/* 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/scalpel/scalpel_people.h" #include "sherlock/sherlock.h" namespace Sherlock { namespace Scalpel { void ScalpelPeople::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 ScalpelPeople::setTalkSequence(int speaker, int sequenceNum) { People &people = *_vm->_people; Scene &scene = *_vm->_scene; // If no speaker is specified, then nothing needs to be done if (speaker == -1) return; if (speaker) { int objNum = people.findSpeaker(speaker); if (objNum != -1) { Object &obj = scene._bgShapes[objNum]; if (obj._seqSize < MAX_TALK_SEQUENCES) { warning("Tried to copy too many talk frames"); } else { for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) { obj._sequences[idx] = people._characters[speaker]._talkSequences[idx]; if (idx > 0 && !obj._sequences[idx] && !obj._sequences[idx - 1]) return; obj._frameNumber = 0; obj._sequenceNumber = 0; } } } } } } // End of namespace Scalpel } // End of namespace Sherlock