/* 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 "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 }; class TattooPeople : public People { public: TattooPeople(SherlockEngine *vm) : People(vm) {} virtual ~TattooPeople() {} /** * 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); /** * 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); /** * Bring a moving character to a standing position. If the Scalpel chessboard * is being displayed, then the chraracter will always face down. */ virtual void gotoStand(Sprite &sprite); }; } // End of namespace Scalpel } // End of namespace Sherlock #endif