aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/people.cpp
blob: 1a3e8d2d5dea6607d90a3eff8fa5a511c08e7946 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
/* 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/people.h"
#include "sherlock/sherlock.h"
#include "sherlock/scalpel/scalpel_people.h"
#include "sherlock/tattoo/tattoo_people.h"

namespace Sherlock {

// Characer animation sequences
static const uint8 CHARACTER_SEQUENCES[MAX_HOLMES_SEQUENCE][MAX_FRAME] = {
	{ 29, 1, 2, 3, 4, 5, 6, 7, 0 },		// Walk Right
	{ 22, 1, 2, 3, 4, 5, 6, 7, 0 },		// Walk Down
	{ 29, 1, 2, 3, 4, 5, 6, 7, 0 },		// Walk Left
	{ 15, 1, 2, 3, 4, 5, 6, 7, 0 },		// Walk Up
	{ 42, 1, 2, 3, 4, 5, 0 },			// Goto Stand Right
	{ 47, 1, 2, 3, 4, 5, 0 },			// Goto Stand Down
	{ 42, 1, 2, 3, 4, 5, 0 },			// Goto Stand Left
	{ 36, 1, 0 },						// Goto Stand Up
	{ 8, 1, 2, 3, 4, 5, 6, 7, 0 },		// Walk Up Right
	{ 1, 1, 2, 3, 4, 5, 6, 7, 0 },		// Walk Down Right
	{ 8, 1, 2, 3, 4, 5, 6, 7, 0 },		// Walk Up Left
	{ 1, 1, 2, 3, 4, 5, 6, 7, 0 },		// Walk Down Left
	{ 37, 1, 2, 3, 4, 5, 0 },			// Goto Stand Up Right
	{ 37, 1, 2, 3, 4, 5, 0 },			// Goto Stand Up Left
	{ 52, 1, 2, 3, 4, 0 },				// Goto Stand Down Right
	{ 52, 1, 2, 3, 4, 0 }				// Goto Stand Down Left
};

// Rose Tattoo walk image libraries
// Walk resources within WALK.LIB
const char *const WALK_LIB_NAMES[NUM_IN_WALK_LIB] = {
	"SVGAWALK.VGS",
	"COATWALK.VGS",
	"WATSON.VGS",
	"NOHAT.VGS",
	"TUPRIGHT.VGS",
	"TRIGHT.VGS",
	"TDOWNRG.VGS",
	"TWUPRIGH.VGS",
	"TWRIGHT.VGS",
	"TWDOWNRG.VGS"
};

/*----------------------------------------------------------------*/

Person::Person() : Sprite(), _walkLoaded(false), _npcIndex(0), _npcStack(0), _npcPause(false)  {
	Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
	_tempX = _tempScaleVal = 0;
	_npcIndex = 0;
	_npcStack = 0;
	_npcMoved = false;
	_npcFacing = -1;
	_resetNPCPath = true;
	_savedNpcSequence = 0;
	_savedNpcFrame = 0;
	_updateNPCPath = false;
	_npcPause = false;
	_oldWalkSequence = -1;
	_srcZone = _destZone = 0;
}

void Person::clearNPC() {
	Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
	_npcIndex = _npcStack = 0;
	_npcName = "";
}

void Person::updateNPC() {
	// TODO
}

void Person::goAllTheWay() {
	People &people = *_vm->_people;
	Scene &scene = *_vm->_scene;
	Common::Point srcPt(_position.x / FIXED_INT_MULTIPLIER + frameWidth() / 2,
		_position.y / FIXED_INT_MULTIPLIER);

	// Get the zone the player is currently in
	_srcZone = scene.whichZone(srcPt);
	if (_srcZone == -1)
		_srcZone = scene.closestZone(srcPt);

	// Get the zone of the destination
	_destZone = scene.whichZone(people._walkDest);
	if (_destZone == -1) {
		_destZone = scene.closestZone(people._walkDest);

		// The destination isn't in a zone
		if (people._walkDest.x >= (SHERLOCK_SCREEN_WIDTH - 1))
			people._walkDest.x = SHERLOCK_SCREEN_WIDTH - 2;

		// Trace a line between the centroid of the found closest zone to
		// the destination, to find the point at which the zone will be left
		const Common::Rect &destRect = scene._zones[_destZone];
		const Common::Point destCenter((destRect.left + destRect.right) / 2,
			(destRect.top + destRect.bottom) / 2);
		const Common::Point delta = people._walkDest - destCenter;
		Point32 pt(destCenter.x * FIXED_INT_MULTIPLIER, destCenter.y * FIXED_INT_MULTIPLIER);

		// Move along the line until the zone is left
		do {
			pt += delta;
		} while (destRect.contains(pt.x / FIXED_INT_MULTIPLIER, pt.y / FIXED_INT_MULTIPLIER));

		// Set the new walk destination to the last point that was in the
		// zone just before it was left
		people._walkDest = Common::Point((pt.x - delta.x * 2) / FIXED_INT_MULTIPLIER,
			(pt.y - delta.y * 2) / FIXED_INT_MULTIPLIER);
	}

	// Only do a walk if both zones are acceptable
	if (_srcZone == -2 || _destZone == -2)
		return;

	// If the start and dest zones are the same, walk directly to the dest point
	if (_srcZone == _destZone) {
		setWalking();
	} else {
		// Otherwise a path needs to be formed from the path information
		int i = scene._walkDirectory[_srcZone][_destZone];

		// See if we need to use a reverse path
		if (i == -1)
			i = scene._walkDirectory[_destZone][_srcZone];

		int count = scene._walkData[i];
		++i;

		// See how many points there are between the src and dest zones
		if (!count || count == -1) {
			// There are none, so just walk to the new zone
			setWalking();
		} else {
			// There are points, so set up a multi-step path between points
			// to reach the given destination
			_walkTo.clear();

			if (scene._walkDirectory[_srcZone][_destZone] != -1) {
				i += 3 * (count - 1);
				for (int idx = 0; idx < count; ++idx, i -= 3) {
					_walkTo.push(Common::Point(READ_LE_UINT16(&scene._walkData[i]),
						scene._walkData[i + 2]));
				}
			} else {
				for (int idx = 0; idx < count; ++idx, i += 3) {
					_walkTo.push(Common::Point(READ_LE_UINT16(&scene._walkData[i]), scene._walkData[i + 2]));
				}
			}

			// Final position
			_walkTo.push(people._walkDest);

			// Start walking
			people._walkDest = _walkTo.pop();
			setWalking();
		}
	}
}

/*----------------------------------------------------------------*/

People *People::init(SherlockEngine *vm) {
	if (vm->getGameID() == GType_SerratedScalpel)
		return new Scalpel::ScalpelPeople(vm);
	else
		return new Tattoo::TattooPeople(vm);
}

People::People(SherlockEngine *vm) : _vm(vm) {
	_holmesOn = true;
	_allowWalkAbort = false;
	_portraitLoaded = false;
	_portraitsOn = true;
	_clearingThePortrait = false;
	_talkPics = nullptr;
	_portraitSide = 0;
	_speakerFlip = false;
	_holmesFlip = false;
	_holmesQuotient = 0;
	_hSavedPos = Point32(-1, -1);
	_hSavedFacing = -1;
	_forceWalkReload = false;
	_useWalkLib = false;
	_walkControl = 0;

	_portrait._sequences = new byte[32];
}

People::~People() {
	for (uint idx = 0; idx < _data.size(); ++idx) {
		if (_data[idx]->_walkLoaded)
			delete _data[idx]->_images;
		delete _data[idx];
	}

	delete _talkPics;
	delete[] _portrait._sequences;
}

void People::reset() {
	_data[PLAYER]->_description = "Sherlock Holmes!";

	// Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites
	int count = IS_SERRATED_SCALPEL ? 1 : MAX_CHARACTERS;
	for (int idx = 0; idx < count; ++idx) {
		Person &p = *_data[idx];

		p._type = (idx == 0) ? CHARACTER : INVALID;
		if (IS_SERRATED_SCALPEL)
			p._position = Point32(100 * FIXED_INT_MULTIPLIER, 110 * FIXED_INT_MULTIPLIER);
		else
			p._position = Point32(36 * FIXED_INT_MULTIPLIER, 29 * FIXED_INT_MULTIPLIER);

		p._sequenceNumber = Scalpel::STOP_DOWNRIGHT;
		p._imageFrame = nullptr;
		p._frameNumber = 1;
		p._delta = Point32(0, 0);
		p._oldPosition = Common::Point(0, 0);
		p._oldSize = Common::Point(0, 0);
		p._misc = 0;
		p._walkCount = 0;
		p._pickUp = "";
		p._allow = 0;
		p._noShapeSize = Common::Point(0, 0);
		p._goto = Common::Point(0, 0);
		p._status = 0;
		p._seqTo = 0;
		p._seqCounter = p._seqCounter2 = 0;
		p._seqStack = 0;
		p._gotoSeq = p._talkSeq = 0;
		p._restoreSlot = 0;
		p._startSeq = 0;
		p._altImages = nullptr;
		p._altSeq = 0;
		p._centerWalk = true;
		p._adjust = Common::Point(0, 0);

		// Load the default walk sequences
		p._walkTo.clear();
		p._oldWalkSequence = -1;
		p._walkSequences.clear();
		if (IS_SERRATED_SCALPEL) {
			p._walkSequences.resize(MAX_HOLMES_SEQUENCE);
			for (int seqIdx = 0; seqIdx < MAX_HOLMES_SEQUENCE; ++seqIdx) {
				p._walkSequences[seqIdx]._sequences.clear();

				const byte *pSrc = &CHARACTER_SEQUENCES[seqIdx][0];
				do {
					p._walkSequences[seqIdx]._sequences.push_back(*pSrc);
				} while (*pSrc++);
			}
		}
	}
}

bool People::loadWalk() {
	Resources &res = *_vm->_res;
	bool result = false;

	if (IS_SERRATED_SCALPEL) {
		if (_data[PLAYER]->_walkLoaded) {
			return false;
		} else {
			if (_vm->getPlatform() != Common::kPlatform3DO) {
				_data[PLAYER]->_images = new ImageFile("walk.vgs");
			} else {
				// Load walk.anim on 3DO, which is a cel animation file
				_data[PLAYER]->_images = new ImageFile3DO("walk.anim");
			}
			_data[PLAYER]->setImageFrame();
			_data[PLAYER]->_walkLoaded = true;

			result = true;
		}
	} else {
		for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
			if (!_data[idx]->_walkLoaded && (_data[idx]->_type == CHARACTER || _data[idx]->_type == HIDDEN_CHARACTER)) {
				if (_data[idx]->_type == HIDDEN_CHARACTER)
					_data[idx]->_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 (!_data[idx]->_walkVGSName.compareToIgnoreCase(WALK_LIB_NAMES[libNum])) {
						_useWalkLib = true;
						break;
					}
				}

				// Load the images for the character
				_data[idx]->_images = new ImageFile(_data[idx]->_walkVGSName, false);
				_data[idx]->_numFrames = _data[idx]->_images->size();

				// Load walk sequence data
				Common::String fname = Common::String(_data[idx]->_walkVGSName.c_str(), strchr(_data[idx]->_walkVGSName.c_str(), '.'));
				fname += ".SEQ";

				// Load the walk sequence data
				Common::SeekableReadStream *stream = res.load(fname, _useWalkLib ? "walk.lib" : "vgs.lib");
				
				_data[idx]->_walkSequences.resize(stream->readByte());

				for (uint seqNum = 0; seqNum < _data[idx]->_walkSequences.size(); ++seqNum)
					_data[idx]->_walkSequences[seqNum].load(*stream);

				// Close the sequences resource
				delete stream;
				_useWalkLib = false;

				_data[idx]->_frameNumber = 0;
				_data[idx]->setImageFrame();

				// Set the stop Frames pointers
				for (int dirNum = 0; dirNum < 8; ++dirNum) {
					int count = 0;
					while (_data[idx]->_walkSequences[dirNum + 8][count] != 0)
						++count;
					count += 2;
					count = _data[idx]->_walkSequences[dirNum + 8][count] - 1;
					_data[idx]->_stopFrames[dirNum] = &(*_data[idx]->_images)[count];
				}

				result = true;
				_data[idx]->_walkLoaded = true;
			} else if (_data[idx]->_type != CHARACTER) {
				_data[idx]->_walkLoaded = false;
			}
		}
	}

	_forceWalkReload = false;
	return result;
}

bool People::freeWalk() {
	bool result = false;

	for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
		if (_data[idx]->_walkLoaded) {
			delete _data[idx]->_images;
			_data[idx]->_images = nullptr;
			
			_data[idx]->_walkLoaded = false;
			result = true;
		}
	}

	return result;
}

void People::walkToCoords(const Point32 &destPos, int destDir) {
	Events &events = *_vm->_events;
	Scene &scene = *_vm->_scene;
	Talk &talk = *_vm->_talk;

	CursorId oldCursor = events.getCursor();
	events.setCursor(WAIT);

	_walkDest = Common::Point(destPos.x / FIXED_INT_MULTIPLIER + 10, destPos.y / FIXED_INT_MULTIPLIER);
	_allowWalkAbort = true;
	_data[PLAYER]->goAllTheWay();

	// Keep calling doBgAnim until the walk is done
	do {
		events.pollEventsAndWait();
		scene.doBgAnim();
	} while (!_vm->shouldQuit() && _data[PLAYER]->_walkCount);

	if (!talk._talkToAbort) {
		// Put player exactly on destination position, and set direction
		_data[PLAYER]->_position = destPos;
assert(_data[PLAYER]->_position.y >= 10000);/***DEBUG****/

		_data[PLAYER]->_sequenceNumber = destDir;
		_data[PLAYER]->gotoStand();

		// Draw Holmes facing the new direction
		scene.doBgAnim();

		if (!talk._talkToAbort)
			events.setCursor(oldCursor);
	}
}

int People::findSpeaker(int speaker) {
	Scene &scene = *_vm->_scene;
	const char *portrait = _characters[speaker]._portrait;

	for (int idx = 0; idx < (int)scene._bgShapes.size(); ++idx) {
		Object &obj = scene._bgShapes[idx];

		if (obj._type == ACTIVE_BG_SHAPE) {
			Common::String name(obj._name.c_str(), obj._name.c_str() + 4);

			if (name.equalsIgnoreCase(portrait)
				&& obj._name[4] >= '0' && obj._name[4] <= '9')
				return idx;
		}
	}

	// Fallback in Rose Tattoo
	if (IS_ROSE_TATTOO) {
		bool flag = _vm->readFlags(76);
		
		if (_data[PLAYER]->_type == CHARACTER && ((speaker == 0 && flag) || (speaker == 1 && !flag)))
			return -1;

		for (uint idx = 1; idx < _data.size(); ++idx) {
			if (_data[idx]->_type == CHARACTER) {
				Common::String name(_data[idx]->_name.c_str(), _data[idx]->_name.c_str() + 4);

				if (name.equalsIgnoreCase(portrait) && _data[idx]->_npcName[4] >= '0' && _data[idx]->_npcName[4] <= '9')
					return idx + 256;
			}
		}
	}

	return -1;
}

void People::clearTalking() {
	Scene &scene = *_vm->_scene;
	Screen &screen = *_vm->_screen;
	Talk &talk = *_vm->_talk;

	if (_portraitsOn) {
		Common::Point pt = _portrait._position;
		int width, height;
		_portrait._imageFrame = _talkPics ? &(*_talkPics)[0] : (ImageFrame *)nullptr;

		// Flag portrait for removal, and save the size of the frame to use erasing it
		_portrait._type = REMOVE;
		_portrait._delta.x = width = _portrait.frameWidth();
		_portrait._delta.y = height = _portrait.frameHeight();

		delete _talkPics;
		_talkPics = nullptr;

		// Flag to let the talk code know not to interrupt on the next doBgAnim
		_clearingThePortrait = true;
		scene.doBgAnim();
		_clearingThePortrait = false;

		screen.slamArea(pt.x, pt.y, width, height);

		if (!talk._talkToAbort)
			_portraitLoaded = false;
	}
}

void People::synchronize(Serializer &s) {
	s.syncAsByte(_holmesOn);

	if (IS_SERRATED_SCALPEL) {
		s.syncAsSint16LE(_data[PLAYER]->_position.x);
		s.syncAsSint16LE(_data[PLAYER]->_position.y);
		s.syncAsSint16LE(_data[PLAYER]->_sequenceNumber);
	} else {
		for (uint idx = 0; idx < _data.size(); ++idx) {
			Person &p = *_data[idx];
			s.syncAsSint16LE(p._position.x);
			s.syncAsSint16LE(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 Sherlock