aboutsummaryrefslogtreecommitdiff
path: root/engines/sherlock/scalpel/scalpel_people.h
blob: 2ab6f5bc7da04d62ee86a8e02c1d5442d3aac7c2 (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
/* 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() {}

	/**
	 * Synchronize the data for a savegame
	 */
	virtual void synchronize(Serializer &s);

	/**
	* This adjusts the sprites position, as well as its 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);

	/**
	 * Get the source position for a character potentially affected by scaling
	 */
	virtual Common::Point getSourcePoint() const;
};

class ScalpelPeople : public People {
public:
	ScalpelPeople(SherlockEngine *vm);
	virtual ~ScalpelPeople() {}

	ScalpelPerson &operator[](PeopleId id) { return *(ScalpelPerson  *)_data[id]; }
	ScalpelPerson  &operator[](int idx) { return *(ScalpelPerson  *)_data[idx]; }

	/**
	 * 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);

	/**
	 * Restrict passed point to zone using Sherlock's positioning rules
	 */
	virtual const Common::Point restrictToZone(int zoneId, const Common::Point &destPos);

	/**
	 * Load the walking images for Sherlock
	 */
	virtual bool loadWalk();

	/**
	 * 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
	 */
	virtual void setListenSequence(int speaker, int sequenceNum = 1);
};

} // End of namespace Scalpel

} // End of namespace Sherlock

#endif