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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/tattoo/tattoo_people.h"
#include "sherlock/tattoo/tattoo_scene.h"
#include "sherlock/tattoo/tattoo_talk.h"
#include "sherlock/tattoo/tattoo_user_interface.h"
#include "sherlock/tattoo/tattoo.h"
namespace Sherlock {
namespace Tattoo {
#define FACING_PLAYER 16
#define NUM_ADJUSTED_WALKS 21
struct AdjustWalk {
char _vgsName[9];
int _xAdjust;
int _flipXAdjust;
int _yAdjust;
} ;
static const AdjustWalk ADJUST_WALKS[NUM_ADJUSTED_WALKS] = {
{ "TUPRIGHT", -7, -19, 6 },
{ "TRIGHT", 8, -14, 0 },
{ "TDOWNRG", 14, -12, 0 },
{ "TWUPRIGH", 12, 4, 2 },
{ "TWRIGHT", 31, -14, 0 },
{ "TWDOWNRG", 6, -24, 0 },
{ "HTUPRIGH", 2, -20, 0 },
{ "HTRIGHT", 28, -20, 0 },
{ "HTDOWNRG", 8, -2, 0 },
{ "GTUPRIGH", 4, -12, 0 },
{ "GTRIGHT", 12, -16, 0 },
{ "GTDOWNRG", 10, -18, 0 },
{ "JTUPRIGH", 8, -10, 0 },
{ "JTRIGHT", 22, -6, 0 },
{ "JTDOWNRG", 4, -20, 0 },
{ "CTUPRIGH", 10, 0, 0 },
{ "CTRIGHT", 26, -22, 0 },
{ "CTDOWNRI", 16, 4, 0 },
{ "ITUPRIGH", 0, 0, 0 },
{ "ITRIGHT", 20, 0, 0 },
{ "ITDOWNRG", 8, 0, 0 }
};
static const int WALK_SPEED_X[99] = {
90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 98, 90, 90, 90, 90, 90, 91, 90, 90,
90, 90,100, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,100, 90,
90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,103, 90, 90, 90, 90, 90, 90, 90,
90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90,
90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90, 90
};
static const int WALK_SPEED_Y[99] = {
28, 28, 28, 28, 28, 28, 28, 28, 28, 32, 32, 32, 28, 28, 28, 28, 28, 26, 28, 28,
28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28,
32, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 31, 28, 28, 28, 28, 28, 28, 28,
28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28,
28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28, 28
};
static const int WALK_SPEED_DIAG_X[99] = {
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50,
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50,
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50,
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 90, 50, 50, 50, 50, 50, 50, 50, 50, 50,
50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50, 50
};
/*----------------------------------------------------------------*/
SavedNPCPath::SavedNPCPath() {
Common::fill(&_path[0], &_path[MAX_NPC_PATH], 0);
_npcIndex = 0;
_npcPause = 0;
_npcFacing = 0;
_lookHolmes = false;
}
SavedNPCPath::SavedNPCPath(byte path[MAX_NPC_PATH], int npcIndex, int npcPause, const Common::Point &walkDest,
int npcFacing, bool lookHolmes) : _npcIndex(npcIndex), _npcPause(npcPause), _walkDest(walkDest),
_npcFacing(npcFacing), _lookHolmes(lookHolmes) {
Common::copy(&path[0], &path[MAX_NPC_PATH], &_path[0]);
}
/*----------------------------------------------------------------*/
TattooPerson::TattooPerson() : Person() {
Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
_tempX = _tempScaleVal = 0;
_npcIndex = 0;
_npcMoved = false;
_npcFacing = -1;
_resetNPCPath = true;
_savedNpcSequence = 0;
_savedNpcFrame = 0;
_updateNPCPath = true;
_npcPause = 0;
_lookHolmes = false;
}
void TattooPerson::freeAltGraphics() {
if (_altImages != nullptr) {
delete _altImages;
_altImages = nullptr;
}
_altSeq = 0;
}
void TattooPerson::adjustSprite() {
People &people = *_vm->_people;
TattooScene &scene = *(TattooScene *)_vm->_scene;
TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
if (_type == INVALID)
return;
if (_type == CHARACTER && _status) {
// Sprite waiting to move, so restart walk
_walkCount = _status;
_status = 0;
_walkDest = _walkTo.front();
setWalking();
} else if (_type == CHARACTER && _walkCount) {
if (_walkCount > 10) {
_walkDest = _nextDest;
setWalking();
}
_position += _delta;
if (_walkCount)
--_walkCount;
if (!_walkCount) {
// If there are remaining points to walk, move to the next one
if (!_walkTo.empty()) {
_walkDest = _walkTo.pop();
setWalking();
} else {
gotoStand();
}
}
}
if (_type != CHARACTER) {
if (_position.y > SHERLOCK_SCREEN_HEIGHT)
_position.y = SHERLOCK_SCREEN_HEIGHT;
if (_position.y < UPPER_LIMIT)
_position.y = UPPER_LIMIT;
if (_position.x < LEFT_LIMIT)
_position.x = LEFT_LIMIT;
if (_position.x > RIGHT_LIMIT)
_position.x = RIGHT_LIMIT;
}
int frameNum = _frameNumber;
if (frameNum == -1)
frameNum = 0;
int idx = _walkSequences[_sequenceNumber][frameNum];
if (idx > _maxFrames)
idx = 1;
// Set the image frame
if (_altSeq)
_imageFrame = &(*_altImages)[idx - 1];
else
_imageFrame = &(*_images)[idx - 1];
// See if the player has come to a stop after clicking on an Arrow zone to leave the scene.
// If so, this will set up the exit information for the scene transition
if (!_walkCount && ui._exitZone != -1 && scene._walkedInScene && scene._goToScene == -1 &&
!_description.compareToIgnoreCase(people[HOLMES]._description)) {
Exit &exit = scene._exits[ui._exitZone];
scene._goToScene = exit._scene;
if (exit._newPosition.x != 0) {
people._savedPos = exit._newPosition;
if (people._savedPos._facing > 100 && people._savedPos.x < 1)
people._savedPos.x = 100;
}
}
}
void TattooPerson::gotoStand() {
TattooPeople &people = *(TattooPeople *)_vm->_people;
// If the misc field is set, then we're running a special talk sequence, so don't interrupt it.
if (_misc)
return;
_walkTo.clear();
_walkCount = 0;
int oldFacing = _sequenceNumber;
// If the person was talking or listening, just return it to the standing sequence
// in the direction they were pointing
if (_sequenceNumber >= TALK_UPRIGHT && _sequenceNumber <= LISTEN_UPLEFT) {
switch (_sequenceNumber) {
case TALK_UPRIGHT:
case LISTEN_UPRIGHT:
_sequenceNumber = STOP_UPRIGHT;
break;
case TALK_RIGHT:
case LISTEN_RIGHT:
_sequenceNumber = STOP_RIGHT;
break;
case TALK_DOWNRIGHT:
case LISTEN_DOWNRIGHT:
_sequenceNumber = STOP_DOWNRIGHT;
break;
case TALK_DOWNLEFT:
case LISTEN_DOWNLEFT:
_sequenceNumber = STOP_DOWNLEFT;
break;
case TALK_LEFT:
case LISTEN_LEFT:
_sequenceNumber = STOP_LEFT;
break;
case TALK_UPLEFT:
case LISTEN_UPLEFT:
_sequenceNumber = STOP_UPLEFT;
break;
default:
break;
}
if (_seqTo) {
// Reset to previous value
_walkSequences[oldFacing]._sequences[_frameNumber] = _seqTo;
_seqTo = 0;
}
// Set the Frame number to the last frame so we don't move
_frameNumber = 0;
checkWalkGraphics();
_oldWalkSequence = -1;
people._allowWalkAbort = true;
return;
}
// If the sprite that is stopping is an NPC and he is supposed to face a certain direction
// when he stops, set that direction here
int npc = -1;
for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
if (_imageFrame == people[idx]._imageFrame)
npc = idx;
}
if (npc != -1 && people[npc]._npcFacing != -1) {
if (people[npc]._npcFacing == FACING_PLAYER) {
// See where Holmes is with respect to the NPC (x coords)
if (people[HOLMES]._position.x < people[npc]._position.x)
people[npc]._npcFacing = STOP_LEFT;
else
people[npc]._npcFacing = STOP_RIGHT;
// See where Holmes is with respect to the NPC (y coords)
if (people[HOLMES]._position.y < people[npc]._position.y - (10 * FIXED_INT_MULTIPLIER)) {
// Holmes is above the NPC so reset the facing to the diagonal ups
if (people[npc]._npcFacing == STOP_RIGHT)
people[npc]._npcFacing = STOP_UPRIGHT;
else
people[npc]._npcFacing = STOP_UPLEFT;
} else {
if (people[HOLMES]._position.y > people[npc]._position.y + (10 * FIXED_INT_MULTIPLIER)) {
// Holmes is below the NPC so reset the facing to the diagonal downs
if (people[npc]._npcFacing == STOP_RIGHT)
people[npc]._npcFacing = STOP_DOWNRIGHT;
else
people[npc]._npcFacing = STOP_DOWNLEFT;
}
}
}
_sequenceNumber = people[npc]._npcFacing;
} else {
switch (_sequenceNumber) {
case WALK_UP: _sequenceNumber = STOP_UP; break;
case WALK_UPRIGHT: _sequenceNumber = STOP_UPRIGHT; break;
case WALK_RIGHT: _sequenceNumber = STOP_RIGHT; break;
case WALK_DOWNRIGHT: _sequenceNumber = STOP_DOWNRIGHT; break;
case WALK_DOWN: _sequenceNumber = STOP_DOWN; break;
case WALK_DOWNLEFT: _sequenceNumber = STOP_DOWNLEFT;break;
case WALK_LEFT: _sequenceNumber = STOP_LEFT; break;
case WALK_UPLEFT: _sequenceNumber = STOP_UPLEFT; break;
}
}
// Only restart the frame number at 0 if the new sequence is different from the last sequence
// so we don't let Holmes repeat standing.
if (_oldWalkSequence != -1) {
if (_seqTo) {
// Reset to previous value
_walkSequences[oldFacing]._sequences[_frameNumber] = _seqTo;
_seqTo = 0;
}
_frameNumber = 0;
}
checkWalkGraphics();
_oldWalkSequence = -1;
people._allowWalkAbort = true;
}
void TattooPerson::setWalking() {
TattooScene &scene = *(TattooScene *)_vm->_scene;
int oldDirection, oldFrame;
Common::Point delta;
_nextDest = _walkDest;
// Flag that player has now walked in the scene
scene._walkedInScene = true;
// Stop any previous walking, since a new dest is being set
_walkCount = 0;
oldDirection = _sequenceNumber;
oldFrame = _frameNumber;
// Set speed to use horizontal and vertical movement
int scaleVal = scene.getScaleVal(_position);
Common::Point speed(MAX(WALK_SPEED_X[scene._currentScene - 1] * SCALE_THRESHOLD / scaleVal, 2),
MAX(WALK_SPEED_Y[scene._currentScene - 1] * SCALE_THRESHOLD / scaleVal, 2));
Common::Point diagSpeed(MAX(WALK_SPEED_DIAG_X[scene._currentScene - 1] * SCALE_THRESHOLD / scaleVal, 2),
MAX((WALK_SPEED_Y[scene._currentScene - 1] - 2) * SCALE_THRESHOLD / scaleVal, 2));
// If the player is already close to the given destination that no walking is needed,
// move to the next straight line segment in the overall walking route, if there is one
for (;;) {
if (_centerWalk || !_walkTo.empty()) {
// Since we want the player to be centered on the ultimate destination, and the player
// is drawn from the left side, move the cursor half the width of the player to center it
delta = Common::Point(_position.x / FIXED_INT_MULTIPLIER - _walkDest.x,
_position.y / FIXED_INT_MULTIPLIER - _walkDest.y);
int dir;
if (ABS(delta.x) > ABS(delta.y))
dir = (delta.x < 0) ? WALK_LEFT : WALK_RIGHT;
else
dir = (delta.y < 0) ? WALK_UP : WALK_DOWN;
scaleVal = scene.getScaleVal(Point32(_walkDest.x * FIXED_INT_MULTIPLIER,
_walkDest.y * FIXED_INT_MULTIPLIER));
_walkDest.x -= _stopFrames[dir]->sDrawXSize(scaleVal) / 2;
}
delta = Common::Point(
ABS(_position.x / FIXED_INT_MULTIPLIER - _walkDest.x),
ABS(_position.y / FIXED_INT_MULTIPLIER - _walkDest.y)
);
// If we're ready to move a sufficient distance, that's it. Otherwise,
// move onto the next portion of the walk path, if there is one
if ((delta.x > 3 || delta.y > 0) || _walkTo.empty())
break;
// Pop next walk segment off the walk route stack
_walkDest = _walkTo.pop();
}
// If a sufficient move is being done, then start the move
if (delta.x > 3 || delta.y) {
// See whether the major movement is horizontal or vertical
if (delta.x >= delta.y) {
// Set the initial frame sequence for the left and right, as well
// as setting the delta x depending on direction
if (_walkDest.x < (_position.x / FIXED_INT_MULTIPLIER)) {
_sequenceNumber = WALK_LEFT;
_delta.x = speed.x * -(FIXED_INT_MULTIPLIER / 10);
} else {
_sequenceNumber = WALK_RIGHT;
_delta.x = speed.x * (FIXED_INT_MULTIPLIER / 10);
}
// See if the x delta is too small to be divided by the speed, since
// this would cause a divide by zero error
if ((delta.x * 10) >= speed.x) {
// Det the delta y
_delta.y = (delta.y * FIXED_INT_MULTIPLIER) / ((delta.x * 10) / speed.x);
if (_walkDest.y < (_position.y / FIXED_INT_MULTIPLIER))
_delta.y = -_delta.y;
// Set how many times we should add the delta to the player's position
_walkCount = (delta.x * 10) / speed.x;
} else {
// The delta x was less than the speed (ie. we're really close to
// the destination). So set delta to 0 so the player won't move
_delta = Point32(0, 0);
_position = Point32(_walkDest.x * FIXED_INT_MULTIPLIER, _walkDest.y * FIXED_INT_MULTIPLIER);
_walkCount = 1;
}
// See if the sequence needs to be changed for diagonal walking
if (_delta.y > 1500) {
if (_sequenceNumber == WALK_LEFT || _sequenceNumber == WALK_RIGHT) {
_delta.x = _delta.x / speed.x * diagSpeed.x;
_delta.y = (delta.y * FIXED_INT_MULTIPLIER) / (delta.x * 10 / diagSpeed.x);
_walkCount = delta.x * 10 / diagSpeed.x;
}
switch (_sequenceNumber) {
case WALK_LEFT:
_sequenceNumber = WALK_DOWNLEFT;
break;
case WALK_RIGHT:
_sequenceNumber = WALK_DOWNRIGHT;
break;
}
} else if (_delta.y < -1500) {
if (_sequenceNumber == WALK_LEFT || _sequenceNumber == WALK_RIGHT) {
_delta.x = _delta.x / speed.x * diagSpeed.x;
_delta.y = -1 * (delta.y * FIXED_INT_MULTIPLIER) / (delta.x * 10 / diagSpeed.x);
_walkCount = (delta.x * 10) / diagSpeed.x;
}
switch (_sequenceNumber) {
case WALK_LEFT:
_sequenceNumber = WALK_UPLEFT;
break;
case WALK_RIGHT:
_sequenceNumber = WALK_UPRIGHT;
break;
}
}
} else {
// Major movement is vertical, so set the sequence for up and down,
// and set the delta Y depending on the direction
if (_walkDest.y < (_position.y / FIXED_INT_MULTIPLIER)) {
_sequenceNumber = WALK_UP;
_delta.y = speed.y * -(FIXED_INT_MULTIPLIER / 10);
} else {
speed.y = diagSpeed.y;
_sequenceNumber = WALK_DOWN;
_delta.y = speed.y * (FIXED_INT_MULTIPLIER / 10);
}
// Set the delta x
if (delta.y * 10 / speed.y)
_delta.x = (delta.x * FIXED_INT_MULTIPLIER) / (delta.y * 10 / speed.y);
else
_delta.x = (delta.x * FIXED_INT_MULTIPLIER) / delta.y;
if (_walkDest.x < _position.y / FIXED_INT_MULTIPLIER)
_delta.x = -_delta.x;
// Set how many times we should add the delta's to the players position
if (delta.y * 10 / speed.y)
_walkCount = delta.y * 10 / speed.y;
else
_walkCount = delta.y;
}
}
// See if the new walk sequence is the same as the old. If it's a new one,
// we need to reset the frame number to zero so it's animation starts at
// it's beginning. Otherwise, if it's the same sequence, we can leave it
// as is, so it keeps the animation going at wherever it was up to
if (_sequenceNumber != _oldWalkSequence) {
if (_seqTo) {
// Reset to previous value
_walkSequences[oldDirection]._sequences[_frameNumber] = _seqTo;
_seqTo = 0;
}
_frameNumber = 0;
}
checkWalkGraphics();
_oldWalkSequence = _sequenceNumber;
if (!_walkCount && _walkTo.empty())
gotoStand();
// If the sequence is the same as when we started, then Holmes was standing still and we're trying
// to re-stand him, so reset Holmes' rame to the old frame number from before it was reset to 0
if (_sequenceNumber == oldDirection)
_frameNumber = oldFrame;
}
void TattooPerson::walkToCoords(const Point32 &destPos, int destDir) {
TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
TattooPeople &people = *(TattooPeople *)_vm->_people;
TattooScene &scene = *(TattooScene *)_vm->_scene;
Talk &talk = *_vm->_talk;
CursorId oldCursor = events.getCursor();
events.setCursor(WAIT);
_walkDest = Common::Point(destPos.x / FIXED_INT_MULTIPLIER, destPos.y / FIXED_INT_MULTIPLIER);
bool isHolmes = this == &people[HOLMES];
if (isHolmes) {
people._allowWalkAbort = true;
} else {
// Clear the path Variables
_npcIndex = _npcPause;
Common::fill(_npcPath, _npcPath + 100, 0);
_npcFacing = destDir;
}
_centerWalk = false;
// Only move the person if they're going an appreciable distance
if (ABS(_walkDest.x - (_position.x / FIXED_INT_MULTIPLIER)) > 8 ||
ABS(_walkDest.y - (_position.y / FIXED_INT_MULTIPLIER)) > 4) {
goAllTheWay();
do {
// Keep doing animations whilst walk is in progress
events.wait(1);
scene.doBgAnim();
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
if (keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog) {
vm.setFlags(-76);
vm.setFlags(396);
scene._goToScene = 1;
talk._talkToAbort = true;
}
}
} while (!_vm->shouldQuit() && _walkCount && !talk._talkToAbort);
}
_centerWalk = true;
if (!isHolmes)
_updateNPCPath = true;
if (!talk._talkToAbort) {
// put character exactly on right spot
_position = destPos;
if (_sequenceNumber != destDir) {
// Facing character to correct ending direction
_sequenceNumber = destDir;
gotoStand();
}
if (!isHolmes)
_updateNPCPath = false;
// Secondary walking wait loop
bool done = false;
while (!done && !_vm->shouldQuit()) {
events.wait(1);
scene.doBgAnim();
// See if we're past the initial goto stand sequence
for (int idx = 0; idx < _frameNumber; ++idx) {
if (_walkSequences[_sequenceNumber][idx] == 0) {
done = true;
break;
}
}
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
if (keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog) {
vm.setFlags(-76);
vm.setFlags(396);
scene._goToScene = 1;
talk._talkToAbort = true;
}
}
}
if (!isHolmes)
_updateNPCPath = true;
if (!talk._talkToAbort)
events.setCursor(oldCursor);
}
}
void TattooPerson::clearNPC() {
Common::fill(&_npcPath[0], &_npcPath[MAX_NPC_PATH], 0);
_npcIndex = 0;
_pathStack.clear();
_npcName = "";
}
void TattooPerson::updateNPC() {
People &people = *_vm->_people;
Talk &talk = *_vm->_talk;
// If the NPC isn't on, or it's in Talk or Listen Mode, then return without doing anything
if (_type != CHARACTER || _sequenceNumber >= TALK_UPRIGHT)
return;
// If the NPC is paused, just decrement his pause counter and exit
if (_npcPause) {
// Decrement counter
--_npcPause;
// Now see if we need to update the NPC's frame sequence so that he faces Holmes
if (_lookHolmes) {
// See where Holmes is with respect to the NPC (x coordinate)
_npcFacing = (people[HOLMES]._position.x < _position.x) ? STOP_LEFT : STOP_RIGHT;
// See where Holmes is with respect to the NPC (y coordinate)
if (people[HOLMES]._position.y < (_position.y - 10 * FIXED_INT_MULTIPLIER)) {
// Holmes is above the NPC so reset the facing to a diagonal up
_npcFacing = (_npcFacing == STOP_RIGHT) ? STOP_UPRIGHT : STOP_UPLEFT;
} else if (people[HOLMES]._position.y > (_position.y + 10 * FIXED_INT_MULTIPLIER)) {
// Holmes is below the NPC so reset the facing to a diagonal down
_npcFacing = (_npcFacing == STOP_RIGHT) ? STOP_DOWNRIGHT : STOP_DOWNLEFT;
}
// See if we need to set the old_walk_sequence so the NPC will put his arms
// up if he turns another way
if (_sequenceNumber != _npcFacing)
_oldWalkSequence = _sequenceNumber;
gotoStand();
}
} else {
// Reset the look flag so the NPC won't face Holmes anymore
_lookHolmes = false;
// See if the NPC is stopped or not. Don't do anything if he's moving
if (!_walkCount) {
// If there is no new command, reset the path back to the beginning
if (!_npcPath[_npcIndex])
_npcIndex = 0;
// The NPC is stopped and any pause he was doing is done. We can now see what
// the next command in the NPC path is.
// Scan Past any NPC Path Labels since they do nothing except mark places for If's and Goto's
while (_npcPath[_npcIndex] == NPCPATH_PATH_LABEL)
_npcIndex += 2;
if (_npcPath[_npcIndex]) {
_npcFacing = -1;
switch (_npcPath[_npcIndex]) {
case NPCPATH_SET_DEST: {
// Set the NPC's new destination
int xp = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1;
if (xp > 16384)
xp = -1 * (xp - 16384);
_walkDest.x = xp;
_walkDest.y = (_npcPath[_npcIndex + 3] - 1) * 256 + _npcPath[_npcIndex + 4] - 1;
_npcFacing = _npcPath[_npcIndex + 5] - 1;
goAllTheWay();
_npcIndex += 6;
break;
}
case NPCPATH_PAUSE:
// Set the NPC to pause where he is
_npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1;
_npcIndex += 3;
break;
case NPCPATH_SET_TALK_FILE: {
// Set the NPC's Talk File to use if Holmes talks to them
++_npcIndex;
_npcName = "";
for (int idx = 0; idx < 8; ++idx) {
if (_npcPath[_npcIndex + idx] != '~')
_npcName += _npcPath[_npcIndex + idx];
else
break;
}
_npcIndex += 8;
break;
}
case NPCPATH_CALL_TALK_FILE: {
// Call a Talk File
++_npcIndex;
Common::String name;
for (int idx = 0; idx < 8; ++idx) {
if (_npcPath[_npcIndex + idx] != '~')
name += _npcPath[_npcIndex + idx];
else
break;
}
_npcIndex += 8;
talk.talkTo(name);
break;
}
case NPCPATH_TAKE_NOTES:
// Set the NPC to Pause where he is and set his frame sequences
// so he takes notes while he's paused
_npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1;
_npcIndex += 3;
break;
case NPCPATH_FACE_HOLMES:
// Set the NPC to Pause where he is and set his look flag so he will always face Holmes
// while he is paused
_npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1;
_lookHolmes = true;
_npcIndex += 3;
break;
//case NPCPATH_PATH_LABEL: // No implementation needed here
case NPCPATH_GOTO_LABEL: {
// Goto NPC Path Label
int label = _npcPath[_npcIndex + 1];
_npcIndex = 0;
// Scan through NPC path data to find the label
bool found = false;
while (!found) {
switch (_npcPath[_npcIndex]) {
case NPCPATH_SET_DEST:
_npcIndex += 6;
break;
case NPCPATH_PAUSE:
case NPCPATH_TAKE_NOTES:
case NPCPATH_FACE_HOLMES:
_npcIndex += 3;
break;
case NPCPATH_SET_TALK_FILE:
case NPCPATH_CALL_TALK_FILE:
_npcIndex += 8;
break;
case NPCPATH_PATH_LABEL:
if (_npcPath[_npcIndex + 1] == label)
found = true;
_npcIndex += 2;
break;
case NPCPATH_GOTO_LABEL:
_npcIndex += 2;
break;
case NPCPATH_IFFLAG_GOTO_LABEL:
_npcIndex += 4;
break;
}
}
break;
}
case NPCPATH_IFFLAG_GOTO_LABEL: {
// If FLAG then Goto Label
int flag = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1 - (_npcPath[_npcIndex + 2] == 1 ? 1 : 0);
// Set the value the flag should be for the if statement to succeed
bool flagVal = flag < 16384;
int label = _npcPath[_npcIndex + 3];
_npcIndex += 4;
// If the flag is set Correctly, move the NPC Index to the given label
if (_vm->readFlags(flag & 16383) == flagVal) {
_npcIndex = 0;
bool found = false;
while (!found)
{
switch (_npcPath[_npcIndex])
{
case NPCPATH_SET_DEST:
_npcIndex += 6;
break;
case NPCPATH_PAUSE:
case NPCPATH_TAKE_NOTES:
case NPCPATH_FACE_HOLMES:
_npcIndex += 3;
break;
case NPCPATH_SET_TALK_FILE:
case NPCPATH_CALL_TALK_FILE:
_npcIndex += 8;
break;
case NPCPATH_PATH_LABEL:
if (_npcPath[_npcIndex + 1] == label)
found = true;
_npcIndex += 2;
break;
case NPCPATH_GOTO_LABEL:
_npcIndex += 2;
break;
case NPCPATH_IFFLAG_GOTO_LABEL:
_npcIndex += 4;
break;
}
}
}
break;
}
default:
break;
}
}
}
}
}
void TattooPerson::pushNPCPath() {
assert(_pathStack.size() < 2);
SavedNPCPath savedPath(_npcPath, _npcIndex, _npcPause, _position, _sequenceNumber, _lookHolmes);
_pathStack.push(savedPath);
}
void TattooPerson::pullNPCPath() {
// Pop the stack entry and restore the fields
SavedNPCPath path = _pathStack.pop();
Common::copy(&path._path[0], &path._path[MAX_NPC_PATH], &_npcPath[0]);
_npcIndex = path._npcIndex;
_npcPause = path._npcPause;
// Handle the first case if the NPC was paused
if (_npcPause) {
_walkDest = Common::Point(path._walkDest.x / FIXED_INT_MULTIPLIER, path._walkDest.y / FIXED_INT_MULTIPLIER);
_npcFacing = path._npcFacing;
_lookHolmes = path._lookHolmes;
// See if the NPC was moved
if (_walkDest.x != (_position.x / FIXED_INT_MULTIPLIER) ||
_walkDest.y != (_position.y / FIXED_INT_MULTIPLIER)) {
goAllTheWay();
_npcPause = 0;
_npcIndex -= 3;
} else {
// See if we need to set the old walk sequence so the NPC will put his arms up if he turns another way
if (_npcFacing != _sequenceNumber)
_oldWalkSequence = _sequenceNumber;
gotoStand();
}
} else {
// Handle the second case if the NPC was in motion
_npcIndex -= 6;
}
}
Common::Point TattooPerson::getSourcePoint() const {
TattooScene &scene = *(TattooScene *)_vm->_scene;
int scaleVal = scene.getScaleVal(_position);
return Common::Point(_position.x / FIXED_INT_MULTIPLIER + _imageFrame->sDrawXSize(scaleVal) / 2,
_position.y / FIXED_INT_MULTIPLIER);
}
void TattooPerson::setObjTalkSequence(int seq) {
assert(seq != -1 && _type == CHARACTER);
if (_seqTo) {
// reset to previous value
_walkSequences[_sequenceNumber]._sequences[_frameNumber] = _seqTo;
_seqTo = 0;
}
_sequenceNumber = _gotoSeq;
_frameNumber = 0;
checkWalkGraphics();
}
void TattooPerson::checkWalkGraphics() {
People &people = *_vm->_people;
if (_images == nullptr) {
freeAltGraphics();
return;
}
Common::String filename = Common::String::format("%s.vgs", _walkSequences[_sequenceNumber]._vgsName.c_str());
// Set the adjust depending on if we have to fine tune the x position of this particular graphic
_adjust.x = _adjust.y = 0;
for (int idx = 0; idx < NUM_ADJUSTED_WALKS; ++idx) {
if (!scumm_strnicmp(_walkSequences[_sequenceNumber]._vgsName.c_str(), ADJUST_WALKS[idx]._vgsName,
strlen(ADJUST_WALKS[idx]._vgsName))) {
if (_walkSequences[_sequenceNumber]._horizFlip)
_adjust.x = ADJUST_WALKS[idx]._flipXAdjust;
else
_adjust.x = ADJUST_WALKS[idx]._xAdjust;
_adjust.y = ADJUST_WALKS[idx]._yAdjust;
break;
}
}
// See if we're already using Alternate Graphics
if (_altSeq) {
// See if the VGS file called for is different than the alternate graphics already loaded
if (!_walkSequences[_sequenceNumber]._vgsName.compareToIgnoreCase(_walkSequences[_altSeq - 1]._vgsName)) {
// Different AltGraphics, Free the old ones
freeAltGraphics();
}
}
// If there is no Alternate Sequence set, see if we need to load a new one
if (!_altSeq) {
int npcNum = -1;
// Find which NPC this is so we can check the name of the graphics loaded
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (this == &people[idx]) {
npcNum = idx;
break;
}
}
if (npcNum != -1) {
// See if the VGS file called for is different than the main graphics which are already loaded
if (filename.compareToIgnoreCase(people[npcNum]._walkVGSName) != 0) {
// See if this is one of the more used Walk Graphics stored in WALK.LIB
for (int idx = 0; idx < NUM_IN_WALK_LIB; ++idx) {
if (!scumm_stricmp(filename.c_str(), WALK_LIB_NAMES[idx])) {
people._useWalkLib = true;
break;
}
}
_altImages = new ImageFile(filename);
people._useWalkLib = false;
_altSeq = _sequenceNumber + 1;
}
}
}
// If this is a different seqeunce from the current sequence, reset the appropriate variables
if (_sequences != &_walkSequences[_sequenceNumber]._sequences[0]) {
_seqTo = _seqCounter = _seqCounter2 = _seqStack = _startSeq = 0;
_sequences = &_walkSequences[_sequenceNumber]._sequences[0];
_seqSize = _walkSequences[_sequenceNumber]._sequences.size();
}
setImageFrame();
}
void TattooPerson::synchronize(Serializer &s) {
s.syncAsSint32LE(_position.x);
s.syncAsSint32LE(_position.y);
s.syncAsSint16LE(_sequenceNumber);
s.syncAsSint16LE(_type);
s.syncString(_walkVGSName);
s.syncString(_description);
s.syncString(_examine);
// NPC specific properties
s.syncBytes(&_npcPath[0], MAX_NPC_PATH);
s.syncString(_npcName);
s.syncAsSint32LE(_npcPause);
s.syncAsByte(_lookHolmes);
s.syncAsByte(_updateNPCPath);
// Walk to list
uint count = _walkTo.size();
s.syncAsUint16LE(count);
if (s.isLoading()) {
// Load path
for (uint idx = 0; idx < count; ++idx) {
int xp = 0, yp = 0;
s.syncAsSint16LE(xp);
s.syncAsSint16LE(yp);
_walkTo.push(Common::Point(xp, yp));
}
} else {
// Save path
Common::Array<Common::Point> path;
// Save the points of the path
for (uint idx = 0; idx < count; ++idx) {
Common::Point pt = _walkTo.pop();
s.syncAsSint16LE(pt.x);
s.syncAsSint16LE(pt.y);
path.push_back(pt);
}
// Re-add the pending points back to the _walkTo queue
for (uint idx = 0; idx < count; ++idx)
_walkTo.push(path[idx]);
}
// Verbs
for (int idx = 0; idx < 2; ++idx)
_use[idx].synchronize(s);
}
/*----------------------------------------------------------------*/
TattooPeople::TattooPeople(SherlockEngine *vm) : People(vm) {
for (int idx = 0; idx < 6; ++idx)
_data.push_back(new TattooPerson());
}
void TattooPeople::setListenSequence(int speaker, int sequenceNum) {
Scene &scene = *_vm->_scene;
// If no speaker is specified, then nothing needs to be done
if (speaker == -1)
return;
int objNum = findSpeaker(speaker);
if (objNum < 256 && objNum != -1) {
// See if the Object has to wait for an Abort Talk Code
Object &obj = scene._bgShapes[objNum];
if (obj.hasAborts())
obj._gotoSeq = sequenceNum;
else
obj.setObjTalkSequence(sequenceNum);
} else if (objNum != -1) {
objNum -= 256;
TattooPerson &person = (*this)[objNum];
int newDir = person._sequenceNumber;
switch (person._sequenceNumber) {
case WALK_UP:
case STOP_UP:
case WALK_UPRIGHT:
case STOP_UPRIGHT:
case TALK_UPRIGHT:
case LISTEN_UPRIGHT:
newDir = LISTEN_UPRIGHT;
break;
case WALK_RIGHT:
case STOP_RIGHT:
case TALK_RIGHT:
case LISTEN_RIGHT:
newDir = LISTEN_RIGHT;
break;
case WALK_DOWNRIGHT:
case STOP_DOWNRIGHT:
case TALK_DOWNRIGHT:
case LISTEN_DOWNRIGHT:
newDir = LISTEN_DOWNRIGHT;
break;
case WALK_DOWN:
case STOP_DOWN:
case WALK_DOWNLEFT:
case STOP_DOWNLEFT:
case TALK_DOWNLEFT:
case LISTEN_DOWNLEFT:
newDir = LISTEN_DOWNLEFT;
break;
case WALK_LEFT:
case STOP_LEFT:
case TALK_LEFT:
case LISTEN_LEFT:
newDir = LISTEN_LEFT;
break;
case WALK_UPLEFT:
case STOP_UPLEFT:
case TALK_UPLEFT:
case LISTEN_UPLEFT:
newDir = LISTEN_UPLEFT;
break;
default:
break;
}
// See if the NPC's Seq has to wait for an Abort Talk Code
if (person.hasAborts()) {
person._gotoSeq = newDir;
} else {
if (person._seqTo) {
// Reset to previous value
person._walkSequences[person._sequenceNumber]._sequences[person._frameNumber] = person._seqTo;
person._seqTo = 0;
}
person._sequenceNumber = newDir;
person._frameNumber = 0;
person.checkWalkGraphics();
}
}
}
void TattooPeople::setTalkSequence(int speaker, int sequenceNum) {
TattooPeople &people = *(TattooPeople *)_vm->_people;
Scene &scene = *_vm->_scene;
TattooTalk &talk = *(TattooTalk *)_vm->_talk;
// If no speaker is specified, then nothing needs to be done
if (speaker == -1)
return;
int objNum = people.findSpeaker(speaker);
if (objNum != -1 && objNum < 256) {
Object &obj = scene._bgShapes[objNum];
// See if the Object has to wait for an Abort Talk Code
if (obj.hasAborts()) {
talk.pushTalkSequence(&obj);
obj._gotoSeq = sequenceNum;
}
else {
obj.setObjTalkSequence(sequenceNum);
}
}
else if (objNum != -1) {
objNum -= 256;
TattooPerson &person = people[objNum];
int newDir = person._sequenceNumber;
switch (newDir) {
case WALK_UP:
case STOP_UP:
case WALK_UPRIGHT:
case STOP_UPRIGHT:
case TALK_UPRIGHT:
case LISTEN_UPRIGHT:
newDir = TALK_UPRIGHT;
break;
case WALK_RIGHT:
case STOP_RIGHT:
case TALK_RIGHT:
case LISTEN_RIGHT:
newDir = TALK_RIGHT;
break;
case WALK_DOWNRIGHT:
case STOP_DOWNRIGHT:
case TALK_DOWNRIGHT:
case LISTEN_DOWNRIGHT:
newDir = TALK_DOWNRIGHT;
break;
case WALK_DOWN:
case STOP_DOWN:
case WALK_DOWNLEFT:
case STOP_DOWNLEFT:
case TALK_DOWNLEFT:
case LISTEN_DOWNLEFT:
newDir = TALK_DOWNLEFT;
break;
case WALK_LEFT:
case STOP_LEFT:
case TALK_LEFT:
case LISTEN_LEFT:
newDir = TALK_LEFT;
break;
case WALK_UPLEFT:
case STOP_UPLEFT:
case TALK_UPLEFT:
case LISTEN_UPLEFT:
newDir = TALK_UPLEFT;
break;
default:
break;
}
// See if the NPC's sequence has to wait for an Abort Talk Code
if (person.hasAborts()) {
person._gotoSeq = newDir;
} else {
if (person._seqTo) {
// Reset to previous value
person._walkSequences[person._sequenceNumber]._sequences[person._frameNumber] = person._seqTo;
person._seqTo = 0;
}
person._sequenceNumber = newDir;
person._frameNumber = 0;
person.checkWalkGraphics();
}
}
}
int TattooPeople::findSpeaker(int speaker) {
int result = People::findSpeaker(speaker);
const char *portrait = _characters[speaker]._portrait;
// Fallback that Rose Tattoo uses if no speaker was found
if (result == -1) {
bool flag = _vm->readFlags(FLAG_PLAYER_IS_HOLMES);
if (_data[HOLMES]->_type == CHARACTER && ((speaker == HOLMES && flag) || (speaker == WATSON && !flag)))
return -1;
for (uint idx = 1; idx < _data.size(); ++idx) {
TattooPerson &p = (*this)[idx];
if (p._type == CHARACTER) {
Common::String name(p._name.c_str(), p._name.c_str() + 4);
if (name.equalsIgnoreCase(portrait) && p._npcName[4] >= '0' && p._npcName[4] <= '9')
return idx + 256;
}
}
}
return -1;
}
void TattooPeople::synchronize(Serializer &s) {
s.syncAsByte(_holmesOn);
for (uint idx = 0; idx < _data.size(); ++idx)
(*this)[idx].synchronize(s);
s.syncAsSint16LE(_holmesQuotient);
if (s.isLoading()) {
_savedPos.x = _data[HOLMES]->_position.x;
_savedPos.y = _data[HOLMES]->_position.y;
_savedPos._facing = _data[HOLMES]->_sequenceNumber;
}
}
bool TattooPeople::loadWalk() {
Resources &res = *_vm->_res;
bool result = false;
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
Person &person = *_data[idx];
if (!person._walkLoaded && (person._type == CHARACTER || person._type == HIDDEN_CHARACTER)) {
if (person._type == HIDDEN_CHARACTER)
person._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 (!person._walkVGSName.compareToIgnoreCase(WALK_LIB_NAMES[libNum])) {
_useWalkLib = true;
break;
}
}
// Load the images for the character
person._images = new ImageFile(person._walkVGSName, false);
person._maxFrames = person._images->size();
// Load walk sequence data
Common::String fname = Common::String(person._walkVGSName.c_str(), strchr(person._walkVGSName.c_str(), '.'));
fname += ".SEQ";
// Load the walk sequence data
Common::SeekableReadStream *stream = res.load(fname, _useWalkLib ? "walk.lib" : "vgs.lib");
person._walkSequences.resize(stream->readByte());
for (uint seqNum = 0; seqNum < person._walkSequences.size(); ++seqNum)
person._walkSequences[seqNum].load(*stream);
// Close the sequences resource
delete stream;
_useWalkLib = false;
person._sequences = &person._walkSequences[person._sequenceNumber]._sequences[0];
person._seqSize = person._walkSequences[person._sequenceNumber]._sequences.size();
person._frameNumber = 0;
person.setImageFrame();
// Set the stop Frames pointers
for (int dirNum = 0; dirNum < 8; ++dirNum) {
int count = 0;
while (person._walkSequences[dirNum + 8][count] != 0)
++count;
count += 2;
count = person._walkSequences[dirNum + 8][count] - 1;
person._stopFrames[dirNum] = &(*person._images)[count];
}
result = true;
person._walkLoaded = true;
} else if (person._type != CHARACTER) {
person._walkLoaded = false;
}
}
_forceWalkReload = false;
return result;
}
void TattooPeople::pullNPCPaths() {
for (int idx = 1; idx < MAX_CHARACTERS; ++idx) {
TattooPerson &p = (*this)[idx];
if (p._npcMoved) {
while (!p._pathStack.empty())
p.pullNPCPath();
}
}
}
const Common::Point TattooPeople::restrictToZone(int zoneId, const Common::Point &destPos) {
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Common::Rect &r = scene._zones[zoneId];
if (destPos.x < 0 || destPos.x > screen._backBuffer1.w())
return destPos;
else if (destPos.y < r.top && r.left < destPos.x && destPos.x < r.right)
return Common::Point(destPos.x, r.top);
else if (destPos.y > r.bottom && r.left < destPos.x && destPos.x < r.right)
return Common::Point(destPos.x, r.bottom);
else if (destPos.x < r.left && r.top < destPos.y && destPos.y < r.bottom)
return Common::Point(r.left, destPos.y);
else if (destPos.x > r.right && r.top < destPos.y && destPos.y < r.bottom)
return Common::Point(r.bottom, destPos.y);
// Find which corner of the zone the point is closet to
if (destPos.x <= r.left) {
return Common::Point(r.left, (destPos.y <= r.top) ? r.top : r.bottom);
} else {
return Common::Point(r.right, (destPos.y <= r.top) ? r.top : r.bottom);
}
}
} // End of namespace Tattoo
} // End of namespace Sherlock
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