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authorPaul Gilbert2015-05-31 14:45:10 -0400
committerPaul Gilbert2015-05-31 14:45:10 -0400
commite5296ebf8dd09f603499b1894a33865ec71bb28f (patch)
treed7de032efd54dfdb3159cbc778a0c9ce8cd8aa91 /engines/sherlock/people.h
parent673537bad93f0b440172a0cc263ebf19cc95ffc0 (diff)
parent141ff4d08dc24b6bb17098bd71801e2a58e6a38f (diff)
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Merge branch 'master' into phantom
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+/* 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.
+ *
+ */
+
+#ifndef SHERLOCK_PEOPLE_H
+#define SHERLOCK_PEOPLE_H
+
+#include "common/scummsys.h"
+#include "common/serializer.h"
+#include "common/queue.h"
+#include "sherlock/objects.h"
+
+namespace Sherlock {
+
+enum PeopleId {
+ PLAYER = 0,
+ AL = 0,
+ PEG = 1,
+ MAX_CHARACTERS = 6,
+ MAX_NPC = 5,
+ MAX_NPC_PATH = 200
+};
+
+// Animation sequence identifiers for characters
+enum {
+ WALK_RIGHT = 0, WALK_DOWN = 1, WALK_LEFT = 2, WALK_UP = 3, STOP_LEFT = 4,
+ STOP_DOWN = 5, STOP_RIGHT = 6, STOP_UP = 7, WALK_UPRIGHT = 8,
+ WALK_DOWNRIGHT = 9, WALK_UPLEFT = 10, WALK_DOWNLEFT = 11,
+ STOP_UPRIGHT = 12, STOP_UPLEFT = 13, STOP_DOWNRIGHT = 14,
+ STOP_DOWNLEFT = 15, TALK_RIGHT = 6, TALK_LEFT = 4
+};
+
+enum {
+ MAP_UP = 1, MAP_UPRIGHT = 2, MAP_RIGHT = 1, MAP_DOWNRIGHT = 4,
+ MAP_DOWN = 5, MAP_DOWNLEFT = 6, MAP_LEFT = 2, MAP_UPLEFT = 8
+};
+
+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 Person : public Sprite {
+public:
+ bool _walkLoaded;
+ Common::String _portrait;
+
+ // NPC related fields
+ int _npcIndex;
+ int _npcStack;
+ bool _npcPause;
+ byte _npcPath[MAX_NPC_PATH];
+ Common::String _npcName;
+ int _tempX;
+ int _tempScaleVal;
+
+ // Rose Tattoo fields
+ Common::String _walkVGSName; // Name of walk library person is using
+public:
+ Person();
+
+ /**
+ * Clear the NPC related data
+ */
+ void clearNPC();
+};
+
+class SherlockEngine;
+
+class People {
+private:
+ SherlockEngine *_vm;
+ Person _data[MAX_CHARACTERS];
+ int _oldWalkSequence;
+ int _srcZone, _destZone;
+public:
+ Common::Array<PersonData> _characters;
+ ImageFile *_talkPics;
+ Common::Point _walkDest;
+ Common::Point _hSavedPos;
+ int _hSavedFacing;
+ Common::Queue<Common::Point> _walkTo;
+ Person &_player;
+ bool _holmesOn;
+ bool _portraitLoaded;
+ bool _portraitsOn;
+ Object _portrait;
+ bool _clearingThePortrait;
+ bool _allowWalkAbort;
+ int _portraitSide;
+ bool _speakerFlip;
+ bool _holmesFlip;
+ int _holmesQuotient;
+ bool _forceWalkReload;
+ bool _useWalkLib;
+
+ int _walkControl;
+public:
+ People(SherlockEngine *vm);
+ ~People();
+
+ Person &operator[](PeopleId id) {
+ assert(id < MAX_CHARACTERS);
+ return _data[id];
+ }
+ Person &operator[](int idx) {
+ assert(idx < MAX_CHARACTERS);
+ return _data[idx];
+ }
+
+ /**
+ * 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);
+};
+
+} // End of namespace Sherlock
+
+#endif