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+/* 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