/* 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 { public: Common::Queue _walkTo; int _srcZone, _destZone; bool _walkLoaded; Common::String _portrait; // 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 */ void walkToCoords(const Point32 &destPos, int destDir); }; class SherlockEngine; class People { protected: SherlockEngine *_vm; Common::Array _data; People(SherlockEngine *vm); public: Common::Array _characters; ImageFile *_talkPics; Common::Point _walkDest; Point32 _hSavedPos; int _hSavedFacing; 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; }; } // End of namespace Sherlock #endif