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authorPaul Gilbert2015-06-06 22:40:29 -0400
committerPaul Gilbert2015-06-06 22:40:29 -0400
commit933e6751943fcb28fdb1b616f9834bd4f231f63d (patch)
tree4c4fc326b171ee60725af90c0afad08e779f04d3 /engines/sherlock/tattoo/tattoo_people.h
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SHERLOCK: Setting up game specific People descendant classes
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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_TATTOO_PEOPLE_H
+#define SHERLOCK_TATTOO_PEOPLE_H
+
+#include "common/scummsys.h"
+#include "sherlock/people.h"
+
+namespace Sherlock {
+
+class SherlockEngine;
+
+namespace Tattoo {
+
+// Animation sequence identifiers for characters
+enum TattooSequences {
+ // Walk Sequences Numbers for NPCs
+ WALK_UP = 0,
+ WALK_UPRIGHT = 1,
+ WALK_RIGHT = 2,
+ WALK_DOWNRIGHT = 3,
+ WALK_DOWN = 4,
+ WALK_DOWNLEFT = 5,
+ WALK_LEFT = 6,
+ WALK_UPLEFT = 7,
+
+ // Stop Sequences Numbers for NPCs
+ STOP_UP = 8,
+ STOP_UPRIGHT = 9,
+ STOP_RIGHT = 10,
+ STOP_DOWNRIGHT = 11,
+ STOP_DOWN = 12,
+ STOP_DOWNLEFT = 13,
+ STOP_LEFT = 14,
+ STOP_UPLEFT = 15,
+
+ // NPC Talk Sequence Numbers
+ TALK_UPRIGHT = 16,
+ TALK_RIGHT = 17,
+ TALK_DOWNRIGHT = 18,
+ TALK_DOWNLEFT = 19,
+ TALK_LEFT = 20,
+ TALK_UPLEFT = 21,
+
+ // NPC Listen Sequence Numbers
+ LISTEN_UPRIGHT = 22,
+ LISTEN_RIGHT = 23,
+ LISTEN_DOWNRIGHT = 24,
+ LISTEN_DOWNLEFT = 25,
+ LISTEN_LEFT = 26,
+ LISTEN_UPLEFT = 27
+};
+
+class TattooPeople : public People {
+public:
+ TattooPeople(SherlockEngine *vm) : People(vm) {}
+ virtual ~TattooPeople() {}
+
+ /**
+ * If the specified speaker is a background object, it will set it so that it uses
+ * the Listen Sequence (specified by the sequence number). If the current sequence
+ * has an Allow Talk Code in it, the _gotoSeq field will be set so that the object
+ * begins listening as soon as it hits the Allow Talk Code. If there is no Abort Code,
+ * the Listen Sequence will begin immediately.
+ * @param speaker Who is speaking
+ * @param sequenceNum Which listen sequence to use
+ */
+ void setListenSequence(int speaker, int sequenceNum);
+
+ /**
+ * If the specified speaker is a background object, this will set it so that it uses
+ * the Talk Sequence specified. If the current sequence has an Allow Talk Code in it,
+ * _gotoSeq will be set so that the object begins talking as soon as it hits the
+ * Allow Talk Code. If there is no Abort Code, the Talk Sequence will begin immediately.
+ */
+ void setTalkSequence(int speaker, int sequenceNum);
+};
+
+} // End of namespace Scalpel
+
+} // End of namespace Sherlock
+
+
+#endif