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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/people.h"
#include "sherlock/sherlock.h"
#include "sherlock/scalpel/scalpel_people.h"
#include "sherlock/tattoo/tattoo_people.h"
namespace Sherlock {
// Characer animation sequences
static const uint8 CHARACTER_SEQUENCES[MAX_HOLMES_SEQUENCE][MAX_FRAME] = {
{ 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Right
{ 22, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down
{ 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Left
{ 15, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up
{ 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Right
{ 47, 1, 2, 3, 4, 5, 0 }, // Goto Stand Down
{ 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Left
{ 36, 1, 0 }, // Goto Stand Up
{ 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Right
{ 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Right
{ 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Left
{ 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Left
{ 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Right
{ 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Left
{ 52, 1, 2, 3, 4, 0 }, // Goto Stand Down Right
{ 52, 1, 2, 3, 4, 0 } // Goto Stand Down Left
};
// Rose Tattoo walk image libraries
// Walk resources within WALK.LIB
const char *const WALK_LIB_NAMES[NUM_IN_WALK_LIB] = {
"SVGAWALK.VGS",
"COATWALK.VGS",
"WATSON.VGS",
"NOHAT.VGS",
"TUPRIGHT.VGS",
"TRIGHT.VGS",
"TDOWNRG.VGS",
"TWUPRIGH.VGS",
"TWRIGHT.VGS",
"TWDOWNRG.VGS"
};
/*----------------------------------------------------------------*/
Person::Person() : Sprite() {
_walkLoaded = false;
_oldWalkSequence = -1;
_srcZone = _destZone = 0;
}
void Person::goAllTheWay() {
Scene &scene = *_vm->_scene;
Common::Point srcPt = getSourcePoint();
// Get the zone the player is currently in
_srcZone = scene.whichZone(srcPt);
if (_srcZone == -1)
_srcZone = scene.closestZone(srcPt);
// Get the zone of the destination
_destZone = scene.whichZone(_walkDest);
if (_destZone == -1) {
_destZone = scene.closestZone(_walkDest);
// Check for any restriction of final destination position
_walkDest = _vm->_people->restrictToZone(_destZone, _walkDest);
}
// Only do a walk if both zones are acceptable
if (_srcZone == -2 || _destZone == -2)
return;
// If the start and dest zones are the same, walk directly to the dest point
if (_srcZone == _destZone) {
setWalking();
} else {
// Otherwise a path needs to be formed from the path information
int i = scene._walkDirectory[_srcZone][_destZone];
// See if we need to use a reverse path
if (i == -1)
i = scene._walkDirectory[_destZone][_srcZone];
const WalkArray &points = scene._walkPoints[i];
// See how many points there are between the src and dest zones
if (!points._pointsCount || points._pointsCount == -1) {
// There are none, so just walk to the new zone
setWalking();
} else {
// There are points, so set up a multi-step path between points
// to reach the given destination
_walkTo.clear();
if (scene._walkDirectory[_srcZone][_destZone] != -1) {
for (int idx = (int)points.size() - 1; idx >= 0; --idx)
_walkTo.push(points[idx]);
} else {
for (int idx = 0; idx < (int)points.size(); ++idx) {
_walkTo.push(points[idx]);
}
}
// Final position
_walkTo.push(_walkDest);
// Start walking
_walkDest = _walkTo.pop();
setWalking();
}
}
}
/*----------------------------------------------------------------*/
People *People::init(SherlockEngine *vm) {
if (vm->getGameID() == GType_SerratedScalpel)
return new Scalpel::ScalpelPeople(vm);
else
return new Tattoo::TattooPeople(vm);
}
People::People(SherlockEngine *vm) : _vm(vm) {
_holmesOn = true;
_allowWalkAbort = true;
_portraitLoaded = false;
_portraitsOn = true;
_clearingThePortrait = false;
_talkPics = nullptr;
_portraitSide = 0;
_speakerFlip = false;
_holmesFlip = false;
_holmesQuotient = 0;
_savedPos = Point32(-1, -1);
_savedPos._facing = -1;
_forceWalkReload = false;
_useWalkLib = false;
_walkControl = 0;
_portrait._sequences = new byte[32];
}
People::~People() {
for (uint idx = 0; idx < _data.size(); ++idx) {
if (_data[idx]->_walkLoaded)
delete _data[idx]->_images;
delete _data[idx];
}
delete _talkPics;
delete[] _portrait._sequences;
}
void People::reset() {
SaveManager &saves = *_vm->_saves;
Talk &talk = *_vm->_talk;
_data[HOLMES]->_description = "Sherlock Holmes!";
// Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites
int count = IS_SERRATED_SCALPEL ? 1 : MAX_CHARACTERS;
for (int idx = 0; idx < count; ++idx) {
Person &p = *_data[idx];
if (IS_SERRATED_SCALPEL) {
p._type = _holmesOn ? CHARACTER : HIDDEN;
if (!saves._justLoaded)
p._position = Point32(100 * FIXED_INT_MULTIPLIER, 110 * FIXED_INT_MULTIPLIER);
} else if (!talk._scriptMoreFlag && !saves._justLoaded) {
p._type = (idx == 0) ? CHARACTER : INVALID;
p._position = Point32(36 * FIXED_INT_MULTIPLIER, 29 * FIXED_INT_MULTIPLIER);
p._use[0]._verb = "";
p._use[1]._verb = "";
}
p._sequenceNumber = IS_SERRATED_SCALPEL ? (int)Scalpel::STOP_DOWNRIGHT : (int)Tattoo::STOP_DOWNRIGHT;
p._imageFrame = nullptr;
p._frameNumber = 1;
p._startSeq = 0;
p._delta = Point32(0, 0);
p._oldPosition = Common::Point(0, 0);
p._oldSize = Common::Point(0, 0);
p._misc = 0;
p._pickUp = "";
p._allow = 0;
p._noShapeSize = Common::Point(0, 0);
p._goto = Common::Point(0, 0);
p._status = 0;
p._seqTo = 0;
p._seqCounter = p._seqCounter2 = 0;
p._seqStack = 0;
p._gotoSeq = p._talkSeq = 0;
p._restoreSlot = 0;
p._startSeq = 0;
p._altImages = nullptr;
p._altSeq = 0;
p._centerWalk = true;
p._adjust = Common::Point(0, 0);
// Load the default walk sequences
p._walkCount = 0;
p._walkTo.clear();
p._oldWalkSequence = -1;
p._walkSequences.clear();
if (IS_SERRATED_SCALPEL) {
p._walkSequences.resize(MAX_HOLMES_SEQUENCE);
for (int seqIdx = 0; seqIdx < MAX_HOLMES_SEQUENCE; ++seqIdx) {
p._walkSequences[seqIdx]._sequences.clear();
const byte *pSrc = &CHARACTER_SEQUENCES[seqIdx][0];
do {
p._walkSequences[seqIdx]._sequences.push_back(*pSrc);
} while (*pSrc++);
}
}
}
}
bool People::freeWalk() {
bool result = false;
for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
if (_data[idx]->_walkLoaded) {
delete _data[idx]->_images;
_data[idx]->_images = nullptr;
_data[idx]->_walkLoaded = false;
result = true;
}
}
return result;
}
int People::findSpeaker(int speaker) {
Scene &scene = *_vm->_scene;
const char *portrait = _characters[speaker]._portrait;
for (int idx = 0; idx < (int)scene._bgShapes.size(); ++idx) {
Object &obj = scene._bgShapes[idx];
if (obj._type == ACTIVE_BG_SHAPE) {
Common::String name(obj._name.c_str(), obj._name.c_str() + 4);
if (name.equalsIgnoreCase(portrait)
&& obj._name[4] >= '0' && obj._name[4] <= '9')
return idx;
}
}
return -1;
}
void People::clearTalking() {
Scene &scene = *_vm->_scene;
Screen &screen = *_vm->_screen;
Talk &talk = *_vm->_talk;
if (_portraitsOn) {
Common::Point pt = _portrait._position;
int width, height;
_portrait._imageFrame = _talkPics ? &(*_talkPics)[0] : (ImageFrame *)nullptr;
// Flag portrait for removal, and save the size of the frame to use erasing it
_portrait._type = REMOVE;
_portrait._delta.x = width = _portrait.frameWidth();
_portrait._delta.y = height = _portrait.frameHeight();
delete _talkPics;
_talkPics = nullptr;
// Flag to let the talk code know not to interrupt on the next doBgAnim
_clearingThePortrait = true;
scene.doBgAnim();
_clearingThePortrait = false;
screen.slamArea(pt.x, pt.y, width, height);
if (!talk._talkToAbort)
_portraitLoaded = false;
}
}
} // End of namespace Sherlock
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