/* 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 }; // Rose Tattoo walk image libraries // Walk resources within WALK.LIB const char *const WALK_LIB_NAMES[NUM_IN_WALK_LIB] = { "SVGAWALK.VGS", "COATWALK.VGS", "WATSON.VGS", "NOHAT.VGS", "TUPRIGHT.VGS", "TRIGHT.VGS", "TDOWNRG.VGS", "TWUPRIGH.VGS", "TWRIGHT.VGS", "TWDOWNRG.VGS" }; /*----------------------------------------------------------------*/ Person::Person() : Sprite(), _walkLoaded(false), _npcIndex(0), _npcStack(0), _npcPause(false) { Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0); _tempX = _tempScaleVal = 0; _updateNPCPath = false; } void Person::clearNPC() { Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0); _npcIndex = _npcStack = 0; _npcName = ""; } void Person::updateNPC() { // TODO } /*----------------------------------------------------------------*/ People::People(SherlockEngine *vm) : _vm(vm), _player(_data[0]) { _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; _forceWalkReload = false; _useWalkLib = false; _walkControl = 0; _portrait._sequences = new byte[32]; } People::~People() { for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { if (_data[idx]._walkLoaded) delete _data[PLAYER]._images; } delete _talkPics; delete[] _portrait._sequences; } void People::reset() { _data[0]._description = "Sherlock Holmes!"; // Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites int count = IS_SERRATED_SCALPEL ? 1 : MAX_CHARACTERS; for (int idx = 0; idx < count; ++idx) { Sprite &p = _data[idx]; p._type = (idx == 0) ? CHARACTER : INVALID; if (IS_SERRATED_SCALPEL) p._position = Point32(100 * FIXED_INT_MULTIPLIER, 110 * FIXED_INT_MULTIPLIER); else p._position = Point32(36 * FIXED_INT_MULTIPLIER, 29 * FIXED_INT_MULTIPLIER); p._sequenceNumber = STOP_DOWNRIGHT; 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; p._seqTo = 0; p._seqCounter = p._seqCounter2 = 0; p._seqStack = 0; p._gotoSeq = p._talkSeq = 0; p._restoreSlot = 0; p._startSeq = 0; p._altImages = nullptr; p._altSeq = 0; p._centerWalk = true; p._adjust = Common::Point(0, 0); // Load the default walk sequences p._oldWalkSequence = -1; p._walkSequences.clear(); if (IS_SERRATED_SCALPEL) { p._walkSequences.resize(MAX_HOLMES_SEQUENCE); for (int seqIdx = 0; seqIdx < MAX_HOLMES_SEQUENCE; ++seqIdx) { p._walkSequences[seqIdx]._sequences.clear(); const byte *pSrc = &CHARACTER_SEQUENCES[seqIdx][0]; do { p._walkSequences[seqIdx]._sequences.push_back(*pSrc); } while (*pSrc++); } } } // Reset any walk path in progress when Sherlock leaves scenes _walkTo.clear(); } bool People::loadWalk() { Resources &res = *_vm->_res; bool result = false; if (IS_SERRATED_SCALPEL) { if (_data[PLAYER]._walkLoaded) { return false; } else { _data[PLAYER]._images = new ImageFile("walk.vgs"); _data[PLAYER].setImageFrame(); _data[PLAYER]._walkLoaded = true; result = true; } } else { for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { if (!_data[idx]._walkLoaded && (_data[idx]._type == CHARACTER || _data[idx]._type == HIDDEN_CHARACTER)) { if (_data[idx]._type == HIDDEN_CHARACTER) _data[idx]._type = INVALID; // See if this is one of the more used Walk Graphics stored in WALK.LIB for (int libNum = 0; libNum < NUM_IN_WALK_LIB; ++libNum) { if (!_data[0]._walkVGSName.compareToIgnoreCase(WALK_LIB_NAMES[libNum])) { _useWalkLib = true; break; } } // Load the images for the character _data[idx]._images = new ImageFile(_data[idx]._walkVGSName, false); _data[idx]._numFrames = _data[idx]._images->size(); // Load walk sequence data Common::String fname = Common::String(_data[idx]._walkVGSName.c_str(), strchr(_data[idx]._walkVGSName.c_str(), '.')); fname += ".SEQ"; // Load the walk sequence data Common::SeekableReadStream *stream = res.load(fname, _useWalkLib ? "walk.lib" : "vgs.lib"); _data[idx]._walkSequences.resize(stream->readByte()); for (uint seqNum = 0; seqNum < _data[idx]._walkSequences.size(); ++seqNum) _data[idx]._walkSequences[seqNum].load(*stream); // Close the sequences resource delete stream; _useWalkLib = false; _data[idx]._frameNumber = 0; _data[idx].setImageFrame(); // Set the stop Frames pointers for (int dirNum = 0; dirNum < 8; ++dirNum) { int count = 0; while (_data[idx]._walkSequences[dirNum + 8][count] != 0) ++count; count += 2; count = _data[idx]._walkSequences[dirNum + 8][count] - 1; _data[idx]._stopFrames[dirNum] = &(*_data[idx]._images)[count]; } result = true; _data[idx]._walkLoaded = true; } else if (_data[idx]._type != CHARACTER) { _data[idx]._walkLoaded = false; } } } _forceWalkReload = false; return result; } bool People::freeWalk() { bool result = false; for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { if (_data[idx]._walkLoaded) { delete _data[idx]._images; _data[idx]._images = nullptr; _data[idx]._walkLoaded = false; result = true; } } return result; } 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); if (IS_SERRATED_SCALPEL) { s.syncAsSint16LE(_player._position.x); s.syncAsSint16LE(_player._position.y); s.syncAsSint16LE(_player._sequenceNumber); } else { for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { Person &p = _data[idx]; s.syncAsSint16LE(p._position.x); s.syncAsSint16LE(p._position.y); s.syncAsSint16LE(p._sequenceNumber); s.syncAsSint16LE(p._type); s.syncString(p._walkVGSName); s.syncString(p._description); s.syncString(p._examine); } } s.syncAsSint16LE(_holmesQuotient); if (s.isLoading()) { _hSavedPos = _player._position; _hSavedFacing = _player._sequenceNumber; } } } // End of namespace Sherlock