/* 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 _characters; ImageFile *_talkPics; Common::Point _walkDest; Common::Point _hSavedPos; int _hSavedFacing; Common::Queue _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