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author | Paul Gilbert | 2015-06-11 22:02:33 -0400 |
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committer | Paul Gilbert | 2015-06-11 22:02:33 -0400 |
commit | 3d0e2cb5b000bfa9ff731fc6a83ec402bd9f7aad (patch) | |
tree | f3780949461d600f733e33cea286f425d5f80619 /engines/sherlock/scalpel/scalpel_scene.cpp | |
parent | f812447274fc1de46560e4e611c9d4cb9bf39beb (diff) | |
download | scummvm-rg350-3d0e2cb5b000bfa9ff731fc6a83ec402bd9f7aad.tar.gz scummvm-rg350-3d0e2cb5b000bfa9ff731fc6a83ec402bd9f7aad.tar.bz2 scummvm-rg350-3d0e2cb5b000bfa9ff731fc6a83ec402bd9f7aad.zip |
SHERLOCK: Beginning of descendent Person classes
Tattoo has some different Sprite methods, and since Person descends
from Sprite, need to create descendents from it. And this has also
necessitated some refactoring of People class's _data array
Diffstat (limited to 'engines/sherlock/scalpel/scalpel_scene.cpp')
-rw-r--r-- | engines/sherlock/scalpel/scalpel_scene.cpp | 72 |
1 files changed, 36 insertions, 36 deletions
diff --git a/engines/sherlock/scalpel/scalpel_scene.cpp b/engines/sherlock/scalpel/scalpel_scene.cpp index 95a58be99d..e3bc6483eb 100644 --- a/engines/sherlock/scalpel/scalpel_scene.cpp +++ b/engines/sherlock/scalpel/scalpel_scene.cpp @@ -138,7 +138,7 @@ void ScalpelScene::drawAllShapes() { void ScalpelScene::checkBgShapes() { People &people = *_vm->_people; - Person &holmes = people._player; + Person &holmes = people[PLAYER]; Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER); // Call the base scene method to handle bg shapes @@ -229,14 +229,14 @@ void ScalpelScene::doBgAnim() { vm.eraseMirror12(); // Restore the back buffer from the back buffer 2 in the changed area - Common::Rect bounds(people[AL]._oldPosition.x, people[AL]._oldPosition.y, - people[AL]._oldPosition.x + people[AL]._oldSize.x, - people[AL]._oldPosition.y + people[AL]._oldSize.y); + Common::Rect bounds(people[PLAYER]._oldPosition.x, people[PLAYER]._oldPosition.y, + people[PLAYER]._oldPosition.x + people[PLAYER]._oldSize.x, + people[PLAYER]._oldPosition.y + people[PLAYER]._oldSize.y); Common::Point pt(bounds.left, bounds.top); - if (people[AL]._type == CHARACTER) + if (people[PLAYER]._type == CHARACTER) screen.restoreBackground(bounds); - else if (people[AL]._type == REMOVE) + else if (people[PLAYER]._type == REMOVE) screen._backBuffer->blitFrom(screen._backBuffer2, pt, bounds); for (uint idx = 0; idx < _bgShapes.size(); ++idx) { @@ -291,8 +291,8 @@ void ScalpelScene::doBgAnim() { _canimShapes[idx].adjustObject(); } - if (people[AL]._type == CHARACTER && people._holmesOn) - people[AL].adjustSprite(); + if (people[PLAYER]._type == CHARACTER && people._holmesOn) + people[PLAYER].adjustSprite(); // Flag the bg shapes which need to be redrawn checkBgShapes(); @@ -331,16 +331,16 @@ void ScalpelScene::doBgAnim() { } // Draw the person if not animating - if (people[AL]._type == CHARACTER && people[AL]._walkLoaded) { + if (people[PLAYER]._type == CHARACTER && people[PLAYER]._walkLoaded) { // If Holmes is too far to the right, move him back so he's on-screen - int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[AL]._imageFrame->_frame.w; - int tempX = MIN(people[AL]._position.x / FIXED_INT_MULTIPLIER, xRight); + int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[PLAYER]._imageFrame->_frame.w; + int tempX = MIN(people[PLAYER]._position.x / FIXED_INT_MULTIPLIER, xRight); - bool flipped = people[AL]._sequenceNumber == WALK_LEFT || people[AL]._sequenceNumber == STOP_LEFT || - people[AL]._sequenceNumber == WALK_UPLEFT || people[AL]._sequenceNumber == STOP_UPLEFT || - people[AL]._sequenceNumber == WALK_DOWNRIGHT || people[AL]._sequenceNumber == STOP_DOWNRIGHT; - screen._backBuffer->transBlitFrom(*people[AL]._imageFrame, - Common::Point(tempX, people[AL]._position.y / FIXED_INT_MULTIPLIER - people[AL]._imageFrame->_frame.h), flipped); + bool flipped = people[PLAYER]._sequenceNumber == WALK_LEFT || people[PLAYER]._sequenceNumber == STOP_LEFT || + people[PLAYER]._sequenceNumber == WALK_UPLEFT || people[PLAYER]._sequenceNumber == STOP_UPLEFT || + people[PLAYER]._sequenceNumber == WALK_DOWNRIGHT || people[PLAYER]._sequenceNumber == STOP_DOWNRIGHT; + screen._backBuffer->transBlitFrom(*people[PLAYER]._imageFrame, + Common::Point(tempX, people[PLAYER]._position.y / FIXED_INT_MULTIPLIER - people[PLAYER]._imageFrame->_frame.h), flipped); } // Draw all static and active shapes are NORMAL and are in front of the person @@ -390,20 +390,20 @@ void ScalpelScene::doBgAnim() { _animating = 0; screen.slamRect(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT)); } else { - if (people[AL]._type != INVALID && ((_goToScene == -1 || _canimShapes.empty()))) { - if (people[AL]._type == REMOVE) { + if (people[PLAYER]._type != INVALID && ((_goToScene == -1 || _canimShapes.empty()))) { + if (people[PLAYER]._type == REMOVE) { screen.slamRect(Common::Rect( - people[AL]._oldPosition.x, people[AL]._oldPosition.y, - people[AL]._oldPosition.x + people[AL]._oldSize.x, - people[AL]._oldPosition.y + people[AL]._oldSize.y + people[PLAYER]._oldPosition.x, people[PLAYER]._oldPosition.y, + people[PLAYER]._oldPosition.x + people[PLAYER]._oldSize.x, + people[PLAYER]._oldPosition.y + people[PLAYER]._oldSize.y )); - people[AL]._type = INVALID; + people[PLAYER]._type = INVALID; } else { - screen.flushImage(people[AL]._imageFrame, - Common::Point(people[AL]._position.x / FIXED_INT_MULTIPLIER, - people[AL]._position.y / FIXED_INT_MULTIPLIER - people[AL].frameHeight()), - &people[AL]._oldPosition.x, &people[AL]._oldPosition.y, - &people[AL]._oldSize.x, &people[AL]._oldSize.y); + screen.flushImage(people[PLAYER]._imageFrame, + Common::Point(people[PLAYER]._position.x / FIXED_INT_MULTIPLIER, + people[PLAYER]._position.y / FIXED_INT_MULTIPLIER - people[PLAYER].frameHeight()), + &people[PLAYER]._oldPosition.x, &people[PLAYER]._oldPosition.y, + &people[PLAYER]._oldSize.x, &people[PLAYER]._oldSize.y); } } @@ -525,7 +525,7 @@ int ScalpelScene::startCAnim(int cAnimNum, int playRate) { if (walkPos.x != -1) { // Holmes must walk to the walk point before the cAnimation is started - if (people[AL]._position != walkPos) + if (people[PLAYER]._position != walkPos) people.walkToCoords(walkPos, walkDir); } @@ -563,7 +563,7 @@ int ScalpelScene::startCAnim(int cAnimNum, int playRate) { if (cAnim._name.size() > 0 && cAnim._type != NO_SHAPE) { if (tpPos.x != -1) - people[AL]._type = REMOVE; + people[PLAYER]._type = REMOVE; Common::String fname = cAnim._name + ".vgs"; if (!res.isInCache(fname)) { @@ -653,14 +653,14 @@ int ScalpelScene::startCAnim(int cAnimNum, int playRate) { cObj._frameNumber += dir; } - people[AL]._type = CHARACTER; + people[PLAYER]._type = CHARACTER; } // Teleport to ending coordinates if necessary if (tpPos.x != -1) { - people[AL]._position = tpPos; // Place the player - people[AL]._sequenceNumber = tpDir; - people.gotoStand(people[AL]); + people[PLAYER]._position = tpPos; // Place the player + people[PLAYER]._sequenceNumber = tpDir; + people.gotoStand(people[PLAYER]); } if (playRate < 0) @@ -686,10 +686,10 @@ int ScalpelScene::startCAnim(int cAnimNum, int playRate) { if (tpPos.x != -1 && !talk._talkToAbort) { // Teleport to ending coordinates - people[AL]._position = tpPos; - people[AL]._sequenceNumber = tpDir; + people[PLAYER]._position = tpPos; + people[PLAYER]._sequenceNumber = tpDir; - people.gotoStand(people[AL]); + people.gotoStand(people[PLAYER]); } events.setCursor(oldCursor); |