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authorPaul Gilbert2015-06-11 23:48:01 -0400
committerPaul Gilbert2015-06-11 23:48:01 -0400
commit82b3559d69c26067b4d8238e07f937a62b27a648 (patch)
tree57567b8ad7783fcff3e0764d3eb590ab161b8000 /engines/sherlock
parenteb7fb219464505779ac2ca562291f92788b13c30 (diff)
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SHERLOCK: RT: Implemented gotoStand
Diffstat (limited to 'engines/sherlock')
-rw-r--r--engines/sherlock/people.cpp1
-rw-r--r--engines/sherlock/people.h1
-rw-r--r--engines/sherlock/tattoo/tattoo_people.cpp125
3 files changed, 126 insertions, 1 deletions
diff --git a/engines/sherlock/people.cpp b/engines/sherlock/people.cpp
index 4ad0b2dc88..1a3e8d2d5d 100644
--- a/engines/sherlock/people.cpp
+++ b/engines/sherlock/people.cpp
@@ -70,6 +70,7 @@ Person::Person() : Sprite(), _walkLoaded(false), _npcIndex(0), _npcStack(0), _np
_npcIndex = 0;
_npcStack = 0;
_npcMoved = false;
+ _npcFacing = -1;
_resetNPCPath = true;
_savedNpcSequence = 0;
_savedNpcFrame = 0;
diff --git a/engines/sherlock/people.h b/engines/sherlock/people.h
index 2b99091671..d9624d827f 100644
--- a/engines/sherlock/people.h
+++ b/engines/sherlock/people.h
@@ -70,6 +70,7 @@ public:
byte _npcPath[MAX_NPC_PATH];
Common::String _npcName;
bool _npcMoved;
+ int _npcFacing;
bool _resetNPCPath;
int _savedNpcSequence;
int _savedNpcFrame;
diff --git a/engines/sherlock/tattoo/tattoo_people.cpp b/engines/sherlock/tattoo/tattoo_people.cpp
index 0e08eb5fd7..6558231149 100644
--- a/engines/sherlock/tattoo/tattoo_people.cpp
+++ b/engines/sherlock/tattoo/tattoo_people.cpp
@@ -29,6 +29,8 @@ namespace Sherlock {
namespace Tattoo {
+#define FACING_PLAYER 16
+
void TattooPerson::adjustSprite() {
People &people = *_vm->_people;
TattooScene &scene = *(TattooScene *)_vm->_scene;
@@ -102,7 +104,128 @@ void TattooPerson::adjustSprite() {
}
void TattooPerson::gotoStand() {
- error("TODO: gotoStand");
+ People &people = *_vm->_people;
+
+ // If the misc field is set, then we're running a special talk sequence, so don't interrupt it.
+ if (_misc)
+ return;
+
+ _walkTo.clear();
+ _walkCount = 0;
+ int oldFacing = _sequenceNumber;
+
+ // If the person was talking or listening, just return it to the standing sequence
+ // in the direction they were pointing
+ if (_sequenceNumber >= TALK_UPRIGHT && _sequenceNumber <= LISTEN_UPLEFT) {
+ switch (_sequenceNumber) {
+ case TALK_UPRIGHT:
+ case LISTEN_UPRIGHT:
+ _sequenceNumber = STOP_UPRIGHT;
+ break;
+ case TALK_RIGHT:
+ case LISTEN_RIGHT:
+ _sequenceNumber = STOP_RIGHT;
+ break;
+ case TALK_DOWNRIGHT:
+ case LISTEN_DOWNRIGHT:
+ _sequenceNumber = STOP_DOWNRIGHT;
+ break;
+ case TALK_DOWNLEFT:
+ case LISTEN_DOWNLEFT:
+ _sequenceNumber = STOP_DOWNLEFT;
+ break;
+ case TALK_LEFT:
+ case LISTEN_LEFT:
+ _sequenceNumber = STOP_LEFT;
+ break;
+ case TALK_UPLEFT:
+ case LISTEN_UPLEFT:
+ _sequenceNumber = STOP_UPLEFT;
+ break;
+ default:
+ break;
+ }
+
+ if (_seqTo) {
+ // Reset to previous value
+ _walkSequences[oldFacing]._sequences[_frameNumber] = _seqTo;
+ _seqTo = 0;
+ }
+
+ // Set the Frame number to the last frame so we don't move
+ _frameNumber = 0;
+
+ checkWalkGraphics();
+
+ _oldWalkSequence = -1;
+ people._allowWalkAbort = true;
+ return;
+ }
+
+ // If the sprite that is stopping is an NPC and he is supposed to face a certain direction
+ // when he stops, set that direction here
+ int npc = -1;
+ for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
+ if (_imageFrame == people[idx]._imageFrame)
+ npc = idx;
+ }
+
+ if (npc != -1 && people[npc]._npcFacing != -1) {
+ if (people[npc]._npcFacing == FACING_PLAYER) {
+ // See where Holmes is with respect to the NPC (x coords)
+ if (people[PLAYER]._position.x < people[npc]._position.x)
+ people[npc]._npcFacing = STOP_LEFT;
+ else
+ people[npc]._npcFacing = STOP_RIGHT;
+
+ // See where Holmes is with respect to the NPC (y coords)
+ if (people[PLAYER]._position.y < people[npc]._position.y - (10 * FIXED_INT_MULTIPLIER)) {
+ // Holmes is above the NPC so reset the facing to the diagonal ups
+ if (people[npc]._npcFacing == STOP_RIGHT)
+ people[npc]._npcFacing = STOP_UPRIGHT;
+ else
+ people[npc]._npcFacing = STOP_UPLEFT;
+ } else {
+ if (people[PLAYER]._position.y > people[npc]._position.y + (10 * FIXED_INT_MULTIPLIER)) {
+ // Holmes is below the NPC so reset the facing to the diagonal downs
+ if (people[npc]._npcFacing == STOP_RIGHT)
+ people[npc]._npcFacing = STOP_DOWNRIGHT;
+ else
+ people[npc]._npcFacing = STOP_DOWNLEFT;
+ }
+ }
+ }
+
+ _sequenceNumber = people[npc]._npcFacing;
+ } else {
+ switch (_sequenceNumber) {
+ case WALK_UP: _sequenceNumber = STOP_UP; break;
+ case WALK_UPRIGHT: _sequenceNumber = STOP_UPRIGHT; break;
+ case WALK_RIGHT: _sequenceNumber = STOP_RIGHT; break;
+ case WALK_DOWNRIGHT: _sequenceNumber = STOP_DOWNRIGHT; break;
+ case WALK_DOWN: _sequenceNumber = STOP_DOWN; break;
+ case WALK_DOWNLEFT: _sequenceNumber = STOP_DOWNLEFT;break;
+ case WALK_LEFT: _sequenceNumber = STOP_LEFT; break;
+ case WALK_UPLEFT: _sequenceNumber = STOP_UPLEFT; break;
+ }
+ }
+
+ // Only restart the frame number at 0 if the new sequence is different from the last sequence
+ // so we don't let Holmes repeat standing.
+ if (_oldWalkSequence != -1) {
+ if (_seqTo) {
+ // Reset to previous value
+ _walkSequences[oldFacing]._sequences[_frameNumber] = _seqTo;
+ _seqTo = 0;
+ }
+
+ _frameNumber = 0;
+ }
+
+ checkWalkGraphics();
+
+ _oldWalkSequence = -1;
+ people._allowWalkAbort = true;
}
void TattooPerson::setWalking() {