/* 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" #include "sherlock/scalpel/scalpel_people.h" #include "sherlock/tattoo/tattoo_people.h" namespace Sherlock { // 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; _oldWalkSequence = -1; _srcZone = _destZone = 0; } void Person::goAllTheWay() { Scene &scene = *_vm->_scene; Common::Point srcPt = getSourcePoint(); // 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); // Check for any restriction of final destination position _walkDest = _vm->_people->restrictToZone(_destZone, _walkDest); } // 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]; const WalkArray &points = scene._walkPoints[i]; // See how many points there are between the src and dest zones if (!points._pointsCount || points._pointsCount == -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) { for (int idx = (int)points.size() - 1; idx >= 0; --idx) _walkTo.push(points[idx]); } else { for (int idx = 0; idx < (int)points.size(); ++idx) { _walkTo.push(points[idx]); } } // Final position _walkTo.push(_walkDest); // Start walking _walkDest = _walkTo.pop(); setWalking(); } } } /*----------------------------------------------------------------*/ People *People::init(SherlockEngine *vm) { if (vm->getGameID() == GType_SerratedScalpel) return new Scalpel::ScalpelPeople(vm); else return new Tattoo::TattooPeople(vm); } People::People(SherlockEngine *vm) : _vm(vm) { _holmesOn = true; _allowWalkAbort = true; _portraitLoaded = false; _portraitsOn = true; _clearingThePortrait = false; _talkPics = nullptr; _portraitSide = 0; _speakerFlip = false; _holmesFlip = false; _holmesQuotient = 0; _savedPos = Point32(-1, -1); _savedPos._facing = -1; _forceWalkReload = false; _useWalkLib = false; _walkControl = 0; _portrait._sequences = new byte[32]; } People::~People() { for (uint idx = 0; idx < _data.size(); ++idx) { if (_data[idx]->_walkLoaded) delete _data[idx]->_images; delete _data[idx]; } delete _talkPics; delete[] _portrait._sequences; } void People::reset() { SaveManager &saves = *_vm->_saves; Talk &talk = *_vm->_talk; _data[HOLMES]->_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) { Person &p = *_data[idx]; if (IS_SERRATED_SCALPEL) { p._type = _holmesOn ? CHARACTER : HIDDEN; if (!saves._justLoaded) p._position = Point32(100 * FIXED_INT_MULTIPLIER, 110 * FIXED_INT_MULTIPLIER); } else if (!talk._scriptMoreFlag && !saves._justLoaded) { p._type = (idx == 0) ? CHARACTER : INVALID; p._position = Point32(36 * FIXED_INT_MULTIPLIER, 29 * FIXED_INT_MULTIPLIER); p._use[0]._verb = ""; p._use[1]._verb = ""; } p._sequenceNumber = IS_SERRATED_SCALPEL ? (int)Scalpel::STOP_DOWNRIGHT : (int)Tattoo::STOP_DOWNRIGHT; p._imageFrame = nullptr; p._frameNumber = 1; p._startSeq = 0; p._delta = Point32(0, 0); p._oldPosition = Common::Point(0, 0); p._oldSize = Common::Point(0, 0); p._misc = 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._walkCount = 0; p._walkTo.clear(); 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++); } } } } 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; } int People::findSpeaker(int speaker) { Scene &scene = *_vm->_scene; const char *portrait = _characters[speaker]._portrait; 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(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; } } } // End of namespace Sherlock