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Diffstat (limited to 'engines/sherlock/people.h')
-rw-r--r-- | engines/sherlock/people.h | 168 |
1 files changed, 168 insertions, 0 deletions
diff --git a/engines/sherlock/people.h b/engines/sherlock/people.h new file mode 100644 index 0000000000..b59522e4b8 --- /dev/null +++ b/engines/sherlock/people.h @@ -0,0 +1,168 @@ +/* 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_PEOPLE_H +#define SHERLOCK_PEOPLE_H + +#include "common/scummsys.h" +#include "common/queue.h" +#include "sherlock/objects.h" +#include "sherlock/saveload.h" + +namespace Sherlock { + +enum PeopleId { + HOLMES = 0, + WATSON = 1, + MAX_NPC_PATH = 200 +}; + +enum { + MAP_UP = 1, MAP_UPRIGHT = 2, MAP_RIGHT = 1, MAP_DOWNRIGHT = 4, + MAP_DOWN = 5, MAP_DOWNLEFT = 6, MAP_LEFT = 2, MAP_UPLEFT = 8 +}; + +#define NUM_IN_WALK_LIB 10 +extern const char *const WALK_LIB_NAMES[10]; + +#define MAX_CHARACTERS (IS_SERRATED_SCALPEL ? 1 : 6) + +struct PersonData { + const char *_name; + const char *_portrait; + const byte *_stillSequences; + const byte *_talkSequences; + + PersonData(const char *name, const char *portrait, const byte *stillSequences, const byte *talkSequences) : + _name(name), _portrait(portrait), _stillSequences(stillSequences), _talkSequences(talkSequences) {} +}; + +class Person : public Sprite { +protected: + /** + * Get the source position for a character potentially affected by scaling + */ + virtual Common::Point getSourcePoint() const = 0; +public: + Common::Queue<Common::Point> _walkTo; + int _srcZone, _destZone; + bool _walkLoaded; + Common::String _portrait; + Common::Point _walkDest; + Common::String _npcName; + + // Rose Tattoo fields + Common::String _walkVGSName; // Name of walk library person is using +public: + Person(); + virtual ~Person() {} + + /** + * Called to set the character walking to the current cursor location. + * It uses the zones and the inter-zone points to determine a series + * of steps to walk to get to that position. + */ + void goAllTheWay(); + + /** + * Walk to the co-ordinates passed, and then face the given direction + */ + virtual void walkToCoords(const Point32 &destPos, int destDir) = 0; +}; + +class SherlockEngine; + +class People { +protected: + SherlockEngine *_vm; + Common::Array<Person *> _data; + + People(SherlockEngine *vm); +public: + Common::Array<PersonData> _characters; + ImageFile *_talkPics; + PositionFacing _savedPos; + bool _holmesOn; + bool _portraitLoaded; + bool _portraitsOn; + Object _portrait; + bool _clearingThePortrait; + bool _allowWalkAbort; + int _portraitSide; + bool _speakerFlip; + bool _holmesFlip; + int _holmesQuotient; + bool _forceWalkReload; + bool _useWalkLib; + + int _walkControl; +public: + static People *init(SherlockEngine *vm); + virtual ~People(); + + Person &operator[](PeopleId id) { return *_data[id]; } + Person &operator[](int idx) { return *_data[idx]; } + + /** + * Reset the player data + */ + void reset(); + + /** + * If the walk data has been loaded, then it will be freed + */ + bool freeWalk(); + + /** + * Turn off any currently active portraits, and removes them from being drawn + */ + void clearTalking(); + + /** + * Finds the scene background object corresponding to a specified speaker + */ + virtual int findSpeaker(int speaker); + + /** + * Synchronize the data for a savegame + */ + virtual void synchronize(Serializer &s) = 0; + + /** + * Change the sequence of the scene background object associated with the current speaker. + */ + virtual void setTalkSequence(int speaker, int sequenceNum = 1) = 0; + + /** + * Load the walking images for Sherlock + */ + virtual bool loadWalk() = 0; + + /** + * Restrict passed point to zone using Sherlock's positioning rules + */ + virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos) = 0; +}; + +} // End of namespace Sherlock + +#endif |