/* 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_SCALPEL_PEOPLE_H #define SHERLOCK_SCALPEL_PEOPLE_H #include "common/scummsys.h" #include "sherlock/people.h" namespace Sherlock { class SherlockEngine; namespace Scalpel { // Animation sequence identifiers for characters enum ScalpelSequences { 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 }; class ScalpelPerson : public Person { public: ScalpelPerson() : Person() {} virtual ~ScalpelPerson() {} /** * Synchronize the data for a savegame */ virtual void synchronize(Serializer &s); /** * This adjusts the sprites position, as well as its animation sequence: */ virtual void adjustSprite(); /** * Bring a moving character to a standing position */ virtual void gotoStand(); /** * Set the variables for moving a character from one poisition to another * in a straight line */ virtual void setWalking(); /** * Walk to the co-ordinates passed, and then face the given direction */ virtual void walkToCoords(const Point32 &destPos, int destDir); /** * Get the source position for a character potentially affected by scaling */ virtual Common::Point getSourcePoint() const; }; class ScalpelPeople : public People { public: ScalpelPeople(SherlockEngine *vm); virtual ~ScalpelPeople() {} ScalpelPerson &operator[](PeopleId id) { return *(ScalpelPerson *)_data[id]; } ScalpelPerson &operator[](int idx) { return *(ScalpelPerson *)_data[idx]; } /** * Setup the data for an animating speaker portrait at the top of the screen */ void setTalking(int speaker); /** * Synchronize the data for a savegame */ virtual void synchronize(Serializer &s); /** * Change the sequence of the scene background object associated with the specified speaker. */ virtual void setTalkSequence(int speaker, int sequenceNum = 1); /** * Restrict passed point to zone using Sherlock's positioning rules */ virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos); /** * Load the walking images for Sherlock */ virtual bool loadWalk(); /** * If the specified speaker is a background object, it will set it so that it uses * the Listen Sequence (specified by the sequence number). If the current sequence * has an Allow Talk Code in it, the _gotoSeq field will be set so that the object * begins listening as soon as it hits the Allow Talk Code. If there is no Abort Code, * the Listen Sequence will begin immediately. * @param speaker Who is speaking * @param sequenceNum Which listen sequence to use */ virtual void setListenSequence(int speaker, int sequenceNum = 1); }; } // End of namespace Scalpel } // End of namespace Sherlock #endif