scummvm/engines/sherlock/people.cpp

481 lines
14 KiB
C++
Raw Normal View History

/* 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"
2015-03-21 11:24:35 -04:00
#include "sherlock/sherlock.h"
namespace Sherlock {
2015-03-21 11:24:35 -04:00
// Walk speeds
#define MWALK_SPEED 2
#define XWALK_SPEED 4
#define YWALK_SPEED 1
// 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
};
2015-03-21 11:24:35 -04:00
People::People(SherlockEngine *vm) : _vm(vm), _player(_data[0]) {
_walkLoaded = false;
_holmesOn = true;
2015-03-21 11:24:35 -04:00
_oldWalkSequence = -1;
_allowWalkAbort = false;
2015-03-22 00:52:02 -04:00
_portraitLoaded = false;
_portraitsOn = false;
2015-03-22 00:52:02 -04:00
_clearingThePortrait = false;
2015-03-24 22:24:45 -04:00
_srcZone = _destZone = 0;
_talkPics = nullptr;
_portraitSide = 0;
_speakerFlip = false;
}
People::~People() {
if (_walkLoaded)
delete _data[PLAYER]._images;
delete _talkPics;
}
void People::reset() {
Sprite &p = _data[PLAYER];
p._description = "Sherlock Holmes!";
p._type = CHARACTER;
p._position = Common::Point(10000, 11000);
p._sequenceNumber = STOP_DOWNRIGHT;
p._sequences = &CHARACTER_SEQUENCES;
p._imageFrame = nullptr;
p._frameNumber = 1;
2015-03-21 11:24:35 -04:00
p._delta = Common::Point(0, 0);
p._oldPosition = Common::Point(0, 0);
p._oldSize = Common::Point(0, 0);
p._misc = 0;
p._walkCount = 0;
p._pickUp = "";
p._allow = 0;
p._noShapeSize = Common::Point(0, 0);
p._goto = Common::Point(0, 0);
p._status = 0;
}
bool People::loadWalk() {
if (_walkLoaded) {
return false;
} else {
_data[PLAYER]._images = new ImageFile("walk.vgs");
_data[PLAYER].setImageFrame();
_walkLoaded = true;
return true;
}
}
/**
* If the walk data has been loaded, then it will be freed
*/
bool People::freeWalk() {
if (_walkLoaded) {
delete _player._images;
_player._images = nullptr;
_walkLoaded = false;
return true;
} else {
return false;
}
}
2015-03-21 11:24:35 -04:00
/**
* Set the variables for moving a character from one poisition to another
* in a straight line - goAllTheWay must have been previously called to
* check for any obstacles in the path.
*/
void People::setWalking() {
Scene &scene = *_vm->_scene;
int oldDirection, oldFrame;
Common::Point speed, delta;
int temp;
// Flag that player has now walked in the scene
scene._walkedInScene = true;
// Stop any previous walking, since a new dest is being set
_player._walkCount = 0;
oldDirection = _player._sequenceNumber;
oldFrame = _player._frameNumber;
// Set speed to use horizontal and vertical movement
if (_vm->_onChessboard) {
speed = Common::Point(MWALK_SPEED, MWALK_SPEED);
} else {
speed = Common::Point(XWALK_SPEED, YWALK_SPEED);
}
// If the player is already close to the given destination that no
// walking is needed, move to the next straight line segment in the
// overall walking route, if there is one
2015-03-24 22:24:45 -04:00
do {
2015-03-21 11:24:35 -04:00
// Since we want the player to be centered on the destination they
// clicked, but characters draw positions start at their left, move
// the destination half the character width to draw him centered
if (_walkDest.x >= (temp = _player._imageFrame->_frame.w / 2))
_walkDest.x -= temp;
delta = Common::Point(
ABS(_player._position.x / 100 - _walkDest.x),
ABS(_player._position.y / 100 - _walkDest.y)
);
// If we're ready to move a sufficient distance, that's it. Otherwise,
// move onto the next portion of the walk path, if there is one
if ((delta.x > 3 || delta.y > 0) || _walkTo.empty())
break;
// Pop next walk segment off the walk route stack
_walkDest = _walkTo.pop();
} while (!_vm->shouldQuit());
// If a sufficient move is being done, then start the move
if (delta.x > 3 || delta.y) {
// See whether the major movement is horizontal or vertical
if (delta.x >= delta.y) {
// Set the initial frame sequence for the left and right, as well
// as settting the delta x depending on direction
if (_walkDest.x < (_player._position.x / 100)) {
_player._sequenceNumber = _vm->_onChessboard ? MAP_LEFT : WALK_LEFT;
_player._delta.x = speed.x * -100;
} else {
_player._sequenceNumber = _vm->_onChessboard ? MAP_RIGHT : WALK_RIGHT;
_player._delta.x = speed.x * 100;
}
// See if the x delta is too small to be divided by the speed, since
// this would cause a divide by zero error
if (delta.x >= speed.x) {
// Det the delta y
_player._delta.y = (delta.y * 100) / (delta.x / speed.x);
if (_walkDest.y < (_player._position.y / 100))
_player._delta.y = -_player._delta.y;
// Set how many times we should add the delta to the player's position
_player._walkCount = delta.x / speed.x;
} else {
// The delta x was less than the speed (ie. we're really close to
// the destination). So set delta to 0 so the player won't move
_player._delta = Common::Point(0, 0);
_player._position = Common::Point(_walkDest.x * 100, _walkDest.y * 100);
_player._walkCount = 1;
}
// See if the sequence needs to be changed for diagonal walking
if (_player._delta.y > 150) {
if (!_vm->_onChessboard) {
switch (_player._sequenceNumber) {
case WALK_LEFT:
_player._sequenceNumber = WALK_DOWNLEFT;
break;
case WALK_RIGHT:
_player._sequenceNumber = WALK_DOWNRIGHT;
break;
}
}
} else if (_player._delta.y < -150) {
if (!_vm->_onChessboard) {
switch (_player._sequenceNumber) {
case WALK_LEFT:
_player._sequenceNumber = WALK_UPLEFT;
break;
case WALK_RIGHT:
_player._sequenceNumber = WALK_UPRIGHT;
break;
}
}
}
} else {
// Major movement is vertical, so set the sequence for up and down,
// and set the delta Y depending on the direction
if (_walkDest.y < (_player._position.y / 100)) {
_player._sequenceNumber = WALK_UP;
_player._delta.y = speed.y * -100;
} else {
_player._sequenceNumber = WALK_DOWN;
_player._delta.y = speed.y * 100;
}
// If we're on the overhead map, set the sequence so we keep moving
// in the same direction
_player._sequenceNumber = (oldDirection == -1) ? MAP_RIGHT : oldDirection;
// Set the delta x
_player._delta.x = (delta.x * 100) / (delta.y / speed.y);
if (_walkDest.x < (_player._position.x / 100))
_player._delta.x = -_player._delta.x;
}
}
// See if the new walk sequence is the same as the old. If it's a new one,
// we need to reset the frame number to zero so it's animation starts at
// it's beginning. Otherwise, if it's the same sequence, we can leave it
// as is, so it keeps the animation going at wherever it was up to
if (_player._sequenceNumber != _oldWalkSequence)
_player._frameNumber = 0;
_oldWalkSequence = _player._sequenceNumber;
if (!_player._walkCount)
gotoStand(_player);
// If the sequence is the same as when we started, then Holmes was
// standing still and we're trying to re-stand him, so reset Holmes'
// rame to the old frame number from before it was reset to 0
if (_player._sequenceNumber == oldDirection)
_player._frameNumber = oldFrame;
}
/**
* Bring a moving character to a standing position. If the Scalpel chessboard
* is being displayed, then the chraracter will always face down.
*/
void People::gotoStand(Sprite &sprite) {
Scene &scene = *_vm->_scene;
_walkTo.clear();
sprite._walkCount = 0;
switch (sprite._sequenceNumber) {
case WALK_UP:
sprite._sequenceNumber = STOP_UP; break;
case WALK_DOWN:
sprite._sequenceNumber = STOP_DOWN; break;
case TALK_LEFT:
case WALK_LEFT:
sprite._sequenceNumber = STOP_LEFT; break;
case TALK_RIGHT:
case WALK_RIGHT:
sprite._sequenceNumber = STOP_RIGHT; break;
case WALK_UPRIGHT:
sprite._sequenceNumber = STOP_UPRIGHT; break;
case WALK_UPLEFT:
sprite._sequenceNumber = STOP_UPLEFT; break;
case WALK_DOWNRIGHT:
sprite._sequenceNumber = STOP_DOWNRIGHT; break;
case WALK_DOWNLEFT:
sprite._sequenceNumber = STOP_DOWNLEFT; break;
default:
break;
}
// Only restart frame at 0 if the sequence number has changed
if (_oldWalkSequence != -1 || sprite._sequenceNumber == STOP_UP)
sprite._frameNumber = 0;
if (_vm->_onChessboard) {
sprite._sequenceNumber = 0;
_data[AL]._position.x = (_vm->_map[scene._charPoint].x - 6) * 100;
_data[AL]._position.y = (_vm->_map[scene._charPoint].x + 10) * 100;
}
_oldWalkSequence = -1;
_allowWalkAbort = true;
}
2015-03-24 22:24:45 -04:00
/**
* Walk to the co-ordinates passed, and then face the given direction
*/
void People::walkToCoords(const Common::Point &destPos, int destDir) {
2015-03-24 22:24:45 -04:00
Events &events = *_vm->_events;
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
CursorId oldCursor = events.getCursor();
events.setCursor(WAIT);
_walkDest = Common::Point(destPos.x / 100 + 10, destPos.y / 100);
_allowWalkAbort = true;
goAllTheWay();
// Keep calling doBgAnim until the walk is done
do {
events.pollEventsAndWait();
scene.doBgAnim();
} while (!_vm->shouldQuit() && _player._walkCount);
if (!talk._talkToAbort) {
// Put player exactly on destination position, and set direction
_player._position = destPos;
_player._sequenceNumber = destDir;
gotoStand(_player);
// Draw Holmes facing the new direction
scene.doBgAnim();
if (!talk._talkToAbort)
events.setCursor(oldCursor);
}
}
2015-03-24 22:24:45 -04:00
/**
* Called to set the character walking to the current cursor location.
* It uses the zones and the inter-zone points to determine a series
* of steps to walk to get to that position.
*/
void People::goAllTheWay() {
2015-03-24 22:24:45 -04:00
Scene &scene = *_vm->_scene;
Common::Point srcPt(_player._position.x / 100 + _player.frameWidth() / 2,
_player._position.y / 100);
// 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);
// The destination isn't in a zone
if (_walkDest.x >= (SHERLOCK_SCREEN_WIDTH - 1))
_walkDest.x = SHERLOCK_SCREEN_WIDTH - 2;
// Trace a line between the centroid of the found closest zone to
// the destination, to find the point at which the zone will be left
const Common::Rect &destRect = scene._zones[_destZone];
const Common::Point destCenter((destRect.left + destRect.right) / 2,
(destRect.top + destRect.bottom) / 2);
const Common::Point delta = _walkDest - destCenter;
Common::Point pt(destCenter.x * 100, destCenter.y * 100);
// Move along the line until the zone is left
do {
pt += delta;
} while (destRect.contains(pt.x / 100, pt.y / 100));
// Set the new walk destination to the last point that was in the
// zone just before it was left
_walkDest = Common::Point((pt.x - delta.x * 2) / 100,
(pt.y - delta.y * 2) / 100);
}
// 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];
int count = scene._walkData[i];
++i;
// See how many points there are between the src and dest zones
if (!count || count == 255) {
// 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 = 0; idx < count; ++idx, i += 3) {
_walkTo.push(Common::Point(READ_LE_UINT16(&scene._walkData[i]),
scene._walkData[i + 2]));
}
} else {
for (int idx = 0; idx < count; ++idx)
_walkTo.push(Common::Point());
for (int idx = count - 1; idx >= 0; --idx, i += 3) {
_walkTo[idx].x = READ_LE_UINT16(&scene._walkData[i]);
_walkTo[idx].y = scene._walkData[i + 2];
}
}
// Start walking
_walkDest = _walkTo.top();
setWalking();
}
}
}
/**
* Turn off any currently active portraits, and removes them from being drawn
*/
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;
}
}
int People::findSpeaker(int speaker) {
// TODO
return -1;
}
} // End of namespace Sherlock