scummvm/engines/sherlock/people.cpp
2015-06-03 21:51:46 -04:00

717 lines
20 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/people.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
// Walk speeds
#define MWALK_SPEED 2
#define XWALK_SPEED 4
#define YWALK_SPEED 1
// Characer animation sequences
static const uint8 CHARACTER_SEQUENCES[MAX_HOLMES_SEQUENCE][MAX_FRAME] = {
{ 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Right
{ 22, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down
{ 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Left
{ 15, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up
{ 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Right
{ 47, 1, 2, 3, 4, 5, 0 }, // Goto Stand Down
{ 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Left
{ 36, 1, 0 }, // Goto Stand Up
{ 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Right
{ 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Right
{ 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Left
{ 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Left
{ 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Right
{ 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Left
{ 52, 1, 2, 3, 4, 0 }, // Goto Stand Down Right
{ 52, 1, 2, 3, 4, 0 } // Goto Stand Down Left
};
// Rose Tattoo walk image libraries
// Walk resources within WALK.LIB
const char *const WALK_LIB_NAMES[NUM_IN_WALK_LIB] = {
"SVGAWALK.VGS",
"COATWALK.VGS",
"WATSON.VGS",
"NOHAT.VGS",
"TUPRIGHT.VGS",
"TRIGHT.VGS",
"TDOWNRG.VGS",
"TWUPRIGH.VGS",
"TWRIGHT.VGS",
"TWDOWNRG.VGS"
};
/*----------------------------------------------------------------*/
Person::Person() : Sprite(), _walkLoaded(false), _npcIndex(0), _npcStack(0), _npcPause(false) {
Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
_tempX = _tempScaleVal = 0;
_updateNPCPath = false;
}
void Person::clearNPC() {
Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
_npcIndex = _npcStack = 0;
_npcName = "";
}
void Person::updateNPC() {
// TODO
}
/*----------------------------------------------------------------*/
People::People(SherlockEngine *vm) : _vm(vm), _player(_data[0]) {
_holmesOn = true;
_oldWalkSequence = -1;
_allowWalkAbort = false;
_portraitLoaded = false;
_portraitsOn = true;
_clearingThePortrait = false;
_srcZone = _destZone = 0;
_talkPics = nullptr;
_portraitSide = 0;
_speakerFlip = false;
_holmesFlip = false;
_holmesQuotient = 0;
_hSavedPos = Common::Point(-1, -1);
_hSavedFacing = -1;
_forceWalkReload = false;
_useWalkLib = false;
_walkControl = 0;
_portrait._sequences = new byte[32];
}
People::~People() {
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (_data[idx]._walkLoaded)
delete _data[PLAYER]._images;
}
delete _talkPics;
delete[] _portrait._sequences;
}
void People::reset() {
_data[0]._description = "Sherlock Holmes!";
// Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites
int count = IS_SERRATED_SCALPEL ? 1 : MAX_CHARACTERS;
for (int idx = 0; idx < count; ++idx) {
Sprite &p = _data[idx];
p._type = (idx == 0) ? CHARACTER : INVALID;
if (IS_SERRATED_SCALPEL)
p._position = Point32(10000, 11000);
else
p._position = Point32(36000, 29000);
p._sequenceNumber = STOP_DOWNRIGHT;
p._imageFrame = nullptr;
p._frameNumber = 1;
p._delta = Common::Point(0, 0);
p._oldPosition = Common::Point(0, 0);
p._oldSize = Common::Point(0, 0);
p._misc = 0;
p._walkCount = 0;
p._pickUp = "";
p._allow = 0;
p._noShapeSize = Common::Point(0, 0);
p._goto = Common::Point(0, 0);
p._status = 0;
p._seqTo = 0;
p._seqCounter = p._seqCounter2 = 0;
p._seqStack = 0;
p._gotoSeq = p._talkSeq = 0;
p._restoreSlot = 0;
p._startSeq = 0;
p._altImages = nullptr;
p._altSeq = 0;
p._centerWalk = true;
p._adjust = Common::Point(0, 0);
// Load the default walk sequences
p._oldWalkSequence = -1;
p._walkSequences.clear();
if (IS_SERRATED_SCALPEL) {
p._walkSequences.resize(MAX_HOLMES_SEQUENCE);
for (int seqIdx = 0; seqIdx < MAX_HOLMES_SEQUENCE; ++seqIdx) {
p._walkSequences[seqIdx]._sequences.clear();
const byte *pSrc = &CHARACTER_SEQUENCES[seqIdx][0];
do {
p._walkSequences[seqIdx]._sequences.push_back(*pSrc);
} while (*pSrc++);
}
}
}
// Reset any walk path in progress when Sherlock leaves scenes
_walkTo.clear();
}
bool People::loadWalk() {
Resources &res = *_vm->_res;
bool result = false;
if (IS_SERRATED_SCALPEL) {
if (_data[PLAYER]._walkLoaded) {
return false;
} else {
_data[PLAYER]._images = new ImageFile("walk.vgs");
_data[PLAYER].setImageFrame();
_data[PLAYER]._walkLoaded = true;
result = true;
}
} else {
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (!_data[idx]._walkLoaded && (_data[idx]._type == CHARACTER || _data[idx]._type == HIDDEN_CHARACTER)) {
if (_data[idx]._type == HIDDEN_CHARACTER)
_data[idx]._type = INVALID;
// See if this is one of the more used Walk Graphics stored in WALK.LIB
for (int libNum = 0; libNum < NUM_IN_WALK_LIB; ++libNum) {
if (!_data[0]._walkVGSName.compareToIgnoreCase(WALK_LIB_NAMES[libNum])) {
_useWalkLib = true;
break;
}
}
// Load the images for the character
_data[idx]._images = new ImageFile(_data[idx]._walkVGSName, false);
_data[idx]._numFrames = _data[idx]._images->size();
// Load walk sequence data
Common::String fname = Common::String(_data[idx]._walkVGSName.c_str(), strchr(_data[idx]._walkVGSName.c_str(), '.'));
fname += ".SEQ";
// Load the walk sequence data
Common::SeekableReadStream *stream = res.load(fname, _useWalkLib ? "walk.lib" : "vgs.lib");
_data[idx]._walkSequences.resize(stream->readByte());
for (uint seqNum = 0; seqNum < _data[idx]._walkSequences.size(); ++seqNum)
_data[idx]._walkSequences[seqNum].load(*stream);
// Close the sequences resource
delete stream;
_useWalkLib = false;
_data[idx]._frameNumber = 0;
_data[idx].setImageFrame();
// Set the stop Frames pointers
for (int dirNum = 0; dirNum < 8; ++dirNum) {
int count = 0;
while (_data[idx]._walkSequences[dirNum + 8][count] != 0)
++count;
count += 2;
count = _data[idx]._walkSequences[dirNum + 8][count] - 1;
_data[idx]._stopFrames[dirNum] = &(*_data[idx]._images)[count];
}
result = true;
_data[idx]._walkLoaded = true;
} else if (_data[idx]._type != CHARACTER) {
_data[idx]._walkLoaded = false;
}
}
}
_forceWalkReload = false;
return result;
}
bool People::freeWalk() {
bool result = false;
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (_data[idx]._walkLoaded) {
delete _data[idx]._images;
_data[idx]._images = nullptr;
_data[idx]._walkLoaded = false;
result = true;
}
}
return result;
}
void People::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
_player._walkCount = 0;
oldDirection = _player._sequenceNumber;
oldFrame = _player._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 = _player._imageFrame->_frame.w / 2))
_walkDest.x -= temp;
delta = Common::Point(
ABS(_player._position.x / 100 - _walkDest.x),
ABS(_player._position.y / 100 - _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 < (_player._position.x / 100)) {
_player._sequenceNumber = (map._active ? (int)MAP_LEFT : (int)WALK_LEFT);
_player._delta.x = speed.x * -100;
} else {
_player._sequenceNumber = (map._active ? (int)MAP_RIGHT : (int)WALK_RIGHT);
_player._delta.x = speed.x * 100;
}
// 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
_player._delta.y = (delta.y * 100) / (delta.x / speed.x);
if (_walkDest.y < (_player._position.y / 100))
_player._delta.y = -_player._delta.y;
// Set how many times we should add the delta to the player's position
_player._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
_player._delta = Common::Point(0, 0);
_player._position = Common::Point(_walkDest.x * 100, _walkDest.y * 100);
_player._walkCount = 1;
}
// See if the sequence needs to be changed for diagonal walking
if (_player._delta.y > 150) {
if (!map._active) {
switch (_player._sequenceNumber) {
case WALK_LEFT:
_player._sequenceNumber = WALK_DOWNLEFT;
break;
case WALK_RIGHT:
_player._sequenceNumber = WALK_DOWNRIGHT;
break;
}
}
} else if (_player._delta.y < -150) {
if (!map._active) {
switch (_player._sequenceNumber) {
case WALK_LEFT:
_player._sequenceNumber = WALK_UPLEFT;
break;
case WALK_RIGHT:
_player._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 < (_player._position.y / 100)) {
_player._sequenceNumber = WALK_UP;
_player._delta.y = speed.y * -100;
} else {
_player._sequenceNumber = WALK_DOWN;
_player._delta.y = speed.y * 100;
}
// If we're on the overhead map, set the sequence so we keep moving
// in the same direction
if (map._active)
_player._sequenceNumber = (oldDirection == -1) ? MAP_RIGHT : oldDirection;
// Set the delta x
_player._delta.x = (delta.x * 100) / (delta.y / speed.y);
if (_walkDest.x < (_player._position.x / 100))
_player._delta.x = -_player._delta.x;
_player._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 it's animation starts at
// it's 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 (_player._sequenceNumber != _oldWalkSequence)
_player._frameNumber = 0;
_oldWalkSequence = _player._sequenceNumber;
if (!_player._walkCount)
gotoStand(_player);
// 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 (_player._sequenceNumber == oldDirection)
_player._frameNumber = oldFrame;
}
void People::gotoStand(Sprite &sprite) {
Map &map = *_vm->_map;
_walkTo.clear();
sprite._walkCount = 0;
switch (sprite._sequenceNumber) {
case WALK_UP:
sprite._sequenceNumber = STOP_UP;
break;
case WALK_DOWN:
sprite._sequenceNumber = STOP_DOWN;
break;
case TALK_LEFT:
case WALK_LEFT:
sprite._sequenceNumber = STOP_LEFT;
break;
case TALK_RIGHT:
case WALK_RIGHT:
sprite._sequenceNumber = STOP_RIGHT;
break;
case WALK_UPRIGHT:
sprite._sequenceNumber = STOP_UPRIGHT;
break;
case WALK_UPLEFT:
sprite._sequenceNumber = STOP_UPLEFT;
break;
case WALK_DOWNRIGHT:
sprite._sequenceNumber = STOP_DOWNRIGHT;
break;
case WALK_DOWNLEFT:
sprite._sequenceNumber = STOP_DOWNLEFT;
break;
default:
break;
}
// Only restart frame at 0 if the sequence number has changed
if (_oldWalkSequence != -1 || sprite._sequenceNumber == STOP_UP)
sprite._frameNumber = 0;
if (map._active) {
sprite._sequenceNumber = 0;
_player._position.x = (map[map._charPoint].x - 6) * 100;
_player._position.y = (map[map._charPoint].x + 10) * 100;
}
_oldWalkSequence = -1;
_allowWalkAbort = true;
}
void People::walkToCoords(const Common::Point &destPos, int destDir) {
Events &events = *_vm->_events;
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
CursorId oldCursor = events.getCursor();
events.setCursor(WAIT);
_walkDest = Common::Point(destPos.x / 100 + 10, destPos.y / 100);
_allowWalkAbort = true;
goAllTheWay();
// Keep calling doBgAnim until the walk is done
do {
events.pollEventsAndWait();
scene.doBgAnim();
} while (!_vm->shouldQuit() && _player._walkCount);
if (!talk._talkToAbort) {
// Put player exactly on destination position, and set direction
_player._position = destPos;
_player._sequenceNumber = destDir;
gotoStand(_player);
// Draw Holmes facing the new direction
scene.doBgAnim();
if (!talk._talkToAbort)
events.setCursor(oldCursor);
}
}
void People::goAllTheWay() {
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