/* 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/tattoo/tattoo_people.h" #include "sherlock/tattoo/tattoo_scene.h" #include "sherlock/tattoo/tattoo_talk.h" #include "sherlock/tattoo/tattoo_user_interface.h" #include "sherlock/tattoo/tattoo.h" namespace Sherlock { namespace Tattoo { #define FACING_PLAYER 16 #define NUM_ADJUSTED_WALKS 21 struct AdjustWalk { char _vgsName[9]; int _xAdjust; int _flipXAdjust; int _yAdjust; } ; static const AdjustWalk ADJUST_WALKS[NUM_ADJUSTED_WALKS] = { { "TUPRIGHT", -7, -19, 6 }, { "TRIGHT", 8, -14, 0 }, { "TDOWNRG", 14, -12, 0 }, { "TWUPRIGH", 12, 4, 2 }, { "TWRIGHT", 31, -14, 0 }, { "TWDOWNRG", 6, -24, 0 }, { "HTUPRIGH", 2, -20, 0 }, { "HTRIGHT", 28, -20, 0 }, { "HTDOWNRG", 8, -2, 0 }, { "GTUPRIGH", 4, -12, 0 }, { "GTRIGHT", 12, -16, 0 }, { "GTDOWNRG", 10, -18, 0 }, { "JTUPRIGH", 8, -10, 0 }, { "JTRIGHT", 22, -6, 0 }, { "JTDOWNRG", 4, -20, 0 }, { "CTUPRIGH", 10, 0, 0 }, { "CTRIGHT", 26, -22, 0 }, { "CTDOWNRI", 16, 4, 0 }, { "ITUPRIGH", 0, 0, 0 }, { "ITRIGHT", 20, 0, 0 }, { "ITDOWNRG", 8, 0, 0 } }; static const int WALK_SPEED_X[99] = { 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 98, 90, 90, 90, 90, 90, 91, 90, 90, 90, 90,100, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,100, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,103, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90 }; static const int WALK_SPEED_Y[99] = { 28, 28, 28, 28, 28, 28, 28, 28, 28, 32, 32, 32, 28, 28, 28, 28, 28, 26, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 32, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 31, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28 }; static const int WALK_SPEED_DIAG_X[99] = { 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 90, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50 }; /*----------------------------------------------------------------*/ SavedNPCPath::SavedNPCPath() { Common::fill(&_path[0], &_path[MAX_NPC_PATH], 0); _npcIndex = 0; _npcPause = 0; _npcFacing = 0; _lookHolmes = false; } SavedNPCPath::SavedNPCPath(byte path[MAX_NPC_PATH], int npcIndex, int npcPause, const Point32 &position, int npcFacing, bool lookHolmes) : _npcIndex(npcIndex), _npcPause(npcPause), _position(position), _npcFacing(npcFacing), _lookHolmes(lookHolmes) { Common::copy(&path[0], &path[MAX_NPC_PATH], &_path[0]); } /*----------------------------------------------------------------*/ TattooPerson::TattooPerson() : Person() { Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0); _tempX = _tempScaleVal = 0; _npcIndex = 0; _npcMoved = false; _npcFacing = -1; _resetNPCPath = true; _savedNpcSequence = 0; _savedNpcFrame = 0; _updateNPCPath = true; _npcPause = 0; _lookHolmes = false; } void TattooPerson::freeAltGraphics() { if (_altImages != nullptr) { delete _altImages; _altImages = nullptr; } _altSeq = 0; } void TattooPerson::adjustSprite() { People &people = *_vm->_people; TattooScene &scene = *(TattooScene *)_vm->_scene; TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; if (_type == INVALID) return; if (_type == CHARACTER && _status) { // Sprite waiting to move, so restart walk _walkCount = _status; _status = 0; _walkDest = _walkTo.front(); setWalking(); } else if (_type == CHARACTER && _walkCount) { if (_walkCount > 10) { _walkDest = _nextDest; setWalking(); } _position += _delta; if (_walkCount) --_walkCount; if (!_walkCount) { // If there are remaining points to walk, move to the next one if (!_walkTo.empty()) { _walkDest = _walkTo.pop(); setWalking(); } else { gotoStand(); } } } if (_type != CHARACTER) { if (_position.y > SHERLOCK_SCREEN_HEIGHT) _position.y = SHERLOCK_SCREEN_HEIGHT; if (_position.y < UPPER_LIMIT) _position.y = UPPER_LIMIT; if (_position.x < LEFT_LIMIT) _position.x = LEFT_LIMIT; if (_position.x > RIGHT_LIMIT) _position.x = RIGHT_LIMIT; } int frameNum = _frameNumber; if (frameNum == -1) frameNum = 0; int idx = _walkSequences[_sequenceNumber][frameNum]; if (idx > _maxFrames) idx = 1; // Set the image frame if (_altSeq) _imageFrame = &(*_altImages)[idx - 1]; else _imageFrame = &(*_images)[idx - 1]; // See if the player has come to a stop after clicking on an Arrow zone to leave the scene. // If so, this will set up the exit information for the scene transition if (!_walkCount && ui._exitZone != -1 && scene._walkedInScene && scene._goToScene == -1 && !_description.compareToIgnoreCase(people[HOLMES]._description)) { Exit &exit = scene._exits[ui._exitZone]; scene._goToScene = exit._scene; if (exit._newPosition.x != 0) { people._savedPos = exit._newPosition; if (people._savedPos._facing > 100 && people._savedPos.x < 1) people._savedPos.x = 100; } } } void TattooPerson::gotoStand() { TattooPeople &people = *(TattooPeople *)_vm->_people; // If the misc field is set, then we're running a special talk sequence, so don't interrupt it. if (_misc) return; _walkTo.clear(); _walkCount = 0; int oldFacing = _sequenceNumber; // If the person was talking or listening, just return it to the standing sequence // in the direction they were pointing if (_sequenceNumber >= TALK_UPRIGHT && _sequenceNumber <= LISTEN_UPLEFT) { switch (_sequenceNumber) { case TALK_UPRIGHT: case LISTEN_UPRIGHT: _sequenceNumber = STOP_UPRIGHT; break; case TALK_RIGHT: case LISTEN_RIGHT: _sequenceNumber = STOP_RIGHT; break; case TALK_DOWNRIGHT: case LISTEN_DOWNRIGHT: _sequenceNumber = STOP_DOWNRIGHT; break; case TALK_DOWNLEFT: case LISTEN_DOWNLEFT: _sequenceNumber = STOP_DOWNLEFT; break; case TALK_LEFT: case LISTEN_LEFT: _sequenceNumber = STOP_LEFT; break; case TALK_UPLEFT: case LISTEN_UPLEFT: _sequenceNumber = STOP_UPLEFT; break; default: break; } if (_seqTo) { // Reset to previous value _walkSequences[oldFacing]._sequences[_frameNumber] = _seqTo; _seqTo = 0; } // Set the Frame number to the last frame so we don't move _frameNumber = 0; checkWalkGraphics(); _oldWalkSequence = -1; people._allowWalkAbort = true; return; } // If the sprite that is stopping is an NPC and he is supposed to face a certain direction // when he stops, set that direction here int npc = -1; for (int idx = 1; idx < MAX_CHARACTERS; ++idx) { if (_imageFrame == people[idx]._imageFrame) npc = idx; } if (npc != -1 && people[npc]._npcFacing != -1) { if (people[npc]._npcFacing == FACING_PLAYER) { // See where Holmes is with respect to the NPC (x coords) if (people[HOLMES]._position.x < people[npc]._position.x) people[npc]._npcFacing = STOP_LEFT; else people[npc]._npcFacing = STOP_RIGHT; // See where Holmes is with respect to the NPC (y coords) if (people[HOLMES]._position.y < people[npc]._position.y - (10 * FIXED_INT_MULTIPLIER)) { // Holmes is above the NPC so reset the facing to the diagonal ups if (people[npc]._npcFacing == STOP_RIGHT) people[npc]._npcFacing = STOP_UPRIGHT; else people[npc]._npcFacing = STOP_UPLEFT; } else { if (people[HOLMES]._position.y > people[npc]._position.y + (10 * FIXED_INT_MULTIPLIER)) { // Holmes is below the NPC so reset the facing to the diagonal downs if (people[npc]._npcFacing == STOP_RIGHT) people[npc]._npcFacing = STOP_DOWNRIGHT; else people[npc]._npcFacing = STOP_DOWNLEFT; } } } _sequenceNumber = people[npc]._npcFacing; } else { switch (_sequenceNumber) { case WALK_UP: _sequenceNumber = STOP_UP; break; case WALK_UPRIGHT: _sequenceNumber = STOP_UPRIGHT; break; case WALK_RIGHT: _sequenceNumber = STOP_RIGHT; break; case WALK_DOWNRIGHT: _sequenceNumber = STOP_DOWNRIGHT; break; case WALK_DOWN: _sequenceNumber = STOP_DOWN; break; case WALK_DOWNLEFT: _sequenceNumber = STOP_DOWNLEFT;break; case WALK_LEFT: _sequenceNumber = STOP_LEFT; break; case WALK_UPLEFT: _sequenceNumber = STOP_UPLEFT; break; } } // Only restart the frame number at 0 if the new sequence is different from the last sequence // so we don't let Holmes repeat standing. if (_oldWalkSequence != -1) { if (_seqTo) { // Reset to previous value _walkSequences[oldFacing]._sequences[_frameNumber] = _seqTo; _seqTo = 0; } _frameNumber = 0; } checkWalkGraphics(); _oldWalkSequence = -1; people._allowWalkAbort = true; } void TattooPerson::setWalking() { TattooScene &scene = *(TattooScene *)_vm->_scene; int oldDirection, oldFrame; Common::Point delta; _nextDest = _walkDest; // Flag that player has now walked in the scene scene._walkedInScene = true; // Stop any previous walking, since a new dest is being set _walkCount = 0; oldDirection = _sequenceNumber; oldFrame = _frameNumber; // Set speed to use horizontal and vertical movement int scaleVal = scene.getScaleVal(_position); Common::Point speed(MAX(WALK_SPEED_X[scene._currentScene - 1] * SCALE_THRESHOLD / scaleVal, 2), MAX(WALK_SPEED_Y[scene._currentScene - 1] * SCALE_THRESHOLD / scaleVal, 2)); Common::Point diagSpeed(MAX(WALK_SPEED_DIAG_X[scene._currentScene - 1] * SCALE_THRESHOLD / scaleVal, 2), MAX((WALK_SPEED_Y[scene._currentScene - 1] - 2) * SCALE_THRESHOLD / scaleVal, 2)); // If the player is already close to the given destination that no walking is needed, // move to the next straight line segment in the overall walking route, if there is one for (;;) { if (_centerWalk || !_walkTo.empty()) { // Since we want the player to be centered on the ultimate destination, and the player // is drawn from the left side, move the cursor half the width of the player to center it delta = Common::Point(_position.x / FIXED_INT_MULTIPLIER - _walkDest.x, _position.y / FIXED_INT_MULTIPLIER - _walkDest.y); int dir; if (ABS(delta.x) > ABS(delta.y)) dir = (delta.x < 0) ? WALK_LEFT : WALK_RIGHT; else dir = (delta.y < 0) ? WALK_UP : WALK_DOWN; scaleVal = scene.getScaleVal(Point32(_walkDest.x * FIXED_INT_MULTIPLIER, _walkDest.y * FIXED_INT_MULTIPLIER)); _walkDest.x -= _stopFrames[dir]->sDrawXSize(scaleVal) / 2; } delta = Common::Point( ABS(_position.x / FIXED_INT_MULTIPLIER - _walkDest.x), ABS(_position.y / FIXED_INT_MULTIPLIER - _walkDest.y) ); // If we're ready to move a sufficient distance, that's it. Otherwise, // move onto the next portion of the walk path, if there is one if ((delta.x > 3 || delta.y > 0) || _walkTo.empty()) break; // Pop next walk segment off the walk route stack _walkDest = _walkTo.pop(); } // If a sufficient move is being done, then start the move if (delta.x > 3 || delta.y) { // See whether the major movement is horizontal or vertical if (delta.x >= delta.y) { // Set the initial frame sequence for the left and right, as well // as setting the delta x depending on direction if (_walkDest.x < (_position.x / FIXED_INT_MULTIPLIER)) { _sequenceNumber = WALK_LEFT; _delta.x = speed.x * -(FIXED_INT_MULTIPLIER / 10); } else { _sequenceNumber = WALK_RIGHT; _delta.x = speed.x * (FIXED_INT_MULTIPLIER / 10); } // See if the x delta is too small to be divided by the speed, since // this would cause a divide by zero error if ((delta.x * 10) >= speed.x) { // Det the delta y _delta.y = (delta.y * FIXED_INT_MULTIPLIER) / ((delta.x * 10) / speed.x); if (_walkDest.y < (_position.y / FIXED_INT_MULTIPLIER)) _delta.y = -_delta.y; // Set how many times we should add the delta to the player's position _walkCount = (delta.x * 10) / speed.x; } else { // The delta x was less than the speed (ie. we're really close to // the destination). So set delta to 0 so the player won't move _delta = Point32(0, 0); _position = Point32(_walkDest.x * FIXED_INT_MULTIPLIER, _walkDest.y * FIXED_INT_MULTIPLIER); _walkCount = 1; } // See if the sequence needs to be changed for diagonal walking if (_delta.y > 1500) { if (_sequenceNumber == WALK_LEFT || _sequenceNumber == WALK_RIGHT) { _delta.x = _delta.x / speed.x * diagSpeed.x; _delta.y = (delta.y * FIXED_INT_MULTIPLIER) / (delta.x * 10 / diagSpeed.x); _walkCount = delta.x * 10 / diagSpeed.x; } switch (_sequenceNumber) { case WALK_LEFT: _sequenceNumber = WALK_DOWNLEFT; break; case WALK_RIGHT: _sequenceNumber = WALK_DOWNRIGHT; break; } } else if (_delta.y < -1500) { if (_sequenceNumber == WALK_LEFT || _sequenceNumber == WALK_RIGHT) { _delta.x = _delta.x / speed.x * diagSpeed.x; _delta.y = -1 * (delta.y * FIXED_INT_MULTIPLIER) / (delta.x * 10 / diagSpeed.x); _walkCount = (delta.x * 10) / diagSpeed.x; } switch (_sequenceNumber) { case WALK_LEFT: _sequenceNumber = WALK_UPLEFT; break; case WALK_RIGHT: _sequenceNumber = WALK_UPRIGHT; break; } } } else { // Major movement is vertical, so set the sequence for up and down, // and set the delta Y depending on the direction if (_walkDest.y < (_position.y / FIXED_INT_MULTIPLIER)) { _sequenceNumber = WALK_UP; _delta.y = speed.y * -(FIXED_INT_MULTIPLIER / 10); } else { speed.y = diagSpeed.y; _sequenceNumber = WALK_DOWN; _delta.y = speed.y * (FIXED_INT_MULTIPLIER / 10); } // Set the delta x if (delta.y * 10 / speed.y) _delta.x = (delta.x * FIXED_INT_MULTIPLIER) / (delta.y * 10 / speed.y); else _delta.x = (delta.x * FIXED_INT_MULTIPLIER) / delta.y; if (_walkDest.x < _position.y / FIXED_INT_MULTIPLIER) _delta.x = -_delta.x; // Set how many times we should add the delta's to the players position if (delta.y * 10 / speed.y) _walkCount = delta.y * 10 / speed.y; else _walkCount = delta.y; } } // See if the new walk sequence is the same as the old. If it's a new one, // we need to reset the frame number to zero so it's animation starts at // it's beginning. Otherwise, if it's the same sequence, we can leave it // as is, so it keeps the animation going at wherever it was up to if (_sequenceNumber != _oldWalkSequence) { if (_seqTo) { // Reset to previous value _walkSequences[oldDirection]._sequences[_frameNumber] = _seqTo; _seqTo = 0; } _frameNumber = 0; } checkWalkGraphics(); _oldWalkSequence = _sequenceNumber; if (!_walkCount && _walkTo.empty()) gotoStand(); // If the sequence is the same as when we started, then Holmes was standing still and we're trying // to re-stand him, so reset Holmes' rame to the old frame number from before it was reset to 0 if (_sequenceNumber == oldDirection) _frameNumber = oldFrame; } void TattooPerson::walkToCoords(const Point32 &destPos, int destDir) { TattooEngine &vm = *(TattooEngine *)_vm; Events &events = *_vm->_events; TattooPeople &people = *(TattooPeople *)_vm->_people; TattooScene &scene = *(TattooScene *)_vm->_scene; Talk &talk = *_vm->_talk; CursorId oldCursor = events.getCursor(); events.setCursor(WAIT); _walkDest = Common::Point(destPos.x / FIXED_INT_MULTIPLIER, destPos.y / FIXED_INT_MULTIPLIER); bool isHolmes = this == &people[HOLMES]; if (isHolmes) { people._allowWalkAbort = true; } else { // Clear the path Variables _npcIndex = _npcPause = 0; Common::fill(_npcPath, _npcPath + 100, 0); _npcFacing = destDir; } _centerWalk = false; // Only move the person if they're going an appreciable distance if (ABS(_walkDest.x - (_position.x / FIXED_INT_MULTIPLIER)) > 8 || ABS(_walkDest.y - (_position.y / FIXED_INT_MULTIPLIER)) > 4) { goAllTheWay(); do { // Keep doing animations whilst walk is in progress events.wait(1); scene.doBgAnim(); if (events.kbHit()) { Common::KeyState keyState = events.getKey(); if (keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog) { vm.setFlags(-76); vm.setFlags(396); scene._goToScene = 1; talk._talkToAbort = true; } } } while (!_vm->shouldQuit() && _walkCount && !talk._talkToAbort); } _centerWalk = true; if (!isHolmes) _updateNPCPath = true; if (!talk._talkToAbort) { // put character exactly on right spot _position = destPos; if (_sequenceNumber != destDir) { // Facing character to correct ending direction _sequenceNumber = destDir; gotoStand(); } if (!isHolmes) _updateNPCPath = false; // Secondary walking wait loop bool done = false; while (!done && !_vm->shouldQuit()) { events.wait(1); scene.doBgAnim(); // See if we're past the initial goto stand sequence for (int idx = 0; idx < _frameNumber; ++idx) { if (_walkSequences[_sequenceNumber][idx] == 0) { done = true; break; } } if (events.kbHit()) { Common::KeyState keyState = events.getKey(); if (keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog) { vm.setFlags(-76); vm.setFlags(396); scene._goToScene = 1; talk._talkToAbort = true; } } } if (!isHolmes) _updateNPCPath = true; if (!talk._talkToAbort) events.setCursor(oldCursor); } } void TattooPerson::clearNPC() { Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0); _npcIndex = 0; _pathStack.clear(); _npcName = ""; } void TattooPerson::updateNPC() { People &people = *_vm->_people; Talk &talk = *_vm->_talk; // If the NPC isn't on, or it's in Talk or Listen Mode, then return without doing anything if (_type != CHARACTER || _sequenceNumber >= TALK_UPRIGHT) return; // If the NPC is paused, just decrement his pause counter and exit if (_npcPause) { // Decrement counter --_npcPause; // Now see if we need to update the NPC's frame sequence so that he faces Holmes if (_lookHolmes) { // See where Holmes is with respect to the NPC (x coordinate) _npcFacing = (people[HOLMES]._position.x < _position.x) ? STOP_LEFT : STOP_RIGHT; // See where Holmes is with respect to the NPC (y coordinate) if (people[HOLMES]._position.y < (_position.y - 10 * FIXED_INT_MULTIPLIER)) { // Holmes is above the NPC so reset the facing to a diagonal up _npcFacing = (_npcFacing == STOP_RIGHT) ? STOP_UPRIGHT : STOP_UPLEFT; } else if (people[HOLMES]._position.y > (_position.y + 10 * FIXED_INT_MULTIPLIER)) { // Holmes is below the NPC so reset the facing to a diagonal down _npcFacing = (_npcFacing == STOP_RIGHT) ? STOP_DOWNRIGHT : STOP_DOWNLEFT; } // See if we need to set the old_walk_sequence so the NPC will put his arms // up if he turns another way if (_sequenceNumber != _npcFacing) _oldWalkSequence = _sequenceNumber; gotoStand(); } } else { // Reset the look flag so the NPC won't face Holmes anymore _lookHolmes = false; // See if the NPC is stopped or not. Don't do anything if he's moving if (!_walkCount) { // If there is no new command, reset the path back to the beginning if (!_npcPath[_npcIndex]) _npcIndex = 0; // The NPC is stopped and any pause he was doing is done. We can now see what // the next command in the NPC path is. // Scan Past any NPC Path Labels since they do nothing except mark places for If's and Goto's while (_npcPath[_npcIndex] == NPCPATH_PATH_LABEL) _npcIndex += 2; if (_npcPath[_npcIndex]) { _npcFacing = -1; switch (_npcPath[_npcIndex]) { case NPCPATH_SET_DEST: { // Set the NPC's new destination int xp = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1; if (xp > 16384) xp = -1 * (xp - 16384); _walkDest.x = xp; _walkDest.y = (_npcPath[_npcIndex + 3] - 1) * 256 + _npcPath[_npcIndex + 4] - 1; _npcFacing = _npcPath[_npcIndex + 5] - 1; goAllTheWay(); _npcIndex += 6; break; } case NPCPATH_PAUSE: // Set the NPC to pause where he is _npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1; _npcIndex += 3; break; case NPCPATH_SET_TALK_FILE: { // Set the NPC's Talk File to use if Holmes talks to them ++_npcIndex; _npcName = ""; for (int idx = 0; idx < 8; ++idx) { if (_npcPath[_npcIndex + idx] != '~') _npcName += _npcPath[_npcIndex + idx]; else break; } _npcIndex += 8; break; } case NPCPATH_CALL_TALK_FILE: { // Call a Talk File ++_npcIndex; Common::String name; for (int idx = 0; idx < 8; ++idx) { if (_npcPath[_npcIndex + idx] != '~') name += _npcPath[_npcIndex + idx]; else break; } _npcIndex += 8; talk.talkTo(name); break; } case NPCPATH_TAKE_NOTES: // Set the NPC to Pause where he is and set his frame sequences // so he takes notes while he's paused _npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1; _npcIndex += 3; break; case NPCPATH_FACE_HOLMES: // Set the NPC to Pause where he is and set his look flag so he will always face Holmes // while he is paused _npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1; _lookHolmes = true; _npcIndex += 3; break; //case NPCPATH_PATH_LABEL: // No implementation needed here case NPCPATH_GOTO_LABEL: { // Goto NPC Path Label int label = _npcPath[_npcIndex + 1]; _npcIndex = 0; // Scan through NPC path data to find the label bool found = false; while (!found) { switch (_npcPath[_npcIndex]) { case NPCPATH_SET_DEST: _npcIndex += 6; break; case NPCPATH_PAUSE: case NPCPATH_TAKE_NOTES: case NPCPATH_FACE_HOLMES: _npcIndex += 3; break; case NPCPATH_SET_TALK_FILE: case NPCPATH_CALL_TALK_FILE: _npcIndex += 8; break; case NPCPATH_PATH_LABEL: if (_npcPath[_npcIndex + 1] == label) found = true; _npcIndex += 2; break; case NPCPATH_GOTO_LABEL: _npcIndex += 2; break; case NPCPATH_IFFLAG_GOTO_LABEL: _npcIndex += 4; break; } } break; } case NPCPATH_IFFLAG_GOTO_LABEL: { // If FLAG then Goto Label int flag = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1 - (_npcPath[_npcIndex + 2] == 1 ? 1 : 0); // Set the value the flag should be for the if statement to succeed bool flagVal = flag < 16384; int label = _npcPath[_npcIndex + 3]; _npcIndex += 4; // If the flag is set Correctly, move the NPC Index to the given label if (_vm->readFlags(flag & 16383) == flagVal) { _npcIndex = 0; bool found = false; while (!found) { switch (_npcPath[_npcIndex]) { case NPCPATH_SET_DEST: _npcIndex += 6; break; case NPCPATH_PAUSE: case NPCPATH_TAKE_NOTES: case NPCPATH_FACE_HOLMES: _npcIndex += 3; break; case NPCPATH_SET_TALK_FILE: case NPCPATH_CALL_TALK_FILE: _npcIndex += 8; break; case NPCPATH_PATH_LABEL: if (_npcPath[_npcIndex + 1] == label) found = true; _npcIndex += 2; break; case NPCPATH_GOTO_LABEL: _npcIndex += 2; break; case NPCPATH_IFFLAG_GOTO_LABEL: _npcIndex += 4; break; } } } break; } default: break; } } } } } void TattooPerson::pushNPCPath() { assert(_pathStack.size() < 2); SavedNPCPath savedPath(_npcPath, _npcIndex, _npcPause, _position, _sequenceNumber, _lookHolmes); _pathStack.push(savedPath); } void TattooPerson::pullNPCPath() { // Pop the stack entry and restore the fields SavedNPCPath path = _pathStack.pop(); Common::copy(&path._path[0], &path._path[MAX_NPC_PATH], &_npcPath[0]); _npcIndex = path._npcIndex; _npcPause = path._npcPause; // Handle the first case if the NPC was paused if (_npcPause) { _npcFacing = path._npcFacing; _lookHolmes = path._lookHolmes; // See if the NPC has moved from where they originally were if (path._position != _position) { _walkDest = Point32(path._position.x / FIXED_INT_MULTIPLIER, path._position.y / FIXED_INT_MULTIPLIER); goAllTheWay(); _npcPause = 0; _npcIndex -= 3; } else { // See if we need to set the old walk sequence so the NPC will put his arms up if he turns another way if (_npcFacing != _sequenceNumber) _oldWalkSequence = _sequenceNumber; gotoStand(); } } else { // Handle the second case if the NPC was in motion _npcIndex -= 6; } } Common::Point TattooPerson::getSourcePoint() const { TattooScene &scene = *(TattooScene *)_vm->_scene; int scaleVal = scene.getScaleVal(_position); return Common::Point(_position.x / FIXED_INT_MULTIPLIER + _imageFrame->sDrawXSize(scaleVal) / 2, _position.y / FIXED_INT_MULTIPLIER); } void TattooPerson::setObjTalkSequence(int seq) { assert(seq != -1 && _type == CHARACTER); if (_seqTo) { // reset to previous value _walkSequences[_sequenceNumber]._sequences[_frameNumber] = _seqTo; _seqTo = 0; } _sequenceNumber = _gotoSeq; _frameNumber = 0; checkWalkGraphics(); } void TattooPerson::checkWalkGraphics() { People &people = *_vm->_people; if (_images == nullptr) { freeAltGraphics(); return; } Common::String filename = Common::String::format("%s.vgs", _walkSequences[_sequenceNumber]._vgsName.c_str()); // Set the adjust depending on if we have to fine tune the x position of this particular graphic _adjust.x = _adjust.y = 0; for (int idx = 0; idx < NUM_ADJUSTED_WALKS; ++idx) { if (!scumm_strnicmp(_walkSequences[_sequenceNumber]._vgsName.c_str(), ADJUST_WALKS[idx]._vgsName, strlen(ADJUST_WALKS[idx]._vgsName))) { if (_walkSequences[_sequenceNumber]._horizFlip) _adjust.x = ADJUST_WALKS[idx]._flipXAdjust; else _adjust.x = ADJUST_WALKS[idx]._xAdjust; _adjust.y = ADJUST_WALKS[idx]._yAdjust; break; } } // See if we're already using Alternate Graphics if (_altSeq) { // See if the VGS file called for is different than the alternate graphics already loaded if (!_walkSequences[_sequenceNumber]._vgsName.compareToIgnoreCase(_walkSequences[_altSeq - 1]._vgsName)) { // Different AltGraphics, Free the old ones freeAltGraphics(); } } // If there is no Alternate Sequence set, see if we need to load a new one if (!_altSeq) { int npcNum = -1; // Find which NPC this is so we can check the name of the graphics loaded for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { if (this == &people[idx]) { npcNum = idx; break; } } if (npcNum != -1) { // See if the VGS file called for is different than the main graphics which are already loaded if (filename.compareToIgnoreCase(people[npcNum]._walkVGSName) != 0) { // See if this is one of the more used Walk Graphics stored in WALK.LIB for (int idx = 0; idx < NUM_IN_WALK_LIB; ++idx) { if (!scumm_stricmp(filename.c_str(), WALK_LIB_NAMES[idx])) { people._useWalkLib = true; break; } } _altImages = new ImageFile(filename); people._useWalkLib = false; _altSeq = _sequenceNumber + 1; } } } // If this is a different seqeunce from the current sequence, reset the appropriate variables if (_sequences != &_walkSequences[_sequenceNumber]._sequences[0]) { _seqTo = _seqCounter = _seqCounter2 = _seqStack = _startSeq = 0; _sequences = &_walkSequences[_sequenceNumber]._sequences[0]; _seqSize = _walkSequences[_sequenceNumber]._sequences.size(); } setImageFrame(); } void TattooPerson::synchronize(Serializer &s) { s.syncAsSint32LE(_position.x); s.syncAsSint32LE(_position.y); s.syncAsSint16LE(_sequenceNumber); if (s.isSaving()) { SpriteType type = (_type == INVALID && _walkLoaded) ? HIDDEN_CHARACTER : _type; s.syncAsSint16LE(type); } else { s.syncAsSint16LE(_type); } s.syncString(_walkVGSName); s.syncString(_description); s.syncString(_examine); // NPC specific properties s.syncBytes(&_npcPath[0], MAX_NPC_PATH); s.syncString(_npcName); s.syncAsSint32LE(_npcPause); s.syncAsByte(_lookHolmes); s.syncAsByte(_updateNPCPath); // Walk to list uint count = _walkTo.size(); s.syncAsUint16LE(count); if (s.isLoading()) { // Load path for (uint idx = 0; idx < count; ++idx) { int xp = 0, yp = 0; s.syncAsSint16LE(xp); s.syncAsSint16LE(yp); _walkTo.push(Common::Point(xp, yp)); } } else { // Save path Common::Array path; // Save the points of the path for (uint idx = 0; idx < count; ++idx) { Common::Point pt = _walkTo.pop(); s.syncAsSint16LE(pt.x); s.syncAsSint16LE(pt.y); path.push_back(pt); } // Re-add the pending points back to the _walkTo queue for (uint idx = 0; idx < count; ++idx) _walkTo.push(path[idx]); } // Verbs for (int idx = 0; idx < 2; ++idx) _use[idx].synchronize(s); } void TattooPerson::walkHolmesToNPC() { Events &events = *_vm->_events; TattooScene &scene = *(TattooScene *)_vm->_scene; TattooPeople &people = *(TattooPeople *)_vm->_people; Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; TattooPerson &holmes = people[HOLMES]; int facing; // If the NPC is moving, stop him at his current position if (_walkCount) { // Reset the facing so the NPC will stop facing the direction he was going, // rather than the direction he was supposed to when he finished wlaking _npcFacing = -1; gotoStand(); } int scaleVal = scene.getScaleVal(_position); ImageFrame &imgFrame = (*holmes._images)[0]; // Clear the path variables memset(_npcPath, 0, 100); // Set the NPC path so he pauses for 250 while looking at Holmes _npcPath[0] = 6; _npcPath[1] = 1; _npcPath[2] = 251; _npcIndex = 0; _npcPause = 250; _lookHolmes = true; // See where Holmes is with respect to the NPC (x coords) if (holmes._position.x < _position.x) { holmes._walkDest.x = MAX(_position.x / FIXED_INT_MULTIPLIER - imgFrame.sDrawXSize(scaleVal), 0); } else { holmes._walkDest.x = MIN(_position.x / FIXED_INT_MULTIPLIER + imgFrame.sDrawXSize(scaleVal) * 2, screen._backBuffer1.w() - 1); } // See where Holmes is with respect to the NPC (y coords) if (holmes._position.y < (_position.y - imgFrame.sDrawXSize(scaleVal) * 500)) { holmes._walkDest.y = MAX(_position.y / FIXED_INT_MULTIPLIER - imgFrame.sDrawXSize(scaleVal) / 2, 0); } else { if (holmes._position.y > (_position.y + imgFrame.sDrawXSize(scaleVal) * 500)) { // Holmes is below the NPC holmes._walkDest.y = MIN(_position.y / FIXED_INT_MULTIPLIER + imgFrame.sDrawXSize(scaleVal) / 2, SHERLOCK_SCREEN_HEIGHT - 1); } else { // Holmes is roughly on the same Y as the NPC holmes._walkDest.y = _position.y / FIXED_INT_MULTIPLIER; } } events.setCursor(WAIT); _walkDest.x += 10; people._allowWalkAbort = true; holmes.goAllTheWay(); // Do doBgAnim should be called over and over until walk is done do { events.wait(1); scene.doBgAnim(); } while (holmes._walkCount); if (!talk._talkToAbort) { // Setup correct direction for Holmes to face // See where Holmes is with respect to the NPC (x coords) facing = (holmes._position.x < _position.x) ? STOP_RIGHT : STOP_LEFT; // See where Holmes is with respect to the NPC (y coords) if (holmes._position.y < (_position.y - (10 * FIXED_INT_MULTIPLIER))) { // Holmes is above the NPC. Reset the facing to the diagonal downs facing = (facing == STOP_RIGHT) ? STOP_DOWNRIGHT : STOP_DOWNLEFT; } else { if (holmes._position.y > (_position.y + 10 * FIXED_INT_MULTIPLIER)) { // Holmes is below the NPC. Reset the facing to the diagonal ups facing = (facing == STOP_RIGHT) ? STOP_UPRIGHT : STOP_UPLEFT; } } holmes._sequenceNumber = facing; holmes.gotoStand(); events.setCursor(ARROW); } } void TattooPerson::centerScreenOnPerson() { Screen &screen = *_vm->_screen; TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui; ui._targetScroll.x = CLIP(_position.x / FIXED_INT_MULTIPLIER - SHERLOCK_SCREEN_WIDTH / 2, 0, screen._backBuffer1.w() - SHERLOCK_SCREEN_WIDTH); screen._currentScroll = ui._targetScroll; // Reset the default look position to the center of the screen ui._lookPos = screen._currentScroll + Common::Point(SHERLOCK_SCREEN_WIDTH / 2, SHERLOCK_SCREEN_HEIGHT / 2); } /*----------------------------------------------------------------*/ TattooPeople::TattooPeople(SherlockEngine *vm) : People(vm) { for (int idx = 0; idx < 6; ++idx) _data.push_back(new TattooPerson()); } void TattooPeople::setListenSequence(int speaker, int sequenceNum) { Scene &scene = *_vm->_scene; // If no speaker is specified, then nothing needs to be done if (speaker == -1) return; int objNum = findSpeaker(speaker); if (objNum < 256 && objNum != -1) { // See if the Object has to wait for an Abort Talk Code Object &obj = scene._bgShapes[objNum]; if (obj.hasAborts()) obj._gotoSeq = sequenceNum; else obj.setObjTalkSequence(sequenceNum); } else if (objNum != -1) { objNum -= 256; TattooPerson &person = (*this)[objNum]; int newDir = person._sequenceNumber; switch (person._sequenceNumber) { case WALK_UP: case STOP_UP: case WALK_UPRIGHT: case STOP_UPRIGHT: case TALK_UPRIGHT: case LISTEN_UPRIGHT: newDir = LISTEN_UPRIGHT; break; case WALK_RIGHT: case STOP_RIGHT: case TALK_RIGHT: case LISTEN_RIGHT: newDir = LISTEN_RIGHT; break; case WALK_DOWNRIGHT: case STOP_DOWNRIGHT: case TALK_DOWNRIGHT: case LISTEN_DOWNRIGHT: newDir = LISTEN_DOWNRIGHT; break; case WALK_DOWN: case STOP_DOWN: case WALK_DOWNLEFT: case STOP_DOWNLEFT: case TALK_DOWNLEFT: case LISTEN_DOWNLEFT: newDir = LISTEN_DOWNLEFT; break; case WALK_LEFT: case STOP_LEFT: case TALK_LEFT: case LISTEN_LEFT: newDir = LISTEN_LEFT; break; case WALK_UPLEFT: case STOP_UPLEFT: case TALK_UPLEFT: case LISTEN_UPLEFT: newDir = LISTEN_UPLEFT; break; default: break; } // See if the NPC's Seq has to wait for an Abort Talk Code if (person.hasAborts()) { person._gotoSeq = newDir; } else { if (person._seqTo) { // Reset to previous value person._walkSequences[person._sequenceNumber]._sequences[person._frameNumber] = person._seqTo; person._seqTo = 0; } person._sequenceNumber = newDir; person._frameNumber = 0; person.checkWalkGraphics(); } } } void TattooPeople::setTalkSequence(int speaker, int sequenceNum) { TattooPeople &people = *(TattooPeople *)_vm->_people; Scene &scene = *_vm->_scene; TattooTalk &talk = *(TattooTalk *)_vm->_talk; // If no speaker is specified, then nothing needs to be done if (speaker == -1) return; int objNum = people.findSpeaker(speaker); if (objNum != -1 && objNum < 256) { Object &obj = scene._bgShapes[objNum]; // See if the Object has to wait for an Abort Talk Code if (obj.hasAborts()) { talk.pushTalkSequence(&obj); obj._gotoSeq = sequenceNum; } else { obj.setObjTalkSequence(sequenceNum); } } else if (objNum != -1) { objNum -= 256; TattooPerson &person = people[objNum]; int newDir = person._sequenceNumber; switch (newDir) { case WALK_UP: case STOP_UP: case WALK_UPRIGHT: case STOP_UPRIGHT: case TALK_UPRIGHT: case LISTEN_UPRIGHT: newDir = TALK_UPRIGHT; break; case WALK_RIGHT: case STOP_RIGHT: case TALK_RIGHT: case LISTEN_RIGHT: newDir = TALK_RIGHT; break; case WALK_DOWNRIGHT: case STOP_DOWNRIGHT: case TALK_DOWNRIGHT: case LISTEN_DOWNRIGHT: newDir = TALK_DOWNRIGHT; break; case WALK_DOWN: case STOP_DOWN: case WALK_DOWNLEFT: case STOP_DOWNLEFT: case TALK_DOWNLEFT: case LISTEN_DOWNLEFT: newDir = TALK_DOWNLEFT; break; case WALK_LEFT: case STOP_LEFT: case TALK_LEFT: case LISTEN_LEFT: newDir = TALK_LEFT; break; case WALK_UPLEFT: case STOP_UPLEFT: case TALK_UPLEFT: case LISTEN_UPLEFT: newDir = TALK_UPLEFT; break; default: break; } // See if the NPC's sequence has to wait for an Abort Talk Code if (person.hasAborts()) { person._gotoSeq = newDir; } else { if (person._seqTo) { // Reset to previous value person._walkSequences[person._sequenceNumber]._sequences[person._frameNumber] = person._seqTo; person._seqTo = 0; } person._sequenceNumber = newDir; person._frameNumber = 0; person.checkWalkGraphics(); } } } int TattooPeople::findSpeaker(int speaker) { int result = People::findSpeaker(speaker); const char *portrait = _characters[speaker]._portrait; // Fallback that Rose Tattoo uses if no speaker was found if (result == -1) { bool flag = _vm->readFlags(FLAG_PLAYER_IS_HOLMES); if (_data[HOLMES]->_type == CHARACTER && ((speaker == HOLMES && flag) || (speaker == WATSON && !flag))) return -1; for (uint idx = 1; idx < _data.size(); ++idx) { TattooPerson &p = (*this)[idx]; if (p._type == CHARACTER) { Common::String name(p._name.c_str(), p._name.c_str() + 4); if (name.equalsIgnoreCase(portrait) && p._npcName[4] >= '0' && p._npcName[4] <= '9') return idx + 256; } } } return -1; } void TattooPeople::synchronize(Serializer &s) { s.syncAsByte(_holmesOn); for (uint idx = 0; idx < _data.size(); ++idx) (*this)[idx].synchronize(s); s.syncAsSint16LE(_holmesQuotient); if (s.isLoading()) { _savedPos.x = _data[HOLMES]->_position.x; _savedPos.y = _data[HOLMES]->_position.y; _savedPos._facing = _data[HOLMES]->_sequenceNumber; } } bool TattooPeople::loadWalk() { Resources &res = *_vm->_res; bool result = false; for (int idx = 0; idx < MAX_CHARACTERS; ++idx) { Person &person = *_data[idx]; if (!person._walkLoaded && (person._type == CHARACTER || person._type == HIDDEN_CHARACTER)) { if (person._type == HIDDEN_CHARACTER) person._type = INVALID; // See if this is one of the more used Walk Graphics stored in WALK.LIB for (int libNum = 0; libNum < NUM_IN_WALK_LIB; ++libNum) { if (!person._walkVGSName.compareToIgnoreCase(WALK_LIB_NAMES[libNum])) { _useWalkLib = true; break; } } // Load the images for the character person._images = new ImageFile(person._walkVGSName, false); person._maxFrames = person._images->size(); // Load walk sequence data Common::String fname = Common::String(person._walkVGSName.c_str(), strchr(person._walkVGSName.c_str(), '.')); fname += ".SEQ"; // Load the walk sequence data Common::SeekableReadStream *stream = res.load(fname, _useWalkLib ? "walk.lib" : "vgs.lib"); person._walkSequences.resize(stream->readByte()); for (uint seqNum = 0; seqNum < person._walkSequences.size(); ++seqNum) person._walkSequences[seqNum].load(*stream); // Close the sequences resource delete stream; _useWalkLib = false; person._sequences = &person._walkSequences[person._sequenceNumber]._sequences[0]; person._seqSize = person._walkSequences[person._sequenceNumber]._sequences.size(); person._frameNumber = 0; person.setImageFrame(); // Set the stop Frames pointers for (int dirNum = 0; dirNum < 8; ++dirNum) { int count = 0; while (person._walkSequences[dirNum + 8][count] != 0) ++count; count += 2; count = person._walkSequences[dirNum + 8][count] - 1; person._stopFrames[dirNum] = &(*person._images)[count]; } result = true; person._walkLoaded = true; } else if (person._type != CHARACTER) { person._walkLoaded = false; } } _forceWalkReload = false; return result; } void TattooPeople::pullNPCPaths() { for (int idx = 1; idx < MAX_CHARACTERS; ++idx) { TattooPerson &p = (*this)[idx]; if (p._npcMoved) { while (!p._pathStack.empty()) p.pullNPCPath(); } } } const Common::Point TattooPeople::restrictToZone(int zoneId, const Common::Point &destPos) { Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; Common::Rect &r = scene._zones[zoneId]; if (destPos.x < 0 || destPos.x > screen._backBuffer1.w()) return destPos; else if (destPos.y < r.top && r.left < destPos.x && destPos.x < r.right) return Common::Point(destPos.x, r.top); else if (destPos.y > r.bottom && r.left < destPos.x && destPos.x < r.right) return Common::Point(destPos.x, r.bottom); else if (destPos.x < r.left && r.top < destPos.y && destPos.y < r.bottom) return Common::Point(r.left, destPos.y); else if (destPos.x > r.right && r.top < destPos.y && destPos.y < r.bottom) return Common::Point(r.bottom, destPos.y); // Find which corner of the zone the point is closet to if (destPos.x <= r.left) { return Common::Point(r.left, (destPos.y <= r.top) ? r.top : r.bottom); } else { return Common::Point(r.right, (destPos.y <= r.top) ? r.top : r.bottom); } } } // End of namespace Tattoo } // End of namespace Sherlock