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-rw-r--r--engines/sherlock/tattoo/tattoo_people.cpp171
1 files changed, 169 insertions, 2 deletions
diff --git a/engines/sherlock/tattoo/tattoo_people.cpp b/engines/sherlock/tattoo/tattoo_people.cpp
index e0f4102abb..b253afd1da 100644
--- a/engines/sherlock/tattoo/tattoo_people.cpp
+++ b/engines/sherlock/tattoo/tattoo_people.cpp
@@ -21,17 +21,184 @@
*/
#include "sherlock/tattoo/tattoo_people.h"
+#include "sherlock/tattoo/tattoo_talk.h"
+#include "sherlock/sherlock.h"
namespace Sherlock {
namespace Tattoo {
void TattooPeople::setListenSequence(int speaker, int sequenceNum) {
- // TODO
+ Scene &scene = *_vm->_scene;
+
+ // If no speaker is specified, then nothing needs to be done
+ if (speaker == -1)
+ return;
+
+ int objNum = findSpeaker(speaker);
+ if (objNum < 256 && objNum != -1) {
+ // See if the Object has to wait for an Abort Talk Code
+ Object &obj = scene._bgShapes[objNum];
+ if (obj.hasAborts())
+ obj._gotoSeq = sequenceNum;
+ else
+ obj.setObjTalkSequence(sequenceNum);
+ } else if (objNum != -1) {
+ objNum -= 256;
+ Person &person = _data[objNum];
+
+ int newDir = person._sequenceNumber;
+ switch (person._sequenceNumber) {
+ case WALK_UP:
+ case STOP_UP:
+ case WALK_UPRIGHT:
+ case STOP_UPRIGHT:
+ case TALK_UPRIGHT:
+ case LISTEN_UPRIGHT:
+ newDir = LISTEN_UPRIGHT;
+ break;
+ case WALK_RIGHT:
+ case STOP_RIGHT:
+ case TALK_RIGHT:
+ case LISTEN_RIGHT:
+ newDir = LISTEN_RIGHT;
+ break;
+ case WALK_DOWNRIGHT:
+ case STOP_DOWNRIGHT:
+ case TALK_DOWNRIGHT:
+ case LISTEN_DOWNRIGHT:
+ newDir = LISTEN_DOWNRIGHT;
+ break;
+ case WALK_DOWN:
+ case STOP_DOWN:
+ case WALK_DOWNLEFT:
+ case STOP_DOWNLEFT:
+ case TALK_DOWNLEFT:
+ case LISTEN_DOWNLEFT:
+ newDir = LISTEN_DOWNLEFT;
+ break;
+ case WALK_LEFT:
+ case STOP_LEFT:
+ case TALK_LEFT:
+ case LISTEN_LEFT:
+ newDir = LISTEN_LEFT;
+ break;
+ case WALK_UPLEFT:
+ case STOP_UPLEFT:
+ case TALK_UPLEFT:
+ case LISTEN_UPLEFT:
+ newDir = LISTEN_UPLEFT;
+ break;
+
+ default:
+ break;
+ }
+
+ // See if the NPC's Seq has to wait for an Abort Talk Code
+ if (person.hasAborts()) {
+ person._gotoSeq = newDir;
+ } else {
+ if (person._seqTo) {
+ // Reset to previous value
+ person._walkSequences[person._sequenceNumber]._sequences[person._frameNumber] = person._seqTo;
+ person._seqTo = 0;
+ }
+
+ person._sequenceNumber = newDir;
+ person._frameNumber = 0;
+ person.checkWalkGraphics();
+ }
+ }
}
void TattooPeople::setTalkSequence(int speaker, int sequenceNum) {
- // TODO
+ People &people = *_vm->_people;
+ Scene &scene = *_vm->_scene;
+ TattooTalk &talk = *(TattooTalk *)_vm->_talk;
+
+ // If no speaker is specified, then nothing needs to be done
+ if (speaker == -1)
+ return;
+
+ int objNum = people.findSpeaker(speaker);
+ if (objNum != -1 && objNum < 256) {
+ Object &obj = scene._bgShapes[objNum];
+
+ // See if the Object has to wait for an Abort Talk Code
+ if (obj.hasAborts()) {
+ talk.pushTalkSequence(&obj);
+ obj._gotoSeq = sequenceNum;
+ }
+ else {
+ obj.setObjTalkSequence(sequenceNum);
+ }
+ }
+ else if (objNum != -1) {
+ objNum -= 256;
+ Person &person = people[objNum];
+ int newDir = person._sequenceNumber;
+
+ switch (newDir) {
+ case WALK_UP:
+ case STOP_UP:
+ case WALK_UPRIGHT:
+ case STOP_UPRIGHT:
+ case TALK_UPRIGHT:
+ case LISTEN_UPRIGHT:
+ newDir = TALK_UPRIGHT;
+ break;
+ case WALK_RIGHT:
+ case STOP_RIGHT:
+ case TALK_RIGHT:
+ case LISTEN_RIGHT:
+ newDir = TALK_RIGHT;
+ break;
+ case WALK_DOWNRIGHT:
+ case STOP_DOWNRIGHT:
+ case TALK_DOWNRIGHT:
+ case LISTEN_DOWNRIGHT:
+ newDir = TALK_DOWNRIGHT;
+ break;
+ case WALK_DOWN:
+ case STOP_DOWN:
+ case WALK_DOWNLEFT:
+ case STOP_DOWNLEFT:
+ case TALK_DOWNLEFT:
+ case LISTEN_DOWNLEFT:
+ newDir = TALK_DOWNLEFT;
+ break;
+ case WALK_LEFT:
+ case STOP_LEFT:
+ case TALK_LEFT:
+ case LISTEN_LEFT:
+ newDir = TALK_LEFT;
+ break;
+ case WALK_UPLEFT:
+ case STOP_UPLEFT:
+ case TALK_UPLEFT:
+ case LISTEN_UPLEFT:
+ newDir = TALK_UPLEFT;
+ break;
+ default:
+ break;
+ }
+
+ // See if the NPC's sequence has to wait for an Abort Talk Code
+ if (person.hasAborts()) {
+ person._gotoSeq = newDir;
+ }
+ else {
+ if (person._seqTo) {
+ // Reset to previous value
+ person._walkSequences[person._sequenceNumber]._sequences[person._frameNumber] = person._seqTo;
+ person._seqTo = 0;
+ }
+
+ person._sequenceNumber = newDir;
+ person._frameNumber = 0;
+ person.checkWalkGraphics();
+ }
+ }
}
} // End of namespace Tattoo