/* 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_TATTOO_PEOPLE_H #define SHERLOCK_TATTOO_PEOPLE_H #include "common/scummsys.h" #include "common/stack.h" #include "sherlock/people.h" namespace Sherlock { class SherlockEngine; namespace Tattoo { // Animation sequence identifiers for characters enum TattooSequences { // Walk Sequences Numbers for NPCs WALK_UP = 0, WALK_UPRIGHT = 1, WALK_RIGHT = 2, WALK_DOWNRIGHT = 3, WALK_DOWN = 4, WALK_DOWNLEFT = 5, WALK_LEFT = 6, WALK_UPLEFT = 7, // Stop Sequences Numbers for NPCs STOP_UP = 8, STOP_UPRIGHT = 9, STOP_RIGHT = 10, STOP_DOWNRIGHT = 11, STOP_DOWN = 12, STOP_DOWNLEFT = 13, STOP_LEFT = 14, STOP_UPLEFT = 15, // NPC Talk Sequence Numbers TALK_UPRIGHT = 16, TALK_RIGHT = 17, TALK_DOWNRIGHT = 18, TALK_DOWNLEFT = 19, TALK_LEFT = 20, TALK_UPLEFT = 21, // NPC Listen Sequence Numbers LISTEN_UPRIGHT = 22, LISTEN_RIGHT = 23, LISTEN_DOWNRIGHT = 24, LISTEN_DOWNLEFT = 25, LISTEN_LEFT = 26, LISTEN_UPLEFT = 27 }; enum NpcPath { NPCPATH_SET_DEST = 1, NPCPATH_PAUSE = 2, NPCPATH_SET_TALK_FILE = 3, NPCPATH_CALL_TALK_FILE = 4, NPCPATH_TAKE_NOTES = 5, NPCPATH_FACE_HOLMES = 6, NPCPATH_PATH_LABEL = 7, NPCPATH_GOTO_LABEL = 8, NPCPATH_IFFLAG_GOTO_LABEL = 9 }; struct SavedNPCPath { byte _path[MAX_NPC_PATH]; int _npcIndex; int _npcPause; Common::Point _walkDest; int _npcFacing; bool _lookHolmes; SavedNPCPath(); SavedNPCPath(byte path[MAX_NPC_PATH], int npcIndex, int npcPause, const Common::Point &walkDest, int npcFacing, bool lookHolmes); }; class TattooPerson: public Person { private: Point32 _nextDest; private: bool checkCollision() const; /** * Free the alternate graphics used by NPCs */ void freeAltGraphics(); protected: /** * Get the source position for a character potentially affected by scaling */ virtual Common::Point getSourcePoint() const; public: Common::Stack _pathStack; int _npcIndex; int _npcPause; byte _npcPath[MAX_NPC_PATH]; bool _npcMoved; int _npcFacing; bool _resetNPCPath; int _savedNpcSequence; int _savedNpcFrame; int _tempX; int _tempScaleVal; bool _updateNPCPath; bool _lookHolmes; public: TattooPerson(); virtual ~TattooPerson() {} /** * Clear the NPC related data */ void clearNPC(); /** * Called from doBgAnim to move NPCs along any set paths. If an NPC is paused in his path, * he will remain paused until his pause timer runs out. If he is walking somewhere, * he will continue walking there until he reaches the dest position. When an NPC stops moving, * the next element of his path is processed. * * The path is an array of bytes with control codes followed by their parameters as needed. */ void updateNPC(); /** * Push the NPC's path data onto the path stack for when a talk file moves the NPC that * has some control codes. */ void pushNPCPath(); /** * Pull an NPC's path data that has been previously saved on the path stack for that character. * There are two possibilities for when the NPC was interrupted, and both are handled differently: * 1) The NPC was paused at a position * If the NPC didn't move, we can just restore his pause counter and exit. But if he did move, * he must return to that position, and the path index must be reset to the pause he was executing. * This means that the index must be decremented by 3 * 2) The NPC was in route to a position * He must be set to walk to that position again. This is done by moving the path index * so that it points to the code that set the NPC walking there in the first place. * The regular calls to updateNPC will handle the rest */ void pullNPCPath(); /** * Checks a sprite associated with an NPC to see if the frame sequence specified * in the sequence number uses alternate graphics, and if so if they need to be loaded */ void checkWalkGraphics(); /** * Synchronize the data for a savegame */ void synchronize(Serializer &s); /** * Walk Holmes to the NPC */ void walkHolmesToNPC(); /** * This adjusts the sprites position, as well as it's 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); /** * Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker * so that it points to the beginning of the sequence number's talk sequence in the object's * sequence buffer * @param seq Which sequence to use (if there's more than 1) * @remarks 1: First talk seq, 2: second talk seq, etc. */ virtual void setObjTalkSequence(int seq); /** * Center the visible screen so that the person is in the center of the screen */ virtual void centerScreenOnPerson(); }; class TattooPeople : public People { public: TattooPeople(SherlockEngine *vm); virtual ~TattooPeople() {} TattooPerson &operator[](PeopleId id) { return *(TattooPerson *)_data[id]; } TattooPerson &operator[](int idx) { return *(TattooPerson *)_data[idx]; } /** * 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 */ void setListenSequence(int speaker, int sequenceNum = 1); /** * Restore any saved NPC walk path data from any of the NPCs */ void pullNPCPaths(); /** * Finds the scene background object corresponding to a specified speaker */ virtual int findSpeaker(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); /** * Load the walking images for Sherlock */ virtual bool loadWalk(); /** * Restrict passed point to zone using Sherlock's positioning rules */ virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos); }; } // End of namespace Scalpel } // End of namespace Sherlock #endif