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authorPaul Gilbert2015-06-17 21:41:05 -0400
committerPaul Gilbert2015-06-17 21:41:05 -0400
commit65b794a7505aeb5ab1667e8fd9ac5de687478757 (patch)
tree4ccb2e954a5086c10f52d01a89e34d411d5b425c /engines/sherlock
parent8abce6b025b1b4d8f50605875967f234b4b58312 (diff)
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SHERLOCK: RT: Implement updateNPC
Diffstat (limited to 'engines/sherlock')
-rw-r--r--engines/sherlock/tattoo/tattoo_people.cpp219
-rw-r--r--engines/sherlock/tattoo/tattoo_people.h25
2 files changed, 239 insertions, 5 deletions
diff --git a/engines/sherlock/tattoo/tattoo_people.cpp b/engines/sherlock/tattoo/tattoo_people.cpp
index cde17fee60..6c1e064916 100644
--- a/engines/sherlock/tattoo/tattoo_people.cpp
+++ b/engines/sherlock/tattoo/tattoo_people.cpp
@@ -100,7 +100,8 @@ TattooPerson::TattooPerson() : Person() {
_savedNpcSequence = 0;
_savedNpcFrame = 0;
_updateNPCPath = true;
- _npcPause = false;
+ _npcPause = 0;
+ _lookHolmes = false;
}
void TattooPerson::freeAltGraphics() {
@@ -577,7 +578,221 @@ void TattooPerson::clearNPC() {
}
void TattooPerson::updateNPC() {
- warning("TODO: updateNPC");
+ People &people = *_vm->_people;
+ Talk &talk = *_vm->_talk;
+
+ // If the NPC isn't on, or it's in Talk or Listen Mode, then return without doing anything
+ if (_type != CHARACTER || _sequenceNumber >= TALK_UPRIGHT)
+ return;
+
+ // If the NPC is paused, just decrement his pause counter and exit
+ if (_npcPause) {
+ // Decrement counter
+ --_npcPause;
+
+ // Now see if we need to update the NPC's frame sequence so that he faces Holmes
+ if (_lookHolmes) {
+ // See where Holmes is with respect to the NPC (x coordinate)
+ _npcFacing = (people[HOLMES]._position.x < _position.x) ? STOP_LEFT : STOP_RIGHT;
+
+ // See where Holmes is with respect to the NPC (y coordinate)
+ if (people[HOLMES]._position.y < (_position.y - 10 * FIXED_INT_MULTIPLIER)) {
+ // Holmes is above the NPC so reset the facing to a diagonal up
+ _npcFacing = (_npcFacing == STOP_RIGHT) ? STOP_UPRIGHT : STOP_UPLEFT;
+ } else if (people[HOLMES]._position.y > (_position.y + 10 * FIXED_INT_MULTIPLIER)) {
+ // Holmes is below the NPC so reset the facing to a diagonal down
+ _npcFacing = (_npcFacing == STOP_RIGHT) ? STOP_DOWNRIGHT : STOP_DOWNLEFT;
+ }
+
+ // See if we need to set the old_walk_sequence so the NPC will put his arms
+ // up if he turns another way
+ if (_sequenceNumber != _npcFacing)
+ _oldWalkSequence = _sequenceNumber;
+
+ gotoStand();
+ }
+ } else {
+ // Reset the look flag so the NPC won't face Holmes anymore
+ _lookHolmes = false;
+
+ // See if the NPC is stopped or not. Don't do anything if he's moving
+ if (!_walkCount) {
+ // If there is no new command, reset the path back to the beginning
+ if (!_npcPath[_npcIndex])
+ _npcIndex = 0;
+
+ // The NPC is stopped and any pause he was doing is done. We can now see what
+ // the next command in the NPC path is.
+
+ // Scan Past any NPC Path Labels since they do nothing except mark places for If's and Goto's
+ while (_npcPath[_npcIndex] == NPCPATH_PATH_LABEL)
+ _npcIndex += 2;
+
+ if (_npcPath[_npcIndex]) {
+ _npcFacing = -1;
+
+ switch (_npcPath[_npcIndex]) {
+ case NPCPATH_SET_DEST: {
+ // Set the NPC's new destination
+ int xp = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1;
+ if (xp > 16384)
+ xp = -1 * (xp - 16384);
+ _walkDest.x = xp;
+ _walkDest.y = (_npcPath[_npcIndex + 3] - 1) * 256 + _npcPath[_npcIndex + 4] - 1;
+ _npcFacing = _npcPath[_npcIndex + 5] - 1;
+
+ goAllTheWay();
+ _npcIndex += 6;
+ break;
+ }
+
+ case NPCPATH_PAUSE:
+ // Set the NPC to pause where he is
+ _npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1;
+ _npcIndex += 3;
+ break;
+
+ case NPCPATH_SET_TALK_FILE: {
+ // Set the NPC's Talk File to use if Holmes talks to them
+ ++_npcIndex;
+
+ _npcName = "";
+ for (int idx = 0; idx < 8; ++idx) {
+ if (_npcPath[_npcIndex + idx] != '~')
+ _npcName += _npcPath[_npcIndex + idx];
+ else
+ break;
+ }
+
+ _npcIndex += 8;
+ break;
+ }
+
+ case NPCPATH_CALL_TALK_FILE: {
+ // Call a Talk File
+ ++_npcIndex;
+
+ Common::String name;
+ for (int idx = 0; idx < 8; ++idx) {
+ if (_npcPath[_npcIndex + idx] != '~')
+ name += _npcPath[_npcIndex + idx];
+ else
+ break;
+ }
+
+ _npcIndex += 8;
+ talk.talkTo(name);
+ break;
+ }
+
+ case NPCPATH_TAKE_NOTES:
+ // Set the NPC to Pause where he is and set his frame sequences
+ // so he takes notes while he's paused
+ _npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1;
+ _npcIndex += 3;
+ break;
+
+ case NPCPATH_FACE_HOLMES:
+ // Set the NPC to Pause where he is and set his look flag so he will always face Holmes
+ // while he is paused
+ _npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1;
+ _lookHolmes = true;
+ _npcIndex += 3;
+ break;
+
+ //case NPCPATH_PATH_LABEL: // No implementation needed here
+
+ case NPCPATH_GOTO_LABEL: {
+ // Goto NPC Path Label
+ int label = _npcPath[_npcIndex + 1];
+ _npcIndex = 0;
+
+ // Scan through NPC path data to find the label
+ bool found = false;
+ while (!found) {
+ switch (_npcPath[_npcIndex]) {
+ case NPCPATH_SET_DEST:
+ _npcIndex += 6;
+ break;
+ case NPCPATH_PAUSE:
+ case NPCPATH_TAKE_NOTES:
+ case NPCPATH_FACE_HOLMES:
+ _npcIndex += 3;
+ break;
+ case NPCPATH_SET_TALK_FILE:
+ case NPCPATH_CALL_TALK_FILE:
+ _npcIndex += 8;
+ break;
+ case NPCPATH_PATH_LABEL:
+ if (_npcPath[_npcIndex + 1] == label)
+ found = true;
+ _npcIndex += 2;
+ break;
+ case NPCPATH_GOTO_LABEL:
+ _npcIndex += 2;
+ break;
+ case NPCPATH_IFFLAG_GOTO_LABEL:
+ _npcIndex += 4;
+ break;
+ }
+ }
+ break;
+ }
+
+ case NPCPATH_IFFLAG_GOTO_LABEL: {
+ // If FLAG then Goto Label
+ int flag = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1 - (_npcPath[_npcIndex + 2] == 1 ? 1 : 0);
+
+ // Set the value the flag should be for the if statement to succeed
+ bool flagVal = flag < 16384;
+
+ int label = _npcPath[_npcIndex + 3];
+ _npcIndex += 4;
+
+ // If the flag is set Correctly, move the NPC Index to the given label
+ if (_vm->readFlags(flag & 16383) == flagVal) {
+ _npcIndex = 0;
+ bool found = false;
+ while (!found)
+ {
+ switch (_npcPath[_npcIndex])
+ {
+ case NPCPATH_SET_DEST:
+ _npcIndex += 6;
+ break;
+ case NPCPATH_PAUSE:
+ case NPCPATH_TAKE_NOTES:
+ case NPCPATH_FACE_HOLMES:
+ _npcIndex += 3;
+ break;
+ case NPCPATH_SET_TALK_FILE:
+ case NPCPATH_CALL_TALK_FILE:
+ _npcIndex += 8;
+ break;
+ case NPCPATH_PATH_LABEL:
+ if (_npcPath[_npcIndex + 1] == label)
+ found = true;
+ _npcIndex += 2;
+ break;
+ case NPCPATH_GOTO_LABEL:
+ _npcIndex += 2;
+ break;
+ case NPCPATH_IFFLAG_GOTO_LABEL:
+ _npcIndex += 4;
+ break;
+ }
+ }
+ }
+
+ break;
+ }
+
+ default:
+ break;
+ }
+ }
+ }
+ }
}
void TattooPerson::pushNPCPath() {
diff --git a/engines/sherlock/tattoo/tattoo_people.h b/engines/sherlock/tattoo/tattoo_people.h
index 4c739f12f6..36027fd9cb 100644
--- a/engines/sherlock/tattoo/tattoo_people.h
+++ b/engines/sherlock/tattoo/tattoo_people.h
@@ -71,6 +71,18 @@ enum TattooSequences {
LISTEN_UPLEFT = 27
};
+enum NpcPath {
+ NPCPATH_SET_DEST = 1,
+ NPCPATH_PAUSE = 2,
+ NPCPATH_SET_TALK_FILE = 3,
+ NPCPATH_CALL_TALK_FILE = 4,
+ NPCPATH_TAKE_NOTES = 5,
+ NPCPATH_FACE_HOLMES = 6,
+ NPCPATH_PATH_LABEL = 7,
+ NPCPATH_GOTO_LABEL = 8,
+ NPCPATH_IFFLAG_GOTO_LABEL = 9
+};
+
class TattooPerson: public Person {
private:
Point32 _nextDest;
@@ -89,7 +101,7 @@ protected:
public:
int _npcIndex;
int _npcStack;
- bool _npcPause;
+ int _npcPause;
byte _npcPath[MAX_NPC_PATH];
Common::String _npcName;
bool _npcMoved;
@@ -100,6 +112,7 @@ public:
int _tempX;
int _tempScaleVal;
bool _updateNPCPath;
+ bool _lookHolmes;
public:
TattooPerson();
virtual ~TattooPerson() {}
@@ -110,12 +123,18 @@ public:
void clearNPC();
/**
- * Update the NPC
+ * Called from doBgAnim to move NPCs along any set paths. If an NPC is paused in his path,
+ * he will remain paused until his pause timer runs out. If he is walking somewhere,
+ * he will continue walking there until he reaches the dest position. When an NPC stops moving,
+ * the next element of his path is processed.
+ *
+ * The path is an array of bytes with control codes followed by their parameters as needed.
*/
void updateNPC();
/**
- * Push the NPC's path
+ * Push the NPC's path data onto the path stack for when a talk file moves the NPC that
+ * has some control codes.
*/
void pushNPCPath();