scummvm/engines/sherlock/scalpel/scalpel_people.cpp
2015-08-30 10:01:25 -04:00

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