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717 lines
20 KiB
C++
717 lines
20 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/people.h"
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#include "sherlock/sherlock.h"
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namespace Sherlock {
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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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// Characer animation sequences
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static const uint8 CHARACTER_SEQUENCES[MAX_HOLMES_SEQUENCE][MAX_FRAME] = {
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{ 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Right
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{ 22, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down
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{ 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Left
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{ 15, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up
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{ 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Right
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{ 47, 1, 2, 3, 4, 5, 0 }, // Goto Stand Down
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{ 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Left
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{ 36, 1, 0 }, // Goto Stand Up
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{ 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Right
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{ 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Right
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{ 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Left
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{ 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Left
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{ 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Right
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{ 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Left
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{ 52, 1, 2, 3, 4, 0 }, // Goto Stand Down Right
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{ 52, 1, 2, 3, 4, 0 } // Goto Stand Down Left
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};
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// Rose Tattoo walk image libraries
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// Walk resources within WALK.LIB
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const char *const WALK_LIB_NAMES[NUM_IN_WALK_LIB] = {
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"SVGAWALK.VGS",
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"COATWALK.VGS",
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"WATSON.VGS",
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"NOHAT.VGS",
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"TUPRIGHT.VGS",
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"TRIGHT.VGS",
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"TDOWNRG.VGS",
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"TWUPRIGH.VGS",
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"TWRIGHT.VGS",
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"TWDOWNRG.VGS"
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};
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/*----------------------------------------------------------------*/
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Person::Person() : Sprite(), _walkLoaded(false), _npcIndex(0), _npcStack(0), _npcPause(false) {
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Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
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_tempX = _tempScaleVal = 0;
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_updateNPCPath = false;
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}
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void Person::clearNPC() {
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Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
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_npcIndex = _npcStack = 0;
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_npcName = "";
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}
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void Person::updateNPC() {
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// TODO
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}
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/*----------------------------------------------------------------*/
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People::People(SherlockEngine *vm) : _vm(vm), _player(_data[0]) {
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_holmesOn = true;
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_oldWalkSequence = -1;
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_allowWalkAbort = false;
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_portraitLoaded = false;
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_portraitsOn = true;
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_clearingThePortrait = false;
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_srcZone = _destZone = 0;
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_talkPics = nullptr;
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_portraitSide = 0;
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_speakerFlip = false;
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_holmesFlip = false;
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_holmesQuotient = 0;
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_hSavedPos = Common::Point(-1, -1);
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_hSavedFacing = -1;
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_forceWalkReload = false;
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_useWalkLib = false;
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_walkControl = 0;
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_portrait._sequences = new byte[32];
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}
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People::~People() {
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for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
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if (_data[idx]._walkLoaded)
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delete _data[PLAYER]._images;
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}
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delete _talkPics;
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delete[] _portrait._sequences;
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}
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void People::reset() {
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_data[0]._description = "Sherlock Holmes!";
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// Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites
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int count = IS_SERRATED_SCALPEL ? 1 : MAX_CHARACTERS;
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for (int idx = 0; idx < count; ++idx) {
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Sprite &p = _data[idx];
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p._type = (idx == 0) ? CHARACTER : INVALID;
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if (IS_SERRATED_SCALPEL)
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p._position = Point32(10000, 11000);
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else
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p._position = Point32(36000, 29000);
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p._sequenceNumber = STOP_DOWNRIGHT;
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p._imageFrame = nullptr;
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p._frameNumber = 1;
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p._delta = Common::Point(0, 0);
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p._oldPosition = Common::Point(0, 0);
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p._oldSize = Common::Point(0, 0);
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p._misc = 0;
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p._walkCount = 0;
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p._pickUp = "";
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p._allow = 0;
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p._noShapeSize = Common::Point(0, 0);
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p._goto = Common::Point(0, 0);
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p._status = 0;
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p._seqTo = 0;
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p._seqCounter = p._seqCounter2 = 0;
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p._seqStack = 0;
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p._gotoSeq = p._talkSeq = 0;
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p._restoreSlot = 0;
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p._startSeq = 0;
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p._altImages = nullptr;
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p._altSeq = 0;
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p._centerWalk = true;
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p._adjust = Common::Point(0, 0);
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// Load the default walk sequences
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p._oldWalkSequence = -1;
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p._walkSequences.clear();
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if (IS_SERRATED_SCALPEL) {
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p._walkSequences.resize(MAX_HOLMES_SEQUENCE);
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for (int seqIdx = 0; seqIdx < MAX_HOLMES_SEQUENCE; ++seqIdx) {
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p._walkSequences[seqIdx]._sequences.clear();
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const byte *pSrc = &CHARACTER_SEQUENCES[seqIdx][0];
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do {
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p._walkSequences[seqIdx]._sequences.push_back(*pSrc);
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} while (*pSrc++);
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}
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}
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}
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// Reset any walk path in progress when Sherlock leaves scenes
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_walkTo.clear();
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}
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bool People::loadWalk() {
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Resources &res = *_vm->_res;
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bool result = false;
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if (IS_SERRATED_SCALPEL) {
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if (_data[PLAYER]._walkLoaded) {
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return false;
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} else {
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_data[PLAYER]._images = new ImageFile("walk.vgs");
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_data[PLAYER].setImageFrame();
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_data[PLAYER]._walkLoaded = true;
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result = true;
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}
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} else {
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for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
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if (!_data[idx]._walkLoaded && (_data[idx]._type == CHARACTER || _data[idx]._type == HIDDEN_CHARACTER)) {
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if (_data[idx]._type == HIDDEN_CHARACTER)
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_data[idx]._type = INVALID;
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// See if this is one of the more used Walk Graphics stored in WALK.LIB
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for (int libNum = 0; libNum < NUM_IN_WALK_LIB; ++libNum) {
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if (!_data[0]._walkVGSName.compareToIgnoreCase(WALK_LIB_NAMES[libNum])) {
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_useWalkLib = true;
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break;
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}
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}
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// Load the images for the character
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_data[idx]._images = new ImageFile(_data[idx]._walkVGSName, false);
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_data[idx]._numFrames = _data[idx]._images->size();
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// Load walk sequence data
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Common::String fname = Common::String(_data[idx]._walkVGSName.c_str(), strchr(_data[idx]._walkVGSName.c_str(), '.'));
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fname += ".SEQ";
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// Load the walk sequence data
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Common::SeekableReadStream *stream = res.load(fname, _useWalkLib ? "walk.lib" : "vgs.lib");
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_data[idx]._walkSequences.resize(stream->readByte());
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for (uint seqNum = 0; seqNum < _data[idx]._walkSequences.size(); ++seqNum)
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_data[idx]._walkSequences[seqNum].load(*stream);
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// Close the sequences resource
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delete stream;
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_useWalkLib = false;
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_data[idx]._frameNumber = 0;
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_data[idx].setImageFrame();
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// Set the stop Frames pointers
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for (int dirNum = 0; dirNum < 8; ++dirNum) {
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int count = 0;
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while (_data[idx]._walkSequences[dirNum + 8][count] != 0)
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++count;
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count += 2;
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count = _data[idx]._walkSequences[dirNum + 8][count] - 1;
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_data[idx]._stopFrames[dirNum] = &(*_data[idx]._images)[count];
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}
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result = true;
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_data[idx]._walkLoaded = true;
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} else if (_data[idx]._type != CHARACTER) {
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_data[idx]._walkLoaded = false;
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}
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}
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}
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_forceWalkReload = false;
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return result;
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}
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bool People::freeWalk() {
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bool result = false;
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for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
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if (_data[idx]._walkLoaded) {
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delete _data[idx]._images;
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_data[idx]._images = nullptr;
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_data[idx]._walkLoaded = false;
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result = true;
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}
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}
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return result;
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}
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void People::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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_player._walkCount = 0;
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oldDirection = _player._sequenceNumber;
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oldFrame = _player._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 = _player._imageFrame->_frame.w / 2))
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_walkDest.x -= temp;
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delta = Common::Point(
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ABS(_player._position.x / 100 - _walkDest.x),
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ABS(_player._position.y / 100 - _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 < (_player._position.x / 100)) {
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_player._sequenceNumber = (map._active ? (int)MAP_LEFT : (int)WALK_LEFT);
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_player._delta.x = speed.x * -100;
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} else {
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_player._sequenceNumber = (map._active ? (int)MAP_RIGHT : (int)WALK_RIGHT);
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_player._delta.x = speed.x * 100;
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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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_player._delta.y = (delta.y * 100) / (delta.x / speed.x);
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if (_walkDest.y < (_player._position.y / 100))
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_player._delta.y = -_player._delta.y;
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// Set how many times we should add the delta to the player's position
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_player._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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_player._delta = Common::Point(0, 0);
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_player._position = Common::Point(_walkDest.x * 100, _walkDest.y * 100);
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_player._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 (_player._delta.y > 150) {
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if (!map._active) {
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switch (_player._sequenceNumber) {
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case WALK_LEFT:
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_player._sequenceNumber = WALK_DOWNLEFT;
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break;
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case WALK_RIGHT:
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_player._sequenceNumber = WALK_DOWNRIGHT;
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break;
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}
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}
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} else if (_player._delta.y < -150) {
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if (!map._active) {
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switch (_player._sequenceNumber) {
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case WALK_LEFT:
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_player._sequenceNumber = WALK_UPLEFT;
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break;
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case WALK_RIGHT:
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_player._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 < (_player._position.y / 100)) {
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_player._sequenceNumber = WALK_UP;
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_player._delta.y = speed.y * -100;
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} else {
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_player._sequenceNumber = WALK_DOWN;
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_player._delta.y = speed.y * 100;
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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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_player._sequenceNumber = (oldDirection == -1) ? MAP_RIGHT : oldDirection;
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// Set the delta x
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_player._delta.x = (delta.x * 100) / (delta.y / speed.y);
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if (_walkDest.x < (_player._position.x / 100))
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_player._delta.x = -_player._delta.x;
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_player._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 it's animation starts at
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// it's 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 (_player._sequenceNumber != _oldWalkSequence)
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_player._frameNumber = 0;
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_oldWalkSequence = _player._sequenceNumber;
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if (!_player._walkCount)
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gotoStand(_player);
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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 (_player._sequenceNumber == oldDirection)
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_player._frameNumber = oldFrame;
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}
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void People::gotoStand(Sprite &sprite) {
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Map &map = *_vm->_map;
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_walkTo.clear();
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sprite._walkCount = 0;
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switch (sprite._sequenceNumber) {
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case WALK_UP:
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sprite._sequenceNumber = STOP_UP;
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break;
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case WALK_DOWN:
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sprite._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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sprite._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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sprite._sequenceNumber = STOP_RIGHT;
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break;
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case WALK_UPRIGHT:
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sprite._sequenceNumber = STOP_UPRIGHT;
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break;
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case WALK_UPLEFT:
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sprite._sequenceNumber = STOP_UPLEFT;
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break;
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case WALK_DOWNRIGHT:
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sprite._sequenceNumber = STOP_DOWNRIGHT;
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break;
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case WALK_DOWNLEFT:
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sprite._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 || sprite._sequenceNumber == STOP_UP)
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sprite._frameNumber = 0;
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if (map._active) {
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sprite._sequenceNumber = 0;
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_player._position.x = (map[map._charPoint].x - 6) * 100;
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_player._position.y = (map[map._charPoint].x + 10) * 100;
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}
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_oldWalkSequence = -1;
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_allowWalkAbort = true;
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}
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void People::walkToCoords(const Common::Point &destPos, int destDir) {
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Events &events = *_vm->_events;
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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 / 100 + 10, destPos.y / 100);
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_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() && _player._walkCount);
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if (!talk._talkToAbort) {
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// Put player exactly on destination position, and set direction
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_player._position = destPos;
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_player._sequenceNumber = destDir;
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gotoStand(_player);
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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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void People::goAllTheWay() {
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Scene &scene = *_vm->_scene;
|
|
Common::Point srcPt(_player._position.x / 100 + _player.frameWidth() / 2,
|
|
_player._position.y / 100);
|
|
|
|
// Get the zone the player is currently in
|
|
_srcZone = scene.whichZone(srcPt);
|
|
if (_srcZone == -1)
|
|
_srcZone = scene.closestZone(srcPt);
|
|
|
|
// Get the zone of the destination
|
|
_destZone = scene.whichZone(_walkDest);
|
|
if (_destZone == -1) {
|
|
_destZone = scene.closestZone(_walkDest);
|
|
|
|
// 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[_destZone];
|
|
const Common::Point destCenter((destRect.left + destRect.right) / 2,
|
|
(destRect.top + destRect.bottom) / 2);
|
|
const Common::Point delta = _walkDest - destCenter;
|
|
Common::Point pt(destCenter.x * 100, destCenter.y * 100);
|
|
|
|
// Move along the line until the zone is left
|
|
do {
|
|
pt += delta;
|
|
} while (destRect.contains(pt.x / 100, pt.y / 100));
|
|
|
|
// Set the new walk destination to the last point that was in the
|
|
// zone just before it was left
|
|
_walkDest = Common::Point((pt.x - delta.x * 2) / 100,
|
|
(pt.y - delta.y * 2) / 100);
|
|
}
|
|
|
|
// Only do a walk if both zones are acceptable
|
|
if (_srcZone == -2 || _destZone == -2)
|
|
return;
|
|
|
|
// If the start and dest zones are the same, walk directly to the dest point
|
|
if (_srcZone == _destZone) {
|
|
setWalking();
|
|
} else {
|
|
// Otherwise a path needs to be formed from the path information
|
|
int i = scene._walkDirectory[_srcZone][_destZone];
|
|
|
|
// See if we need to use a reverse path
|
|
if (i == -1)
|
|
i = scene._walkDirectory[_destZone][_srcZone];
|
|
|
|
int count = scene._walkData[i];
|
|
++i;
|
|
|
|
// See how many points there are between the src and dest zones
|
|
if (!count || count == -1) {
|
|
// There are none, so just walk to the new zone
|
|
setWalking();
|
|
} else {
|
|
// There are points, so set up a multi-step path between points
|
|
// to reach the given destination
|
|
_walkTo.clear();
|
|
|
|
if (scene._walkDirectory[_srcZone][_destZone] != -1) {
|
|
i += 3 * (count - 1);
|
|
for (int idx = 0; idx < count; ++idx, i -= 3) {
|
|
_walkTo.push(Common::Point(READ_LE_UINT16(&scene._walkData[i]),
|
|
scene._walkData[i + 2]));
|
|
}
|
|
} else {
|
|
for (int idx = 0; idx < count; ++idx, i += 3) {
|
|
_walkTo.push(Common::Point(READ_LE_UINT16(&scene._walkData[i]), scene._walkData[i + 2]));
|
|
}
|
|
}
|
|
|
|
// Final position
|
|
_walkTo.push(_walkDest);
|
|
|
|
// Start walking
|
|
_walkDest = _walkTo.pop();
|
|
setWalking();
|
|
}
|
|
}
|
|
}
|
|
|
|
int People::findSpeaker(int speaker) {
|
|
Scene &scene = *_vm->_scene;
|
|
|
|
for (int idx = 0; idx < (int)scene._bgShapes.size(); ++idx) {
|
|
Object &obj = scene._bgShapes[idx];
|
|
|
|
if (obj._type == ACTIVE_BG_SHAPE) {
|
|
Common::String name(obj._name.c_str(), obj._name.c_str() + 4);
|
|
|
|
if (name.equalsIgnoreCase(_characters[speaker]._portrait)
|
|
&& obj._name[4] >= '0' && obj._name[4] <= '9')
|
|
return idx;
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
void People::clearTalking() {
|
|
Scene &scene = *_vm->_scene;
|
|
Screen &screen = *_vm->_screen;
|
|
Talk &talk = *_vm->_talk;
|
|
|
|
if (_portraitsOn) {
|
|
Common::Point pt = _portrait._position;
|
|
int width, height;
|
|
_portrait._imageFrame = _talkPics ? &(*_talkPics)[0] : (ImageFrame *)nullptr;
|
|
|
|
// Flag portrait for removal, and save the size of the frame to use erasing it
|
|
_portrait._type = REMOVE;
|
|
_portrait._delta.x = width = _portrait.frameWidth();
|
|
_portrait._delta.y = height = _portrait.frameHeight();
|
|
|
|
delete _talkPics;
|
|
_talkPics = nullptr;
|
|
|
|
// Flag to let the talk code know not to interrupt on the next doBgAnim
|
|
_clearingThePortrait = true;
|
|
scene.doBgAnim();
|
|
_clearingThePortrait = false;
|
|
|
|
screen.slamArea(pt.x, pt.y, width, height);
|
|
|
|
if (!talk._talkToAbort)
|
|
_portraitLoaded = false;
|
|
}
|
|
}
|
|
|
|
void People::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 People::synchronize(Common::Serializer &s) {
|
|
s.syncAsByte(_holmesOn);
|
|
|
|
if (IS_SERRATED_SCALPEL) {
|
|
s.syncAsSint16LE(_player._position.x);
|
|
s.syncAsSint16LE(_player._position.y);
|
|
s.syncAsSint16LE(_player._sequenceNumber);
|
|
} else {
|
|
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
|
|
Person &p = _data[idx];
|
|
s.syncAsSint16LE(p._position.x);
|
|
s.syncAsSint16LE(p._position.y);
|
|
s.syncAsSint16LE(p._sequenceNumber);
|
|
s.syncAsSint16LE(p._type);
|
|
s.syncString(p._walkVGSName);
|
|
s.syncString(p._description);
|
|
s.syncString(p._examine);
|
|
}
|
|
}
|
|
|
|
s.syncAsSint16LE(_holmesQuotient);
|
|
|
|
if (s.isLoading()) {
|
|
_hSavedPos = _player._position;
|
|
_hSavedFacing = _player._sequenceNumber;
|
|
}
|
|
}
|
|
|
|
} // End of namespace Sherlock
|