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/* 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/scalpel/scalpel_people.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
namespace Scalpel {
void ScalpelPeople::setTalking(int speaker) {
Resources &res = *_vm->_res;
// If no speaker is specified, then we can exit immediately
if (speaker == -1)
return;
if (_portraitsOn) {
delete _talkPics;
Common::String filename = Common::String::format("%s.vgs", _characters[speaker]._portrait);
_talkPics = new ImageFile(filename);
// Load portrait sequences
Common::SeekableReadStream *stream = res.load("sequence.txt");
stream->seek(speaker * MAX_FRAME);
int idx = 0;
do {
_portrait._sequences[idx] = stream->readByte();
++idx;
} while (idx < 2 || _portrait._sequences[idx - 2] || _portrait._sequences[idx - 1]);
delete stream;
_portrait._maxFrames = idx;
_portrait._frameNumber = 0;
_portrait._sequenceNumber = 0;
_portrait._images = _talkPics;
_portrait._imageFrame = &(*_talkPics)[0];
_portrait._position = Common::Point(_portraitSide, 10);
_portrait._delta = Common::Point(0, 0);
_portrait._oldPosition = Common::Point(0, 0);
_portrait._goto = Common::Point(0, 0);
_portrait._flags = 5;
_portrait._status = 0;
_portrait._misc = 0;
_portrait._allow = 0;
_portrait._type = ACTIVE_BG_SHAPE;
_portrait._name = " ";
_portrait._description = " ";
_portrait._examine = " ";
_portrait._walkCount = 0;
if (_holmesFlip || _speakerFlip) {
_portrait._flags |= 2;
_holmesFlip = false;
_speakerFlip = false;
}
if (_portraitSide == 20)
_portraitSide = 220;
else
_portraitSide = 20;
_portraitLoaded = true;
}
}
} // End of namespace Scalpel
} // End of namespace Sherlock
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