/* 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/sherlock.h" namespace Sherlock { namespace Tattoo { void TattooPerson::adjustSprite() { People &people = *_vm->_people; TattooScene &scene = *(TattooScene *)_vm->_scene; if (_type == INVALID) return; if (_type == CHARACTER && _status) { // Sprite waiting to move, so restart walk _walkCount = _status; _status = 0; people._walkDest = _walkTo.front(); setWalking(); } else if (_type == CHARACTER && _walkCount) { if (_walkCount > 10) { people._walkDest = _walkTo.front(); setWalking(); } _position += _delta; if (_walkCount) --_walkCount; if (!_walkCount) { // If there are remaining points to walk, move to the next one people._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 && scene._exitZone != -1 && scene._walkedInScene && scene._goToScene != -1 && !_description.compareToIgnoreCase(people[PLAYER]._description)) { people._hSavedPos = scene._exits[scene._exitZone]._newPosition; people._hSavedFacing = scene._exits[scene._exitZone]._newFacing; if (people._hSavedFacing > 100 && people._hSavedPos.x < 1) people._hSavedPos.x = 100; } } void TattooPerson::gotoStand() { error("TODO: gotoStand"); } void TattooPerson::setWalking() { error("TODO: setWalking"); } /*----------------------------------------------------------------*/ 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; Person &person = *_data[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) { People &people = *_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; Person &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(); } } } void TattooPeople::synchronize(Serializer &s) { s.syncAsByte(_holmesOn); for (uint idx = 0; idx < _data.size(); ++idx) { Person &p = *_data[idx]; s.syncAsSint32LE(p._position.x); s.syncAsSint32LE(p._position.y); s.syncAsSint16LE(p._sequenceNumber); s.syncAsSint16LE(p._type); s.syncString(p._walkVGSName); s.syncString(p._description); s.syncString(p._examine); } s.syncAsSint16LE(_holmesQuotient); if (s.isLoading()) { _hSavedPos = _data[PLAYER]->_position; _hSavedFacing = _data[PLAYER]->_sequenceNumber; } } } // End of namespace Tattoo } // End of namespace Sherlock