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authorPaul Gilbert2015-05-24 22:33:41 -0400
committerPaul Gilbert2015-05-24 22:33:41 -0400
commit8331fa886f4fa9031de17652632b3a12e1f84f06 (patch)
tree56000f76b95b6aef86e9d4e0341bf9d6d9ea5fdd /engines
parent1f9f01c5714930e96eb7713c74fe826fe85d1457 (diff)
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SHERLOCK: Fix People data initialization and general start fixes
Diffstat (limited to 'engines')
-rw-r--r--engines/sherlock/events.cpp2
-rw-r--r--engines/sherlock/objects.h121
-rw-r--r--engines/sherlock/people.cpp79
-rw-r--r--engines/sherlock/scalpel/scalpel.cpp1
-rw-r--r--engines/sherlock/talk.cpp12
5 files changed, 135 insertions, 80 deletions
diff --git a/engines/sherlock/events.cpp b/engines/sherlock/events.cpp
index 94ddc9a792..c2015079a8 100644
--- a/engines/sherlock/events.cpp
+++ b/engines/sherlock/events.cpp
@@ -42,6 +42,8 @@ Events::Events(SherlockEngine *vm) {
_pressed = _released = false;
_rightPressed = _rightReleased = false;
_oldButtons = _oldRightButton = false;
+
+ loadCursors("rmouse.vgs");
}
Events::~Events() {
diff --git a/engines/sherlock/objects.h b/engines/sherlock/objects.h
index f1047628e4..2a0de7f26e 100644
--- a/engines/sherlock/objects.h
+++ b/engines/sherlock/objects.h
@@ -116,12 +116,43 @@ struct WalkSequence {
void load(Common::SeekableReadStream &s);
};
+enum { REVERSE_DIRECTION = 0x80 };
+#define NAMES_COUNT 4
+
+struct ActionType {
+ int _cAnimNum;
+ int _cAnimSpeed;
+ Common::String _names[NAMES_COUNT];
+
+ /**
+ * Load the data for the action
+ */
+ void load(Common::SeekableReadStream &s);
+};
+
+struct UseType {
+ int _cAnimNum;
+ int _cAnimSpeed;
+ Common::String _names[NAMES_COUNT];
+ int _useFlag; // Which flag USE will set (if any)
+ Common::String _target;
+ Common::String _verb;
+
+ UseType();
+
+ /**
+ * Load the data for the UseType
+ */
+ void load(Common::SeekableReadStream &s, bool isRoseTattoo);
+};
+
+
class Sprite {
private:
static SherlockEngine *_vm;
public:
- Common::String _name;
- Common::String _description;
+ Common::String _name;
+ Common::String _description;
Common::String _examine; // Examine in-depth description
Common::String _pickUp; // Message for if you can't pick up object
@@ -142,73 +173,69 @@ public:
int _status; // Status: open/closed, moved/not moved
int8 _misc; // Miscellaneous use
int _numFrames; // How many frames the object has
- ImageFile *_altImages;
- bool _altSequences;
+
+ // Rose Tattoo fields
+ int _startSeq; // Frame sequence starts at
+ int _flags; // Flags for the sprite
+ int _aType; // Tells if this is an object, person, talk, etc.
+ int _lookFrames; // How many frames to play of a canim before pausing
+ int _seqCounter; // How many times the sequence has been run
+ Common::Point _lookPosition; // Where to look when examining object
+ int _lookFacing; // Direction to face when examining object
+ int _lookCAnim;
+ int _seqStack; // Allow gosubs to return to calling frame
+ int _seqTo; // Allows 1-5, 8-3 type sequences encoded in 2 bytes
+ uint _descOffset; // Tells where description starts in description text for scene
+ int _seqCounter2; // Counter of calling frame sequence
+ uint _seqSize; // Size of sequence
+ UseType _use[6];
+ int _quickDraw; // Flag telling whether to use quick draw routine or not
+ int _scaleVal; // Tells how to scale the sprite
+ int _requiredFlags1; // This flag must also be set, or the sprite is hidden
+ int _gotoSeq; // Used by Talk to tell which sequence to goto when able
+ int _talkSeq; // Tells which talk sequence currently in use (Talk or Listen)
+ int _restoreSlot; // Used when talk returns to the previous sequence
+
ImageFrame *_stopFrames[8]; // Stop/rest frame for each direction
+ ImageFile *_altImages; // Images used for alternate NPC sequences
+ bool _altSequences; // Which of the sequences the alt graphics apply to (0: main, 1=NPC seq)
+ int _centerWalk; // Flag telling the walk code to offset the walk destination
+ Common::Point _adjust; // Fine tuning adjustment to position when drawn
+ int _oldWalkSequence;
public:
Sprite() { clear(); }
static void setVm(SherlockEngine *vm) { _vm = vm; }
/**
- * Reset the data for the sprite
- */
+ * Reset the data for the sprite
+ */
void clear();
/**
- * Updates the image frame poiner for the sprite
- */
+ * Updates the image frame poiner for the sprite
+ */
void setImageFrame();
/**
- * This adjusts the sprites position, as well as it's animation sequence:
- */
+ * This adjusts the sprites position, as well as it's animation sequence:
+ */
void adjustSprite();
/**
- * Checks the sprite's position to see if it's collided with any special objects
- */
+ * Checks the sprite's position to see if it's collided with any special objects
+ */
void checkSprite();
/**
- * Return frame width
- */
+ * Return frame width
+ */
int frameWidth() const { return _imageFrame ? _imageFrame->_frame.w : 0; }
-
- /**
- * Return frame height
- */
- int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
-};
-
-enum { REVERSE_DIRECTION = 0x80 };
-#define NAMES_COUNT 4
-
-struct ActionType {
- int _cAnimNum;
- int _cAnimSpeed;
- Common::String _names[NAMES_COUNT];
-
- /**
- * Load the data for the action
- */
- void load(Common::SeekableReadStream &s);
-};
-
-struct UseType {
- int _cAnimNum;
- int _cAnimSpeed;
- Common::String _names[NAMES_COUNT];
- int _useFlag; // Which flag USE will set (if any)
- Common::String _target;
- Common::String _verb;
-
- UseType();
/**
- * Load the data for the UseType
- */
- void load(Common::SeekableReadStream &s, bool isRoseTattoo);
+ * Return frame height
+ */
+ int frameHeight() const { return _imageFrame ? _imageFrame->_frame.h : 0; }
};
enum { OBJ_BEHIND = 1, OBJ_FLIPPED = 2, OBJ_FORWARD = 4, TURNON_OBJ = 0x20, TURNOFF_OBJ = 0x40 };
diff --git a/engines/sherlock/people.cpp b/engines/sherlock/people.cpp
index 7879f29105..c03dde80ad 100644
--- a/engines/sherlock/people.cpp
+++ b/engines/sherlock/people.cpp
@@ -124,36 +124,55 @@ People::~People() {
}
void People::reset() {
- // Note: The engine has theoretical support for two player characters but only the first one is used.
- // Watson is, instead, handled by a different sprite in each scene, with a very simple initial movement, if any
- Sprite &p = _data[PLAYER];
-
- p._description = "Sherlock Holmes!";
- p._type = CHARACTER;
- p._position = Common::Point(10000, 11000);
- p._sequenceNumber = STOP_DOWNRIGHT;
- p._imageFrame = nullptr;
- p._frameNumber = 1;
- p._delta = Common::Point(0, 0);
- p._oldPosition = Common::Point(0, 0);
- p._oldSize = Common::Point(0, 0);
- p._misc = 0;
- p._walkCount = 0;
- p._pickUp = "";
- p._allow = 0;
- p._noShapeSize = Common::Point(0, 0);
- p._goto = Common::Point(0, 0);
- p._status = 0;
-
- // Load the default walk sequences
- p._walkSequences.resize(MAX_HOLMES_SEQUENCE);
- for (int idx = 0; idx < MAX_HOLMES_SEQUENCE; ++idx) {
- p._walkSequences[idx]._sequences.clear();
-
- const byte *pSrc = &CHARACTER_SEQUENCES[idx][0];
- do {
- p._walkSequences[idx]._sequences.push_back(*pSrc);
- } while (*pSrc++);
+ _data[0]._description = "Sherlock Holmes!";
+
+ // Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites
+ int count = IS_SERRATED_SCALPEL ? 1 : MAX_PLAYERS;
+ for (int idx = 0; idx < count; ++idx) {
+ Sprite &p = _data[idx];
+
+ p._type = (idx == 0) ? CHARACTER : INVALID;
+ if (IS_SERRATED_SCALPEL)
+ p._position = Point32(10000, 11000);
+ else
+ p._position = Point32(36000, 29000);
+
+ p._sequenceNumber = STOP_DOWNRIGHT;
+ p._imageFrame = nullptr;
+ p._frameNumber = 1;
+ p._delta = Common::Point(0, 0);
+ p._oldPosition = Common::Point(0, 0);
+ p._oldSize = Common::Point(0, 0);
+ p._misc = 0;
+ p._walkCount = 0;
+ p._pickUp = "";
+ p._allow = 0;
+ p._noShapeSize = Common::Point(0, 0);
+ p._goto = Common::Point(0, 0);
+ p._status = 0;
+ p._seqTo = 0;
+ p._seqCounter = p._seqCounter2 = 0;
+ p._seqStack = 0;
+ p._gotoSeq = p._talkSeq = 0;
+ p._restoreSlot = 0;
+ p._startSeq = 0;
+ p._walkSequences.clear();
+ p._altImages = nullptr;
+ p._altSequences = 0;
+ p._centerWalk = true;
+ p._adjust = Common::Point(0, 0);
+
+ // Load the default walk sequences
+ p._oldWalkSequence = -1;
+ p._walkSequences.resize(MAX_HOLMES_SEQUENCE);
+ for (int idx = 0; idx < MAX_HOLMES_SEQUENCE; ++idx) {
+ p._walkSequences[idx]._sequences.clear();
+
+ const byte *pSrc = &CHARACTER_SEQUENCES[idx][0];
+ do {
+ p._walkSequences[idx]._sequences.push_back(*pSrc);
+ } while (*pSrc++);
+ }
}
// Reset any walk path in progress when Sherlock leaves scenes
diff --git a/engines/sherlock/scalpel/scalpel.cpp b/engines/sherlock/scalpel/scalpel.cpp
index 2a107b4d5e..6b72188146 100644
--- a/engines/sherlock/scalpel/scalpel.cpp
+++ b/engines/sherlock/scalpel/scalpel.cpp
@@ -813,7 +813,6 @@ void ScalpelEngine::startScene() {
break;
}
- _events->loadCursors("rmouse.vgs");
_events->setCursor(ARROW);
if (_scene->_goToScene == 99) {
diff --git a/engines/sherlock/talk.cpp b/engines/sherlock/talk.cpp
index 22e77fb869..e3f8c7b8dd 100644
--- a/engines/sherlock/talk.cpp
+++ b/engines/sherlock/talk.cpp
@@ -1577,12 +1577,20 @@ OpcodeReturn Talk::cmdGotoScene(const byte *&str) {
}
OpcodeReturn Talk::cmdHolmesOff(const byte *&str) {
- _vm->_people->_holmesOn = false;
+ People &people = *_vm->_people;
+ people._holmesOn = false;
+ if (IS_ROSE_TATTOO)
+ people[PLAYER]._type = REMOVE;
+
return RET_SUCCESS;
}
OpcodeReturn Talk::cmdHolmesOn(const byte *&str) {
- _vm->_people->_holmesOn = true;
+ People &people = *_vm->_people;
+ people._holmesOn = true;
+ if (IS_ROSE_TATTOO)
+ people[PLAYER]._type = CHARACTER;
+
return RET_SUCCESS;
}