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Diffstat (limited to 'engines/sherlock/people.cpp')
-rw-r--r-- | engines/sherlock/people.cpp | 567 |
1 files changed, 567 insertions, 0 deletions
diff --git a/engines/sherlock/people.cpp b/engines/sherlock/people.cpp new file mode 100644 index 0000000000..3a630fdd99 --- /dev/null +++ b/engines/sherlock/people.cpp @@ -0,0 +1,567 @@ +/* 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. + * + */ + +#include "sherlock/people.h" +#include "sherlock/sherlock.h" + +namespace Sherlock { + +// Walk speeds +#define MWALK_SPEED 2 +#define XWALK_SPEED 4 +#define YWALK_SPEED 1 + +// Characer animation sequences +static const uint8 CHARACTER_SEQUENCES[MAX_HOLMES_SEQUENCE][MAX_FRAME] = { + { 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Right + { 22, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down + { 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Left + { 15, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up + { 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Right + { 47, 1, 2, 3, 4, 5, 0 }, // Goto Stand Down + { 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Left + { 36, 1, 0 }, // Goto Stand Up + { 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Right + { 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Right + { 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Left + { 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Left + { 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Right + { 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Left + { 52, 1, 2, 3, 4, 0 }, // Goto Stand Down Right + { 52, 1, 2, 3, 4, 0 } // Goto Stand Down Left +}; + +/*----------------------------------------------------------------*/ + +People::People(SherlockEngine *vm) : _vm(vm), _player(_data[0]) { + _walkLoaded = false; + _holmesOn = true; + _oldWalkSequence = -1; + _allowWalkAbort = false; + _portraitLoaded = false; + _portraitsOn = true; + _clearingThePortrait = false; + _srcZone = _destZone = 0; + _talkPics = nullptr; + _portraitSide = 0; + _speakerFlip = false; + _holmesFlip = false; + _holmesQuotient = 0; + _hSavedPos = Common::Point(-1, -1); + _hSavedFacing = -1; + + _portrait._sequences = new byte[32]; +} + +People::~People() { + if (_walkLoaded) + delete _data[PLAYER]._images; + delete _talkPics; + delete[] _portrait._sequences; +} + +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._sequences = &CHARACTER_SEQUENCES; + 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; + + // Reset any walk path in progress when Sherlock leaves scenes + _walkTo.clear(); +} + +bool People::loadWalk() { + if (_walkLoaded) { + return false; + } else { + _data[PLAYER]._images = new ImageFile("walk.vgs"); + _data[PLAYER].setImageFrame(); + _walkLoaded = true; + + return true; + } +} + +bool People::freeWalk() { + if (_walkLoaded) { + delete _player._images; + _player._images = nullptr; + + _walkLoaded = false; + return true; + } else { + return false; + } +} + +void People::setWalking() { + Map &map = *_vm->_map; + Scene &scene = *_vm->_scene; + int oldDirection, oldFrame; + Common::Point speed, delta; + + // Flag that player has now walked in the scene + scene._walkedInScene = true; + + // Stop any previous walking, since a new dest is being set + _player._walkCount = 0; + oldDirection = _player._sequenceNumber; + oldFrame = _player._frameNumber; + + // Set speed to use horizontal and vertical movement + if (map._active) { + speed = Common::Point(MWALK_SPEED, MWALK_SPEED); + } else { + speed = Common::Point(XWALK_SPEED, YWALK_SPEED); + } + + // If the player is already close to the given destination that no + // walking is needed, move to the next straight line segment in the + // overall walking route, if there is one + for (;;) { + // Since we want the player to be centered on the destination they + // clicked, but characters draw positions start at their left, move + // the destination half the character width to draw him centered + int temp; + if (_walkDest.x >= (temp = _player._imageFrame->_frame.w / 2)) + _walkDest.x -= temp; + + delta = Common::Point( + ABS(_player._position.x / 100 - _walkDest.x), + ABS(_player._position.y / 100 - _walkDest.y) + ); + + // If we're ready to move a sufficient distance, that's it. Otherwise, + // move onto the next portion of the walk path, if there is one + if ((delta.x > 3 || delta.y > 0) || _walkTo.empty()) + break; + + // Pop next walk segment off the walk route stack + _walkDest = _walkTo.pop(); + } + + // If a sufficient move is being done, then start the move + if (delta.x > 3 || delta.y) { + // See whether the major movement is horizontal or vertical + if (delta.x >= delta.y) { + // Set the initial frame sequence for the left and right, as well + // as setting the delta x depending on direction + if (_walkDest.x < (_player._position.x / 100)) { + _player._sequenceNumber = (map._active ? (int)MAP_LEFT : (int)WALK_LEFT); + _player._delta.x = speed.x * -100; + } else { + _player._sequenceNumber = (map._active ? (int)MAP_RIGHT : (int)WALK_RIGHT); + _player._delta.x = speed.x * 100; + } + + // See if the x delta is too small to be divided by the speed, since + // this would cause a divide by zero error + if (delta.x >= speed.x) { + // Det the delta y + _player._delta.y = (delta.y * 100) / (delta.x / speed.x); + if (_walkDest.y < (_player._position.y / 100)) + _player._delta.y = -_player._delta.y; + + // Set how many times we should add the delta to the player's position + _player._walkCount = delta.x / speed.x; + } else { + // The delta x was less than the speed (ie. we're really close to + // the destination). So set delta to 0 so the player won't move + _player._delta = Common::Point(0, 0); + _player._position = Common::Point(_walkDest.x * 100, _walkDest.y * 100); + _player._walkCount = 1; + } + + // See if the sequence needs to be changed for diagonal walking + if (_player._delta.y > 150) { + if (!map._active) { + switch (_player._sequenceNumber) { + case WALK_LEFT: + _player._sequenceNumber = WALK_DOWNLEFT; + break; + case WALK_RIGHT: + _player._sequenceNumber = WALK_DOWNRIGHT; + break; + } + } + } else if (_player._delta.y < -150) { + if (!map._active) { + switch (_player._sequenceNumber) { + case WALK_LEFT: + _player._sequenceNumber = WALK_UPLEFT; + break; + case WALK_RIGHT: + _player._sequenceNumber = WALK_UPRIGHT; + break; + } + } + } + } else { + // Major movement is vertical, so set the sequence for up and down, + // and set the delta Y depending on the direction + if (_walkDest.y < (_player._position.y / 100)) { + _player._sequenceNumber = WALK_UP; + _player._delta.y = speed.y * -100; + } else { + _player._sequenceNumber = WALK_DOWN; + _player._delta.y = speed.y * 100; + } + + // If we're on the overhead map, set the sequence so we keep moving + // in the same direction + if (map._active) + _player._sequenceNumber = (oldDirection == -1) ? MAP_RIGHT : oldDirection; + + // Set the delta x + _player._delta.x = (delta.x * 100) / (delta.y / speed.y); + if (_walkDest.x < (_player._position.x / 100)) + _player._delta.x = -_player._delta.x; + + _player._walkCount = delta.y / speed.y; + } + } + + // See if the new walk sequence is the same as the old. If it's a new one, + // we need to reset the frame number to zero so it's animation starts at + // it's beginning. Otherwise, if it's the same sequence, we can leave it + // as is, so it keeps the animation going at wherever it was up to + if (_player._sequenceNumber != _oldWalkSequence) + _player._frameNumber = 0; + _oldWalkSequence = _player._sequenceNumber; + + if (!_player._walkCount) + gotoStand(_player); + + // If the sequence is the same as when we started, then Holmes was + // standing still and we're trying to re-stand him, so reset Holmes' + // rame to the old frame number from before it was reset to 0 + if (_player._sequenceNumber == oldDirection) + _player._frameNumber = oldFrame; +} + +void People::gotoStand(Sprite &sprite) { + Map &map = *_vm->_map; + _walkTo.clear(); + sprite._walkCount = 0; + + switch (sprite._sequenceNumber) { + case WALK_UP: + sprite._sequenceNumber = STOP_UP; + break; + case WALK_DOWN: + sprite._sequenceNumber = STOP_DOWN; + break; + case TALK_LEFT: + case WALK_LEFT: + sprite._sequenceNumber = STOP_LEFT; + break; + case TALK_RIGHT: + case WALK_RIGHT: + sprite._sequenceNumber = STOP_RIGHT; + break; + case WALK_UPRIGHT: + sprite._sequenceNumber = STOP_UPRIGHT; + break; + case WALK_UPLEFT: + sprite._sequenceNumber = STOP_UPLEFT; + break; + case WALK_DOWNRIGHT: + sprite._sequenceNumber = STOP_DOWNRIGHT; + break; + case WALK_DOWNLEFT: + sprite._sequenceNumber = STOP_DOWNLEFT; + break; + default: + break; + } + + // Only restart frame at 0 if the sequence number has changed + if (_oldWalkSequence != -1 || sprite._sequenceNumber == STOP_UP) + sprite._frameNumber = 0; + + if (map._active) { + sprite._sequenceNumber = 0; + _player._position.x = (map[map._charPoint].x - 6) * 100; + _player._position.y = (map[map._charPoint].x + 10) * 100; + } + + _oldWalkSequence = -1; + _allowWalkAbort = true; +} + +void People::walkToCoords(const Common::Point &destPos, int destDir) { + Events &events = *_vm->_events; + Scene &scene = *_vm->_scene; + Talk &talk = *_vm->_talk; + + CursorId oldCursor = events.getCursor(); + events.setCursor(WAIT); + + _walkDest = Common::Point(destPos.x / 100 + 10, destPos.y / 100); + _allowWalkAbort = true; + goAllTheWay(); + + // Keep calling doBgAnim until the walk is done + do { + events.pollEventsAndWait(); + scene.doBgAnim(); + } while (!_vm->shouldQuit() && _player._walkCount); + + if (!talk._talkToAbort) { + // Put player exactly on destination position, and set direction + _player._position = destPos; + _player._sequenceNumber = destDir; + gotoStand(_player); + + // Draw Holmes facing the new direction + scene.doBgAnim(); + + if (!talk._talkToAbort) + events.setCursor(oldCursor); + } +} + +void People::goAllTheWay() { + Scene &scene = *_vm->_scene; + Common::Point srcPt(_player._position.x / 100 + _player.frameWidth() / 2, + _player._position.y / 100); + + // Get the zone the player is currently in + _srcZone = scene.whichZone(srcPt); + if (_srcZone == -1) + _srcZone = scene.closestZone(srcPt); + + // Get the zone of the destination + _destZone = scene.whichZone(_walkDest); + if (_destZone == -1) { + _destZone = scene.closestZone(_walkDest); + + // The destination isn't in a zone + if (_walkDest.x >= (SHERLOCK_SCREEN_WIDTH - 1)) + _walkDest.x = SHERLOCK_SCREEN_WIDTH - 2; + + // Trace a line between the centroid of the found closest zone to + // the destination, to find the point at which the zone will be left + const Common::Rect &destRect = scene._zones[_destZone]; + const Common::Point destCenter((destRect.left + destRect.right) / 2, + (destRect.top + destRect.bottom) / 2); + const Common::Point delta = _walkDest - destCenter; + Common::Point pt(destCenter.x * 100, destCenter.y * 100); + + // Move along the line until the zone is left + do { + pt += delta; + } while (destRect.contains(pt.x / 100, pt.y / 100)); + + // Set the new walk destination to the last point that was in the + // zone just before it was left + _walkDest = Common::Point((pt.x - delta.x * 2) / 100, + (pt.y - delta.y * 2) / 100); + } + + // Only do a walk if both zones are acceptable + if (_srcZone == -2 || _destZone == -2) + return; + + // If the start and dest zones are the same, walk directly to the dest point + if (_srcZone == _destZone) { + setWalking(); + } else { + // Otherwise a path needs to be formed from the path information + int i = scene._walkDirectory[_srcZone][_destZone]; + + // See if we need to use a reverse path + if (i == -1) + i = scene._walkDirectory[_destZone][_srcZone]; + + int count = scene._walkData[i]; + ++i; + + // See how many points there are between the src and dest zones + if (!count || count == -1) { + // There are none, so just walk to the new zone + setWalking(); + } else { + // There are points, so set up a multi-step path between points + // to reach the given destination + _walkTo.clear(); + + if (scene._walkDirectory[_srcZone][_destZone] != -1) { + i += 3 * (count - 1); + for (int idx = 0; idx < count; ++idx, i -= 3) { + _walkTo.push(Common::Point(READ_LE_UINT16(&scene._walkData[i]), + scene._walkData[i + 2])); + } + } else { + for (int idx = 0; idx < count; ++idx, i += 3) { + _walkTo.push(Common::Point(READ_LE_UINT16(&scene._walkData[i]), scene._walkData[i + 2])); + } + } + + // Final position + _walkTo.push(_walkDest); + + // Start walking + _walkDest = _walkTo.pop(); + setWalking(); + } + } +} + +int People::findSpeaker(int speaker) { + Scene &scene = *_vm->_scene; + + for (int idx = 0; idx < (int)scene._bgShapes.size(); ++idx) { + Object &obj = scene._bgShapes[idx]; + + if (obj._type == ACTIVE_BG_SHAPE) { + Common::String name(obj._name.c_str(), obj._name.c_str() + 4); + + if (name.equalsIgnoreCase(_characters[speaker]._portrait) + && obj._name[4] >= '0' && obj._name[4] <= '9') + return idx; + } + } + + return -1; +} + +void People::clearTalking() { + Scene &scene = *_vm->_scene; + Screen &screen = *_vm->_screen; + Talk &talk = *_vm->_talk; + + if (_portraitsOn) { + Common::Point pt = _portrait._position; + int width, height; + _portrait._imageFrame = _talkPics ? &(*_talkPics)[0] : (ImageFrame *)nullptr; + + // Flag portrait for removal, and save the size of the frame to use erasing it + _portrait._type = REMOVE; + _portrait._delta.x = width = _portrait.frameWidth(); + _portrait._delta.y = height = _portrait.frameHeight(); + + delete _talkPics; + _talkPics = nullptr; + + // Flag to let the talk code know not to interrupt on the next doBgAnim + _clearingThePortrait = true; + scene.doBgAnim(); + _clearingThePortrait = false; + + screen.slamArea(pt.x, pt.y, width, height); + + if (!talk._talkToAbort) + _portraitLoaded = false; + } +} + +void People::setTalking(int speaker) { + Resources &res = *_vm->_res; + + // If no speaker is specified, then we can exit immediately + if (speaker == -1) + return; + + if (_portraitsOn) { + delete _talkPics; + Common::String filename = Common::String::format("%s.vgs", _characters[speaker]._portrait); + _talkPics = new ImageFile(filename); + + // Load portrait sequences + Common::SeekableReadStream *stream = res.load("sequence.txt"); + stream->seek(speaker * MAX_FRAME); + + int idx = 0; + do { + _portrait._sequences[idx] = stream->readByte(); + ++idx; + } while (idx < 2 || _portrait._sequences[idx - 2] || _portrait._sequences[idx - 1]); + + delete stream; + + _portrait._maxFrames = idx; + _portrait._frameNumber = 0; + _portrait._sequenceNumber = 0; + _portrait._images = _talkPics; + _portrait._imageFrame = &(*_talkPics)[0]; + _portrait._position = Common::Point(_portraitSide, 10); + _portrait._delta = Common::Point(0, 0); + _portrait._oldPosition = Common::Point(0, 0); + _portrait._goto = Common::Point(0, 0); + _portrait._flags = 5; + _portrait._status = 0; + _portrait._misc = 0; + _portrait._allow = 0; + _portrait._type = ACTIVE_BG_SHAPE; + _portrait._name = " "; + _portrait._description = " "; + _portrait._examine = " "; + _portrait._walkCount = 0; + + if (_holmesFlip || _speakerFlip) { + _portrait._flags |= 2; + + _holmesFlip = false; + _speakerFlip = false; + } + + if (_portraitSide == 20) + _portraitSide = 220; + else + _portraitSide = 20; + + _portraitLoaded = true; + } +} + +void People::synchronize(Common::Serializer &s) { + s.syncAsByte(_holmesOn); + s.syncAsSint16LE(_player._position.x); + s.syncAsSint16LE(_player._position.y); + s.syncAsSint16LE(_player._sequenceNumber); + s.syncAsSint16LE(_holmesQuotient); + + if (s.isLoading()) { + _hSavedPos = _player._position; + _hSavedFacing = _player._sequenceNumber; + } +} + +} // End of namespace Sherlock |