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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_SCALPEL_PEOPLE_H
#define SHERLOCK_SCALPEL_PEOPLE_H
#include "common/scummsys.h"
#include "sherlock/people.h"
namespace Sherlock {
class SherlockEngine;
namespace Scalpel {
// Animation sequence identifiers for characters
enum ScalpelSequences {
WALK_RIGHT = 0, WALK_DOWN = 1, WALK_LEFT = 2, WALK_UP = 3, STOP_LEFT = 4,
STOP_DOWN = 5, STOP_RIGHT = 6, STOP_UP = 7, WALK_UPRIGHT = 8,
WALK_DOWNRIGHT = 9, WALK_UPLEFT = 10, WALK_DOWNLEFT = 11,
STOP_UPRIGHT = 12, STOP_UPLEFT = 13, STOP_DOWNRIGHT = 14,
STOP_DOWNLEFT = 15, TALK_RIGHT = 6, TALK_LEFT = 4
};
class ScalpelPerson : public Person {
public:
ScalpelPerson() : Person() {}
~ScalpelPerson() override {}
/**
* Synchronize the data for a savegame
*/
virtual void synchronize(Serializer &s);
/**
* This adjusts the sprites position, as well as its animation sequence:
*/
void adjustSprite() override;
/**
* Bring a moving character to a standing position
*/
void gotoStand() override;
/**
* Set the variables for moving a character from one poisition to another
* in a straight line
*/
void setWalking() override;
/**
* Walk to the co-ordinates passed, and then face the given direction
*/
void walkToCoords(const Point32 &destPos, int destDir) override;
/**
* Get the source position for a character potentially affected by scaling
*/
Common::Point getSourcePoint() const override;
};
class ScalpelPeople : public People {
public:
ScalpelPeople(SherlockEngine *vm);
~ScalpelPeople() override {}
ScalpelPerson &operator[](PeopleId id) { return *(ScalpelPerson *)_data[id]; }
ScalpelPerson &operator[](int idx) { return *(ScalpelPerson *)_data[idx]; }
/**
* Setup the data for an animating speaker portrait at the top of the screen
*/
void setTalking(int speaker);
/**
* Synchronize the data for a savegame
*/
void synchronize(Serializer &s) override;
/**
* Change the sequence of the scene background object associated with the specified speaker.
*/
void setTalkSequence(int speaker, int sequenceNum = 1) override;
/**
* Restrict passed point to zone using Sherlock's positioning rules
*/
const Common::Point restrictToZone(int zoneId, const Common::Point &destPos) override;
/**
* Load the walking images for Sherlock
*/
bool loadWalk() override;
/**
* 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 = 1) override;
};
} // End of namespace Scalpel
} // End of namespace Sherlock
#endif
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