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break;
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case WALK_UPLEFT:
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_sequenceNumber = STOP_UPLEFT;
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break;
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case WALK_DOWNRIGHT:
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_sequenceNumber = STOP_DOWNRIGHT;
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break;
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case WALK_DOWNLEFT:
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_sequenceNumber = STOP_DOWNLEFT;
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break;
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default:
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break;
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}
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// Only restart frame at 0 if the sequence number has changed
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if (_oldWalkSequence != -1 || _sequenceNumber == Scalpel::STOP_UP)
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_frameNumber = 0;
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if (map._active) {
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_sequenceNumber = 0;
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people[HOLMES]._position.x = (map[map._charPoint].x - 6) * FIXED_INT_MULTIPLIER;
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people[HOLMES]._position.y = (map[map._charPoint].y + 10) * FIXED_INT_MULTIPLIER;
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}
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_oldWalkSequence = -1;
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people._allowWalkAbort = true;
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}
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void ScalpelPerson::setWalking() {
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Map &map = *_vm->_map;
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Scene &scene = *_vm->_scene;
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int oldDirection, oldFrame;
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Common::Point speed, delta;
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// Flag that player has now walked in the scene
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scene._walkedInScene = true;
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// Stop any previous walking, since a new dest is being set
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_walkCount = 0;
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oldDirection = _sequenceNumber;
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oldFrame = _frameNumber;
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// Set speed to use horizontal and vertical movement
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if (map._active) {
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speed = Common::Point(MWALK_SPEED, MWALK_SPEED);
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} else {
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speed = Common::Point(XWALK_SPEED, YWALK_SPEED);
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}
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// If the player is already close to the given destination that no
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// walking is needed, move to the next straight line segment in the
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// overall walking route, if there is one
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for (;;) {
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// Since we want the player to be centered on the destination they
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// clicked, but characters draw positions start at their left, move
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// the destination half the character width to draw him centered
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int temp;
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if (_walkDest.x >= (temp = _imageFrame->_frame.w / 2))
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_walkDest.x -= temp;
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delta = Common::Point(
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ABS(_position.x / FIXED_INT_MULTIPLIER - _walkDest.x),
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ABS(_position.y / FIXED_INT_MULTIPLIER - _walkDest.y)
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);
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// If we're ready to move a sufficient distance, that's it. Otherwise,
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// move onto the next portion of the walk path, if there is one
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if ((delta.x > 3 || delta.y > 0) || _walkTo.empty())
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break;
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// Pop next walk segment off the walk route stack
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_walkDest = _walkTo.pop();
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}
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// If a sufficient move is being done, then start the move
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if (delta.x > 3 || delta.y) {
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// See whether the major movement is horizontal or vertical
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if (delta.x >= delta.y) {
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// Set the initial frame sequence for the left and right, as well
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// as setting the delta x depending on direction
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if (_walkDest.x < (_position.x / FIXED_INT_MULTIPLIER)) {
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_sequenceNumber = (map._active ? (int)MAP_LEFT : (int)WALK_LEFT);
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_delta.x = speed.x * -FIXED_INT_MULTIPLIER;
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} else {
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_sequenceNumber = (map._active ? (int)MAP_RIGHT : (int)WALK_RIGHT);
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_delta.x = speed.x * FIXED_INT_MULTIPLIER;
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}
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// See if the x delta is too small to be divided by the speed, since
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// this would cause a divide by zero error
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if (delta.x >= speed.x) {
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// Det the delta y
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_delta.y = (delta.y * FIXED_INT_MULTIPLIER) / (delta.x / speed.x);
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if (_walkDest.y < (_position.y / FIXED_INT_MULTIPLIER))
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_delta.y = -_delta.y;
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// Set how many times we should add the delta to the player's position
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_walkCount = delta.x / speed.x;
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} else {
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// The delta x was less than the speed (ie. we're really close to
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// the destination). So set delta to 0 so the player won't move
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_delta = Point32(0, 0);
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_position = Point32(_walkDest.x * FIXED_INT_MULTIPLIER, _walkDest.y * FIXED_INT_MULTIPLIER);
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_walkCount = 1;
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}
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// See if the sequence needs to be changed for diagonal walking
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if (_delta.y > 150) {
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if (!map._active) {
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switch (_sequenceNumber) {
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case WALK_LEFT:
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_sequenceNumber = WALK_DOWNLEFT;
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break;
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case WALK_RIGHT:
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_sequenceNumber = WALK_DOWNRIGHT;
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break;
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}
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}
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} else if (_delta.y < -150) {
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if (!map._active) {
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switch (_sequenceNumber) {
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case WALK_LEFT:
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_sequenceNumber = WALK_UPLEFT;
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break;
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case WALK_RIGHT:
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_sequenceNumber = WALK_UPRIGHT;
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break;
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}
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}
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}
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} else {
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// Major movement is vertical, so set the sequence for up and down,
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// and set the delta Y depending on the direction
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if (_walkDest.y < (_position.y / FIXED_INT_MULTIPLIER)) {
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_sequenceNumber = WALK_UP;
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_delta.y = speed.y * -FIXED_INT_MULTIPLIER;
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} else {
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_sequenceNumber = WALK_DOWN;
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_delta.y = speed.y * FIXED_INT_MULTIPLIER;
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}
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// If we're on the overhead map, set the sequence so we keep moving
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// in the same direction
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if (map._active)
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_sequenceNumber = (oldDirection == -1) ? MAP_RIGHT : oldDirection;
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// Set the delta x
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_delta.x = (delta.x * FIXED_INT_MULTIPLIER) / (delta.y / speed.y);
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if (_walkDest.x < (_position.x / FIXED_INT_MULTIPLIER))
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_delta.x = -_delta.x;
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_walkCount = delta.y / speed.y;
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}
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}
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// See if the new walk sequence is the same as the old. If it's a new one,
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// we need to reset the frame number to zero so its animation starts at
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// its beginning. Otherwise, if it's the same sequence, we can leave it
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// as is, so it keeps the animation going at wherever it was up to
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if (_sequenceNumber != _oldWalkSequence)
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_frameNumber = 0;
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_oldWalkSequence = _sequenceNumber;
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if (!_walkCount)
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gotoStand();
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// If the sequence is the same as when we started, then Holmes was
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// standing still and we're trying to re-stand him, so reset Holmes'
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// rame to the old frame number from before it was reset to 0
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if (_sequenceNumber == oldDirection)
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_frameNumber = oldFrame;
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}
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void ScalpelPerson::walkToCoords(const Point32 &destPos, int destDir) {
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Events &events = *_vm->_events;
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People &people = *_vm->_people;
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Scene &scene = *_vm->_scene;
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Talk &talk = *_vm->_talk;
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CursorId oldCursor = events.getCursor();
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events.setCursor(WAIT);
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_walkDest = Common::Point(destPos.x / FIXED_INT_MULTIPLIER + 10, destPos.y / FIXED_INT_MULTIPLIER);
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people._allowWalkAbort = true;
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goAllTheWay();
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// Keep calling doBgAnim until the walk is done
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do {
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events.pollEventsAndWait();
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scene.doBgAnim();
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} while (!_vm->shouldQuit() && _walkCount);
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if (!talk._talkToAbort) {
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// Put character exactly on destination position, and set direction
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_position = destPos;
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_sequenceNumber = destDir;
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gotoStand();
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// Draw Holmes facing the new direction
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scene.doBgAnim();
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if (!talk._talkToAbort)
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events.setCursor(oldCursor);
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}
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}
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Common::Point ScalpelPerson::getSourcePoint() const {
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return Common::Point(_position.x / FIXED_INT_MULTIPLIER + frameWidth() / 2,
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_position.y / FIXED_INT_MULTIPLIER);
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}
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void ScalpelPerson::synchronize(Serializer &s) {
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if (_walkCount)
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gotoStand();
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s.syncAsSint32LE(_position.x);
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s.syncAsSint32LE(_position.y);
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}
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/*----------------------------------------------------------------*/
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ScalpelPeople::ScalpelPeople(SherlockEngine *vm) : People(vm) {
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_data.push_back(new ScalpelPerson());
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}
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void ScalpelPeople::setTalking(int speaker) {
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Resources &res = *_vm->_res;
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// If no speaker is specified, then we can exit immediately
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if (speaker == -1)
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return;
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if (_portraitsOn) {
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delete _talkPics;
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Common::String filename = Common::String::format("%s.vgs", _characters[speaker]._portrait);
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_talkPics = new ImageFile(filename);
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// Load portrait sequences
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Common::SeekableReadStream *stream = res.load("sequence.txt");
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stream->seek(speaker * MAX_FRAME);
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int idx = 0;
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do {
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_portrait._sequences[idx] = stream->readByte();
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++idx;
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} while (idx < 2 || _portrait._sequences[idx - 2] || _portrait._sequences[idx - 1]);
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delete stream;
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_portrait._maxFrames = idx;
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_portrait._frameNumber = 0;
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_portrait._sequenceNumber = 0;
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_portrait._images = _talkPics;
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_portrait._imageFrame = &(*_talkPics)[0];
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_portrait._position = Common::Point(_portraitSide, 10);
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_portrait._delta = Common::Point(0, 0);
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_portrait._oldPosition = Common::Point(0, 0);
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_portrait._goto = Common::Point(0, 0);
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_portrait._flags = 5;
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_portrait._status = 0;
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_portrait._misc = 0;
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_portrait._allow = 0;
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_portrait._type = ACTIVE_BG_SHAPE;
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_portrait._name = " ";
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_portrait._description = " ";
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_portrait._examine = " ";
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_portrait._walkCount = 0;
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if (_holmesFlip || _speakerFlip) {
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_portrait._flags |= 2;
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_holmesFlip = false;
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_speakerFlip = false;
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}
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if (_portraitSide == 20)
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_portraitSide = 220;
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else
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_portraitSide = 20;
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_portraitLoaded = true;
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}
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}
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void ScalpelPeople::synchronize(Serializer &s) {
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(*this)[HOLMES].synchronize(s);
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s.syncAsSint16LE(_holmesQuotient);
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s.syncAsByte(_holmesOn);
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if (s.isLoading()) {
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_savedPos = _data[HOLMES]->_position;
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_savedPos._facing = _data[HOLMES]->_sequenceNumber;
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}
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}
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void ScalpelPeople::setTalkSequence(int speaker, int sequenceNum) {
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People &people = *_vm->_people;
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Scene &scene = *_vm->_scene;
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// If no speaker is specified, then nothing needs to be done
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if (speaker == -1)
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return;
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if (speaker) {
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int objNum = people.findSpeaker(speaker);
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if (objNum != -1) {
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Object &obj = scene._bgShapes[objNum];
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if (obj._seqSize < MAX_TALK_SEQUENCES) {
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warning("Tried to copy too many talk frames");
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} else {
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for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
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obj._sequences[idx] = people._characters[speaker]._talkSequences[idx];
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if (idx > 0 && !obj._sequences[idx] && !obj._sequences[idx - 1])
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return;
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obj._frameNumber = 0;
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obj._sequenceNumber = 0;
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}
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}
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}
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}
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}
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bool ScalpelPeople::loadWalk() {
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bool result = false;
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if (_data[HOLMES]->_walkLoaded) {
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return false;
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} else {
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if (!IS_3DO) {
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_data[HOLMES]->_images = new ImageFile("walk.vgs");
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} else {
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// Load walk.anim on 3DO, which is a cel animation file
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_data[HOLMES]->_images = new ImageFile3DO("walk.anim", kImageFile3DOType_CelAnimation);
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}
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_data[HOLMES]->setImageFrame();
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_data[HOLMES]->_walkLoaded = true;
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result = true;
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}
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_forceWalkReload = false;
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return result;
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}
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const Common::Point ScalpelPeople::restrictToZone(int zoneId, const Common::Point &destPos) {
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Scene &scene = *_vm->_scene;
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Common::Point walkDest = destPos;
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// The destination isn't in a zone
|
|
if (walkDest.x >= (SHERLOCK_SCREEN_WIDTH - 1))
|
|
walkDest.x = SHERLOCK_SCREEN_WIDTH - 2;
|
|
|
|
// Trace a line between the centroid of the found closest zone to
|
|
// the destination, to find the point at which the zone will be left
|
|
const Common::Rect &destRect = scene._zones[zoneId];
|
|
const Common::Point destCenter((destRect.left + destRect.right) / 2,
|
|
(destRect.top + destRect.bottom) / 2);
|
|
const Common::Point delta = walkDest - destCenter;
|
|
Point32 pt(destCenter.x * FIXED_INT_MULTIPLIER, destCenter.y * FIXED_INT_MULTIPLIER);
|
|
|
|
// Move along the line until the zone is left
|
|
do {
|
|
pt += delta;
|
|
} while (destRect.contains(pt.x / FIXED_INT_MULTIPLIER, pt.y / FIXED_INT_MULTIPLIER));
|
|
|
|
// Set the new walk destination to the last point that was in the
|
|
// zone just before it was left
|
|
return Common::Point((pt.x - delta.x * 2) / FIXED_INT_MULTIPLIER,
|
|
(pt.y - delta.y * 2) / FIXED_INT_MULTIPLIER);
|
|
}
|
|
|
|
void ScalpelPeople::setListenSequence(int speaker, int sequenceNum) {
|
|
People &people = *_vm->_people;
|
|
Scene &scene = *_vm->_scene;
|
|
|
|
// Don't bother doing anything if no specific speaker is specified
|
|
if (speaker == -1)
|
|
return;
|
|
|
|
if (speaker) {
|
|
int objNum = people.findSpeaker(speaker);
|
|
if (objNum != -1) {
|
|
Object &obj = scene._bgShapes[objNum];
|
|
|
|
if (obj._seqSize < MAX_TALK_SEQUENCES) {
|
|
warning("Tried to copy too few still frames");
|
|
} else {
|
|
for (uint idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
|
|
obj._sequences[idx] = people._characters[speaker]._stillSequences[idx];
|
|
if (idx > 0 && !people._characters[speaker]._talkSequences[idx] &&
|
|
!people._characters[speaker]._talkSequences[idx - 1])
|
|
break;
|
|
}
|
|
|
|
obj._frameNumber = 0;
|
|
obj._seqTo = 0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
} // End of namespace Scalpel
|
|
|
|
} // End of namespace Sherlock
|