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path: root/engines/sherlock/tattoo/tattoo_people.cpp
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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/sherlock.h"

namespace Sherlock {

namespace Tattoo {

#define FACING_PLAYER 16

void TattooPerson::adjustSprite() {
	People &people = *_vm->_people;
	TattooScene &scene = *(TattooScene *)_vm->_scene;

	if (_type == INVALID)
		return;

	if (_type == CHARACTER && _status) {
		// Sprite waiting to move, so restart walk
		_walkCount = _status;
		_status = 0;

		people._walkDest = _walkTo.front();
		setWalking();
	} else if (_type == CHARACTER && _walkCount) {
		if (_walkCount > 10) {
			people._walkDest = _walkTo.front();
			setWalking();
		}

		_position += _delta;
		if (_walkCount)
			--_walkCount;

		if (!_walkCount) {
			// If there are remaining points to walk, move to the next one
			people._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 && scene._exitZone != -1 && scene._walkedInScene && scene._goToScene != -1 &&
			!_description.compareToIgnoreCase(people[PLAYER]._description)) { 
		people._hSavedPos = scene._exits[scene._exitZone]._newPosition;
		people._hSavedFacing = scene._exits[scene._exitZone]._newFacing;

		if (people._hSavedFacing > 100 && people._hSavedPos.x < 1)
			people._hSavedPos.x = 100;
	}
}

void TattooPerson::gotoStand() {
	People &people = *_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[PLAYER]._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[PLAYER]._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[PLAYER]._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() {
	error("TODO: setWalking");
}

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

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;
		Person &person = *_data[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) {
	People &people = *_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;
		Person &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();
		}
	}
}

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

	for (uint idx = 0; idx < _data.size(); ++idx) {
		Person &p = *_data[idx];
		s.syncAsSint32LE(p._position.x);
		s.syncAsSint32LE(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 Tattoo

} // End of namespace Sherlock