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author | Paul Gilbert | 2015-05-22 22:31:21 -0400 |
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committer | Paul Gilbert | 2015-05-22 22:31:21 -0400 |
commit | b4b6bf63dbfd3f952f4ca207467315396b53bd23 (patch) | |
tree | 48e6390df9c5487e73bc1b0ded246d0076561bcd /engines/sherlock/people.h | |
parent | 40f7fff42977d01c8bac81d462580c2c8ec39dc3 (diff) | |
parent | 2db07a9d39cc9557d292908d84d3fc146635fd75 (diff) | |
download | scummvm-rg350-b4b6bf63dbfd3f952f4ca207467315396b53bd23.tar.gz scummvm-rg350-b4b6bf63dbfd3f952f4ca207467315396b53bd23.tar.bz2 scummvm-rg350-b4b6bf63dbfd3f952f4ca207467315396b53bd23.zip |
Merge branch 'master' into sherlock2
Diffstat (limited to 'engines/sherlock/people.h')
-rw-r--r-- | engines/sherlock/people.h | 68 |
1 files changed, 59 insertions, 9 deletions
diff --git a/engines/sherlock/people.h b/engines/sherlock/people.h index f98c3db867..8244fd9b59 100644 --- a/engines/sherlock/people.h +++ b/engines/sherlock/people.h @@ -30,13 +30,13 @@ namespace Sherlock { -// People definitions +// Player definitions. The game has theoretical support for two player characters but only the first one is used. +// Watson is, instead, handled by a different sprite in each scene, with a very simple initial movement, if any enum PeopleId { PLAYER = 0, AL = 0, PEG = 1, - NUM_OF_PEOPLE = 2, // Holmes and Watson - MAX_PEOPLE = 66 // Total of all NPCs + MAX_PLAYERS = 2 }; // Animation sequence identifiers for characters @@ -53,12 +53,19 @@ enum { MAP_DOWN = 5, MAP_DOWNLEFT = 6, MAP_LEFT = 2, MAP_UPLEFT = 8 }; -extern const char *const NAMES[MAX_PEOPLE]; -extern const char PORTRAITS[MAX_PEOPLE][5]; +struct PersonData { + const char *_name; + const char *_portrait; + const byte *_stillSequences; + const byte *_talkSequences; + + PersonData(const char *name, const char *portrait, const byte *stillSequences, const byte *talkSequences) : + _name(name), _portrait(portrait), _stillSequences(stillSequences), _talkSequences(talkSequences) {} +}; class SherlockEngine; -class Person: public Sprite { +class Person : public Sprite { public: Person() : Sprite() {} @@ -68,11 +75,12 @@ public: class People { private: SherlockEngine *_vm; - Person _data[NUM_OF_PEOPLE]; + Person _data[MAX_PLAYERS]; bool _walkLoaded; int _oldWalkSequence; int _srcZone, _destZone; public: + Common::Array<PersonData> _characters; ImageFile *_talkPics; Common::Point _walkDest; Common::Point _hSavedPos; @@ -94,35 +102,77 @@ public: ~People(); Person &operator[](PeopleId id) { - assert(id < NUM_OF_PEOPLE); + assert(id < MAX_PLAYERS); return _data[id]; } Person &operator[](int idx) { - assert(idx < NUM_OF_PEOPLE); + assert(idx < MAX_PLAYERS); return _data[idx]; } + /** + * Returns true if Sherlock is visible on the screen and enabled + */ bool isHolmesActive() const { return _walkLoaded && _holmesOn; } + /** + * Reset the player data + */ void reset(); + /** + * Load the walking images for Sherlock + */ bool loadWalk(); + /** + * If the walk data has been loaded, then it will be freed + */ bool freeWalk(); + /** + * Set the variables for moving a character from one poisition to another + * in a straight line - goAllTheWay must have been previously called to + * check for any obstacles in the path. + */ void setWalking(); + /** + * Bring a moving character to a standing position. If the Scalpel chessboard + * is being displayed, then the chraracter will always face down. + */ void gotoStand(Sprite &sprite); + /** + * Walk to the co-ordinates passed, and then face the given direction + */ void walkToCoords(const Common::Point &destPos, int destDir); + /** + * Called to set the character walking to the current cursor location. + * It uses the zones and the inter-zone points to determine a series + * of steps to walk to get to that position. + */ void goAllTheWay(); + /** + * Finds the scene background object corresponding to a specified speaker + */ int findSpeaker(int speaker); + /** + * Turn off any currently active portraits, and removes them from being drawn + */ void clearTalking(); + + /** + * Setup the data for an animating speaker portrait at the top of the screen + */ void setTalking(int speaker); + /** + * Synchronize the data for a savegame + */ void synchronize(Common::Serializer &s); }; |