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
|
/* 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_SCALPEL_PEOPLE_H
#define SHERLOCK_SCALPEL_PEOPLE_H
#include "common/scummsys.h"
#include "sherlock/people.h"
namespace Sherlock {
class SherlockEngine;
namespace Scalpel {
// Animation sequence identifiers for characters
enum ScalpelSequences {
WALK_RIGHT = 0, WALK_DOWN = 1, WALK_LEFT = 2, WALK_UP = 3, STOP_LEFT = 4,
STOP_DOWN = 5, STOP_RIGHT = 6, STOP_UP = 7, WALK_UPRIGHT = 8,
WALK_DOWNRIGHT = 9, WALK_UPLEFT = 10, WALK_DOWNLEFT = 11,
STOP_UPRIGHT = 12, STOP_UPLEFT = 13, STOP_DOWNRIGHT = 14,
STOP_DOWNLEFT = 15, TALK_RIGHT = 6, TALK_LEFT = 4
};
class ScalpelPerson : public Person {
public:
ScalpelPerson() : Person() {}
virtual ~ScalpelPerson() {}
/**
* This adjusts the sprites position, as well as it's animation sequence:
*/
virtual void adjustSprite();
};
class ScalpelPeople : public People {
public:
ScalpelPeople(SherlockEngine *vm);
virtual ~ScalpelPeople() {}
/**
* Setup the data for an animating speaker portrait at the top of the screen
*/
void setTalking(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);
/**
* 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
|