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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.
*
*/
#ifndef SHERLOCK_TATTOO_PEOPLE_H
#define SHERLOCK_TATTOO_PEOPLE_H
#include "common/scummsys.h"
#include "sherlock/people.h"
namespace Sherlock {
class SherlockEngine;
namespace Tattoo {
// Animation sequence identifiers for characters
enum TattooSequences {
// Walk Sequences Numbers for NPCs
WALK_UP = 0,
WALK_UPRIGHT = 1,
WALK_RIGHT = 2,
WALK_DOWNRIGHT = 3,
WALK_DOWN = 4,
WALK_DOWNLEFT = 5,
WALK_LEFT = 6,
WALK_UPLEFT = 7,
// Stop Sequences Numbers for NPCs
STOP_UP = 8,
STOP_UPRIGHT = 9,
STOP_RIGHT = 10,
STOP_DOWNRIGHT = 11,
STOP_DOWN = 12,
STOP_DOWNLEFT = 13,
STOP_LEFT = 14,
STOP_UPLEFT = 15,
// NPC Talk Sequence Numbers
TALK_UPRIGHT = 16,
TALK_RIGHT = 17,
TALK_DOWNRIGHT = 18,
TALK_DOWNLEFT = 19,
TALK_LEFT = 20,
TALK_UPLEFT = 21,
// NPC Listen Sequence Numbers
LISTEN_UPRIGHT = 22,
LISTEN_RIGHT = 23,
LISTEN_DOWNRIGHT = 24,
LISTEN_DOWNLEFT = 25,
LISTEN_LEFT = 26,
LISTEN_UPLEFT = 27
};
class TattooPeople : public People {
public:
TattooPeople(SherlockEngine *vm) : People(vm) {}
virtual ~TattooPeople() {}
/**
* 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
*/
void setListenSequence(int speaker, int sequenceNum);
/**
* 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
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