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Diffstat (limited to 'engines/sherlock/people.h')
-rw-r--r-- | engines/sherlock/people.h | 197 |
1 files changed, 197 insertions, 0 deletions
diff --git a/engines/sherlock/people.h b/engines/sherlock/people.h new file mode 100644 index 0000000000..013727d8ba --- /dev/null +++ b/engines/sherlock/people.h @@ -0,0 +1,197 @@ +/* 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/serializer.h" +#include "common/queue.h" +#include "sherlock/objects.h" + +namespace Sherlock { + +enum PeopleId { + PLAYER = 0, + AL = 0, + PEG = 1, + MAX_CHARACTERS = 6, + MAX_NPC = 5, + MAX_NPC_PATH = 200 +}; + +// Animation sequence identifiers for characters +enum { + WALK_RIGHT = 0, WALK_DOWN = 1, WALK_LEFT = 2, WALK_UP = 3, STOP_LEFT = 4, + STOP_DOWN = 5, STOP_RIGHT = 6, STOP_UP = 7, WALK_UPRIGHT = 8, + WALK_DOWNRIGHT = 9, WALK_UPLEFT = 10, WALK_DOWNLEFT = 11, + STOP_UPRIGHT = 12, STOP_UPLEFT = 13, STOP_DOWNRIGHT = 14, + STOP_DOWNLEFT = 15, TALK_RIGHT = 6, TALK_LEFT = 4 +}; + +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 +}; + +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 { +public: + bool _walkLoaded; + Common::String _portrait; + + // NPC related fields + int _npcIndex; + int _npcStack; + bool _npcPause; + byte _npcPath[MAX_NPC_PATH]; + Common::String _npcName; + int _tempX; + int _tempScaleVal; + + // Rose Tattoo fields + Common::String _walkVGSName; // Name of walk library person is using +public: + Person(); + + /** + * Clear the NPC related data + */ + void clearNPC(); +}; + +class SherlockEngine; + +class People { +private: + SherlockEngine *_vm; + Person _data[MAX_CHARACTERS]; + int _oldWalkSequence; + int _srcZone, _destZone; +public: + Common::Array<PersonData> _characters; + ImageFile *_talkPics; + Common::Point _walkDest; + Common::Point _hSavedPos; + int _hSavedFacing; + Common::Queue<Common::Point> _walkTo; + Person &_player; + 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: + People(SherlockEngine *vm); + ~People(); + + Person &operator[](PeopleId id) { + assert(id < MAX_CHARACTERS); + return _data[id]; + } + Person &operator[](int idx) { + assert(idx < MAX_CHARACTERS); + return _data[idx]; + } + + /** + * Reset the player data + */ + void reset(); + + /** + * Load the walking images for Sherlock + */ + bool loadWalk(); + + /** + * If the walk data has been loaded, then it will be freed + */ + bool freeWalk(); + + /** + * Set the variables for moving a character from one poisition to another + * in a straight line - goAllTheWay must have been previously called to + * check for any obstacles in the path. + */ + void setWalking(); + + /** + * Bring a moving character to a standing position. If the Scalpel chessboard + * is being displayed, then the chraracter will always face down. + */ + void gotoStand(Sprite &sprite); + + /** + * Walk to the co-ordinates passed, and then face the given direction + */ + void walkToCoords(const Common::Point &destPos, int destDir); + + /** + * 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(); + + /** + * Finds the scene background object corresponding to a specified speaker + */ + int findSpeaker(int speaker); + + /** + * Turn off any currently active portraits, and removes them from being drawn + */ + void clearTalking(); + + /** + * Setup the data for an animating speaker portrait at the top of the screen + */ + void setTalking(int speaker); + + /** + * Synchronize the data for a savegame + */ + void synchronize(Common::Serializer &s); +}; + +} // End of namespace Sherlock + +#endif |