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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_talk.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
namespace Tattoo {
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();
}
}
}
} // End of namespace Tattoo
} // End of namespace Sherlock
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