SHERLOCK: RT: Implement startCAnim

This commit is contained in:
Paul Gilbert 2015-06-12 23:23:16 -04:00
parent 6221c1de82
commit 803c06beb9
17 changed files with 310 additions and 147 deletions

View file

@ -328,7 +328,7 @@ void Sprite::checkSprite() {
break; break;
case WALK_AROUND: case WALK_AROUND:
if (objBounds.contains(people[PLAYER]._walkTo.front())) { if (objBounds.contains(people[HOLMES]._walkTo.front())) {
// Reached zone // Reached zone
gotoStand(); gotoStand();
} else { } else {
@ -374,10 +374,10 @@ void Sprite::checkSprite() {
objBounds.right + CLEAR_DIST_X; objBounds.right + CLEAR_DIST_X;
} }
walkPos.x += people[PLAYER]._imageFrame->_frame.w / 2; walkPos.x += people[HOLMES]._imageFrame->_frame.w / 2;
people._walkDest = walkPos; people._walkDest = walkPos;
people[PLAYER]._walkTo.push(walkPos); people[HOLMES]._walkTo.push(walkPos);
people[PLAYER].setWalking(); people[HOLMES].setWalking();
} }
break; break;
@ -1313,7 +1313,7 @@ int Object::checkNameForCodes(const Common::String &name, const char *const mess
scene._goToScene = 100; scene._goToScene = 100;
} }
people[PLAYER]._position = Point32(0, 0); people[HOLMES]._position = Point32(0, 0);
break; break;
} }
} else if (name.hasPrefix("!")) { } else if (name.hasPrefix("!")) {
@ -1451,7 +1451,7 @@ int Object::pickUpObject(const char *const messages[]) {
} else { } else {
// Play generic pickup sequence // Play generic pickup sequence
// Original moved cursor position here // Original moved cursor position here
people[PLAYER].goAllTheWay(); people[HOLMES].goAllTheWay();
ui._menuCounter = 25; ui._menuCounter = 25;
ui._temp1 = 1; ui._temp1 = 1;
} }
@ -1596,17 +1596,37 @@ void CAnim::load3DO(Common::SeekableReadStream &s) {
/*----------------------------------------------------------------*/ /*----------------------------------------------------------------*/
CAnimStream::CAnimStream() { CAnimStream::CAnimStream() {
_stream = nullptr;
_frameSize = 0;
_images = nullptr; _images = nullptr;
_imageFrame = nullptr; _imageFrame = nullptr;
_frameNumber = 0;
_flags = 0; _flags = 0;
_scaleVal = 0; _scaleVal = 0;
_zPlacement = 0; _zPlacement = 0;
} }
CAnimStream::~CAnimStream() {
delete _images;
}
void CAnimStream::load(Common::SeekableReadStream *stream) {
delete _images;
_images = new ImageFile(*stream, false);
_imageFrame = &(*_images)[0];
_frameNumber = 0;
}
void CAnimStream::close() {
delete _images;
_images = nullptr;
_imageFrame = nullptr;
_frameNumber = 0;
}
void CAnimStream::getNextFrame() { void CAnimStream::getNextFrame() {
// TODO if (++_frameNumber < (int)_images->size())
_imageFrame = &(*_images)[_frameNumber];
else
_imageFrame = nullptr;
} }
/*----------------------------------------------------------------*/ /*----------------------------------------------------------------*/

View file

@ -464,10 +464,8 @@ struct CAnim {
}; };
class CAnimStream { class CAnimStream {
Common::SeekableReadStream *_stream; // Stream to read frames from ImageFile *_images;
int _frameSize; // Temporary used to store the frame size int _frameNumber;
void *_images; // TOOD: FIgure out hwo to hook up ImageFile with streaming support
public: public:
ImageFrame *_imageFrame; ImageFrame *_imageFrame;
@ -480,8 +478,27 @@ public:
int _zPlacement; // Used by doBgAnim for determining Z order int _zPlacement; // Used by doBgAnim for determining Z order
public: public:
CAnimStream(); CAnimStream();
~CAnimStream();
/**
* Load the animation's images
*/
void load(Common::SeekableReadStream *stream);
/**
* Close any currently active animation
*/
void close();
/**
* Get the next frame of the animation
*/
void getNextFrame(); void getNextFrame();
/**
* Returns whether the animation is active
*/
bool active() const { return _imageFrame != nullptr; }
}; };
struct SceneImage { struct SceneImage {

View file

@ -232,7 +232,7 @@ People::~People() {
} }
void People::reset() { void People::reset() {
_data[PLAYER]->_description = "Sherlock Holmes!"; _data[HOLMES]->_description = "Sherlock Holmes!";
// Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites // 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; int count = IS_SERRATED_SCALPEL ? 1 : MAX_CHARACTERS;
@ -356,9 +356,9 @@ void People::synchronize(Serializer &s) {
s.syncAsByte(_holmesOn); s.syncAsByte(_holmesOn);
if (IS_SERRATED_SCALPEL) { if (IS_SERRATED_SCALPEL) {
s.syncAsSint16LE(_data[PLAYER]->_position.x); s.syncAsSint16LE(_data[HOLMES]->_position.x);
s.syncAsSint16LE(_data[PLAYER]->_position.y); s.syncAsSint16LE(_data[HOLMES]->_position.y);
s.syncAsSint16LE(_data[PLAYER]->_sequenceNumber); s.syncAsSint16LE(_data[HOLMES]->_sequenceNumber);
} else { } else {
for (uint idx = 0; idx < _data.size(); ++idx) { for (uint idx = 0; idx < _data.size(); ++idx) {
Person &p = *_data[idx]; Person &p = *_data[idx];
@ -375,8 +375,8 @@ void People::synchronize(Serializer &s) {
s.syncAsSint16LE(_holmesQuotient); s.syncAsSint16LE(_holmesQuotient);
if (s.isLoading()) { if (s.isLoading()) {
_hSavedPos = _data[PLAYER]->_position; _hSavedPos = _data[HOLMES]->_position;
_hSavedFacing = _data[PLAYER]->_sequenceNumber; _hSavedFacing = _data[HOLMES]->_sequenceNumber;
} }
} }

View file

@ -31,7 +31,8 @@
namespace Sherlock { namespace Sherlock {
enum PeopleId { enum PeopleId {
PLAYER = 0, HOLMES = 0,
WATSON = 1,
MAX_NPC_PATH = 200 MAX_NPC_PATH = 200
}; };

View file

@ -961,7 +961,7 @@ void ScalpelEngine::startScene() {
} }
void ScalpelEngine::eraseMirror12() { void ScalpelEngine::eraseMirror12() {
Common::Point pt((*_people)[PLAYER]._position.x / FIXED_INT_MULTIPLIER, (*_people)[PLAYER]._position.y / FIXED_INT_MULTIPLIER); Common::Point pt((*_people)[HOLMES]._position.x / FIXED_INT_MULTIPLIER, (*_people)[HOLMES]._position.y / FIXED_INT_MULTIPLIER);
// If player is in range of the mirror, then restore background from the secondary back buffer // If player is in range of the mirror, then restore background from the secondary back buffer
if (Common::Rect(70, 100, 200, 200).contains(pt)) { if (Common::Rect(70, 100, 200, 200).contains(pt)) {
@ -972,13 +972,13 @@ void ScalpelEngine::eraseMirror12() {
void ScalpelEngine::doMirror12() { void ScalpelEngine::doMirror12() {
People &people = *_people; People &people = *_people;
Person &player = people[PLAYER]; Person &player = people[HOLMES];
Common::Point pt((*_people)[PLAYER]._position.x / FIXED_INT_MULTIPLIER, (*_people)[PLAYER]._position.y / FIXED_INT_MULTIPLIER); Common::Point pt((*_people)[HOLMES]._position.x / FIXED_INT_MULTIPLIER, (*_people)[HOLMES]._position.y / FIXED_INT_MULTIPLIER);
int frameNum = player._walkSequences[player._sequenceNumber][player._frameNumber] + int frameNum = player._walkSequences[player._sequenceNumber][player._frameNumber] +
player._walkSequences[player._sequenceNumber][0] - 2; player._walkSequences[player._sequenceNumber][0] - 2;
switch ((*_people)[PLAYER]._sequenceNumber) { switch ((*_people)[HOLMES]._sequenceNumber) {
case WALK_DOWN: case WALK_DOWN:
frameNum -= 7; frameNum -= 7;
break; break;
@ -1021,12 +1021,12 @@ void ScalpelEngine::doMirror12() {
if (Common::Rect(80, 100, 145, 138).contains(pt)) { if (Common::Rect(80, 100, 145, 138).contains(pt)) {
// Get the frame of Sherlock to draw // Get the frame of Sherlock to draw
ImageFrame &imageFrame = (*people[PLAYER]._images)[frameNum]; ImageFrame &imageFrame = (*people[HOLMES]._images)[frameNum];
// Draw the mirror image of Holmes // Draw the mirror image of Holmes
bool flipped = people[PLAYER]._sequenceNumber == WALK_LEFT || people[PLAYER]._sequenceNumber == STOP_LEFT bool flipped = people[HOLMES]._sequenceNumber == WALK_LEFT || people[HOLMES]._sequenceNumber == STOP_LEFT
|| people[PLAYER]._sequenceNumber == WALK_UPRIGHT || people[PLAYER]._sequenceNumber == STOP_UPRIGHT || people[HOLMES]._sequenceNumber == WALK_UPRIGHT || people[HOLMES]._sequenceNumber == STOP_UPRIGHT
|| people[PLAYER]._sequenceNumber == WALK_DOWNLEFT || people[PLAYER]._sequenceNumber == STOP_DOWNLEFT; || people[HOLMES]._sequenceNumber == WALK_DOWNLEFT || people[HOLMES]._sequenceNumber == STOP_DOWNLEFT;
_screen->_backBuffer1.transBlitFrom(imageFrame, pt + Common::Point(38, -imageFrame._frame.h - 25), flipped); _screen->_backBuffer1.transBlitFrom(imageFrame, pt + Common::Point(38, -imageFrame._frame.h - 25), flipped);
// Redraw the mirror borders to prevent the drawn image of Holmes from appearing outside of the mirror // Redraw the mirror borders to prevent the drawn image of Holmes from appearing outside of the mirror
@ -1046,7 +1046,7 @@ void ScalpelEngine::doMirror12() {
} }
void ScalpelEngine::flushMirror12() { void ScalpelEngine::flushMirror12() {
Common::Point pt((*_people)[PLAYER]._position.x / FIXED_INT_MULTIPLIER, (*_people)[PLAYER]._position.y / FIXED_INT_MULTIPLIER); Common::Point pt((*_people)[HOLMES]._position.x / FIXED_INT_MULTIPLIER, (*_people)[HOLMES]._position.y / FIXED_INT_MULTIPLIER);
// If player is in range of the mirror, then draw the entire mirror area to the screen // If player is in range of the mirror, then draw the entire mirror area to the screen
if (Common::Rect(70, 100, 200, 200).contains(pt)) if (Common::Rect(70, 100, 200, 200).contains(pt))

View file

@ -155,7 +155,7 @@ int ScalpelMap::show() {
_drawMap = true; _drawMap = true;
_charPoint = -1; _charPoint = -1;
_point = -1; _point = -1;
people[PLAYER]._position = _lDrawnPos = _overPos; people[HOLMES]._position = _lDrawnPos = _overPos;
// Show place icons // Show place icons
showPlaces(); showPlaces();
@ -233,7 +233,7 @@ int ScalpelMap::show() {
} }
if ((events._released || events._rightReleased) && _point != -1) { if ((events._released || events._rightReleased) && _point != -1) {
if (people[PLAYER]._walkCount == 0) { if (people[HOLMES]._walkCount == 0) {
people._walkDest = _points[_point] + Common::Point(4, 9); people._walkDest = _points[_point] + Common::Point(4, 9);
_charPoint = _point; _charPoint = _point;
@ -247,7 +247,7 @@ int ScalpelMap::show() {
} }
// Check if a scene has beeen selected and we've finished "moving" to it // Check if a scene has beeen selected and we've finished "moving" to it
if (people[PLAYER]._walkCount == 0) { if (people[HOLMES]._walkCount == 0) {
if (_charPoint >= 1 && _charPoint < (int)_points.size()) if (_charPoint >= 1 && _charPoint < (int)_points.size())
exitFlag = true; exitFlag = true;
} }
@ -266,7 +266,7 @@ int ScalpelMap::show() {
} }
freeSprites(); freeSprites();
_overPos = people[PLAYER]._position; _overPos = people[HOLMES]._position;
// Reset font // Reset font
screen.setFont(oldFont); screen.setFont(oldFont);
@ -288,7 +288,7 @@ void ScalpelMap::setupSprites() {
_shapes = new ImageFile("mapicon.vgs"); _shapes = new ImageFile("mapicon.vgs");
_iconShapes = new ImageFile("overicon.vgs"); _iconShapes = new ImageFile("overicon.vgs");
_iconSave.create((*_shapes)[4]._width, (*_shapes)[4]._height, _vm->getPlatform()); _iconSave.create((*_shapes)[4]._width, (*_shapes)[4]._height, _vm->getPlatform());
Person &p = people[PLAYER]; Person &p = people[HOLMES];
p._description = " "; p._description = " ";
p._type = CHARACTER; p._type = CHARACTER;
p._position = Common::Point(12400, 5000); p._position = Common::Point(12400, 5000);
@ -353,11 +353,11 @@ void ScalpelMap::showPlaceName(int idx, bool highlighted) {
int width = screen.stringWidth(name); int width = screen.stringWidth(name);
if (!_cursorIndex) { if (!_cursorIndex) {
saveIcon(people[PLAYER]._imageFrame, _lDrawnPos); saveIcon(people[HOLMES]._imageFrame, _lDrawnPos);
bool flipped = people[PLAYER]._sequenceNumber == MAP_DOWNLEFT || people[PLAYER]._sequenceNumber == MAP_LEFT bool flipped = people[HOLMES]._sequenceNumber == MAP_DOWNLEFT || people[HOLMES]._sequenceNumber == MAP_LEFT
|| people[PLAYER]._sequenceNumber == MAP_UPLEFT; || people[HOLMES]._sequenceNumber == MAP_UPLEFT;
screen._backBuffer1.transBlitFrom(*people[PLAYER]._imageFrame, _lDrawnPos, flipped); screen._backBuffer1.transBlitFrom(*people[HOLMES]._imageFrame, _lDrawnPos, flipped);
} }
if (highlighted) { if (highlighted) {
@ -390,26 +390,26 @@ void ScalpelMap::updateMap(bool flushScreen) {
else else
_savedPos.x = -1; _savedPos.x = -1;
people[PLAYER].adjustSprite(); people[HOLMES].adjustSprite();
_lDrawnPos.x = hPos.x = people[PLAYER]._position.x / FIXED_INT_MULTIPLIER - _bigPos.x; _lDrawnPos.x = hPos.x = people[HOLMES]._position.x / FIXED_INT_MULTIPLIER - _bigPos.x;
_lDrawnPos.y = hPos.y = people[PLAYER]._position.y / FIXED_INT_MULTIPLIER - people[PLAYER].frameHeight() - _bigPos.y; _lDrawnPos.y = hPos.y = people[HOLMES]._position.y / FIXED_INT_MULTIPLIER - people[HOLMES].frameHeight() - _bigPos.y;
// Draw the person icon // Draw the person icon
saveIcon(people[PLAYER]._imageFrame, hPos); saveIcon(people[HOLMES]._imageFrame, hPos);
if (people[PLAYER]._sequenceNumber == MAP_DOWNLEFT || people[PLAYER]._sequenceNumber == MAP_LEFT if (people[HOLMES]._sequenceNumber == MAP_DOWNLEFT || people[HOLMES]._sequenceNumber == MAP_LEFT
|| people[PLAYER]._sequenceNumber == MAP_UPLEFT) || people[HOLMES]._sequenceNumber == MAP_UPLEFT)
screen._backBuffer1.transBlitFrom(*people[PLAYER]._imageFrame, hPos, true); screen._backBuffer1.transBlitFrom(*people[HOLMES]._imageFrame, hPos, true);
else else
screen._backBuffer1.transBlitFrom(*people[PLAYER]._imageFrame, hPos, false); screen._backBuffer1.transBlitFrom(*people[HOLMES]._imageFrame, hPos, false);
if (flushScreen) { if (flushScreen) {
screen.slamArea(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT); screen.slamArea(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCREEN_HEIGHT);
} else if (!_drawMap) { } else if (!_drawMap) {
if (hPos.x > 0 && hPos.y >= 0 && hPos.x < SHERLOCK_SCREEN_WIDTH && hPos.y < SHERLOCK_SCREEN_HEIGHT) if (hPos.x > 0 && hPos.y >= 0 && hPos.x < SHERLOCK_SCREEN_WIDTH && hPos.y < SHERLOCK_SCREEN_HEIGHT)
screen.flushImage(people[PLAYER]._imageFrame, Common::Point(people[PLAYER]._position.x / FIXED_INT_MULTIPLIER - _bigPos.x, screen.flushImage(people[HOLMES]._imageFrame, Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER - _bigPos.x,
people[PLAYER]._position.y / FIXED_INT_MULTIPLIER - people[PLAYER].frameHeight() - _bigPos.y), people[HOLMES]._position.y / FIXED_INT_MULTIPLIER - people[HOLMES].frameHeight() - _bigPos.y),
&people[PLAYER]._oldPosition.x, &people[PLAYER]._oldPosition.y, &people[PLAYER]._oldSize.x, &people[PLAYER]._oldSize.y); &people[HOLMES]._oldPosition.x, &people[HOLMES]._oldPosition.y, &people[HOLMES]._oldSize.x, &people[HOLMES]._oldSize.y);
if (osPos.x != -1) if (osPos.x != -1)
screen.slamArea(osPos.x, osPos.y, osSize.x, osSize.y); screen.slamArea(osPos.x, osPos.y, osSize.x, osSize.y);
@ -428,15 +428,15 @@ void ScalpelMap::walkTheStreets() {
const byte *path = _paths.getPath(start, dest); const byte *path = _paths.getPath(start, dest);
// Add in destination position // Add in destination position
people[PLAYER]._walkTo.clear(); people[HOLMES]._walkTo.clear();
Common::Point destPos = people._walkDest; Common::Point destPos = people._walkDest;
// Check for any intermediate points between the two locations // Check for any intermediate points between the two locations
if (path[0] || _charPoint > 50 || _oldCharPoint > 50) { if (path[0] || _charPoint > 50 || _oldCharPoint > 50) {
people[PLAYER]._sequenceNumber = -1; people[HOLMES]._sequenceNumber = -1;
if (_charPoint == 51 || _oldCharPoint == 51) { if (_charPoint == 51 || _oldCharPoint == 51) {
people[PLAYER].setWalking(); people[HOLMES].setWalking();
} else { } else {
bool reversePath = false; bool reversePath = false;
@ -453,25 +453,25 @@ void ScalpelMap::walkTheStreets() {
} while (*path != 254); } while (*path != 254);
// Load up the path to use // Load up the path to use
people[PLAYER]._walkTo.clear(); people[HOLMES]._walkTo.clear();
if (reversePath) { if (reversePath) {
for (int idx = (int)tempPath.size() - 1; idx >= 0; --idx) for (int idx = (int)tempPath.size() - 1; idx >= 0; --idx)
people[PLAYER]._walkTo.push(tempPath[idx]); people[HOLMES]._walkTo.push(tempPath[idx]);
} else { } else {
for (int idx = 0; idx < (int)tempPath.size(); ++idx) for (int idx = 0; idx < (int)tempPath.size(); ++idx)
people[PLAYER]._walkTo.push(tempPath[idx]); people[HOLMES]._walkTo.push(tempPath[idx]);
} }
people._walkDest = people[PLAYER]._walkTo.pop() + Common::Point(12, 6); people._walkDest = people[HOLMES]._walkTo.pop() + Common::Point(12, 6);
people[PLAYER].setWalking(); people[HOLMES].setWalking();
} }
} else { } else {
people[PLAYER]._walkCount = 0; people[HOLMES]._walkCount = 0;
} }
// Store the final destination icon position // Store the final destination icon position
people[PLAYER]._walkTo.push(destPos); people[HOLMES]._walkTo.push(destPos);
} }
void ScalpelMap::saveIcon(ImageFrame *src, const Common::Point &pt) { void ScalpelMap::saveIcon(ImageFrame *src, const Common::Point &pt) {

View file

@ -52,8 +52,8 @@ void ScalpelPerson::adjustSprite() {
if (!_walkCount) { if (!_walkCount) {
// If there any points left for the character to walk to along the // If there any points left for the character to walk to along the
// route to a destination, then move to the next point // route to a destination, then move to the next point
if (!people[PLAYER]._walkTo.empty()) { if (!people[HOLMES]._walkTo.empty()) {
people._walkDest = people[PLAYER]._walkTo.pop(); people._walkDest = people[HOLMES]._walkTo.pop();
setWalking(); setWalking();
} else { } else {
gotoStand(); gotoStand();
@ -179,8 +179,8 @@ void ScalpelPerson::gotoStand() {
if (map._active) { if (map._active) {
_sequenceNumber = 0; _sequenceNumber = 0;
people[PLAYER]._position.x = (map[map._charPoint].x - 6) * FIXED_INT_MULTIPLIER; people[HOLMES]._position.x = (map[map._charPoint].x - 6) * FIXED_INT_MULTIPLIER;
people[PLAYER]._position.y = (map[map._charPoint].y + 10) * FIXED_INT_MULTIPLIER; people[HOLMES]._position.y = (map[map._charPoint].y + 10) * FIXED_INT_MULTIPLIER;
} }
_oldWalkSequence = -1; _oldWalkSequence = -1;
@ -401,14 +401,14 @@ void ScalpelPeople::setTalking(int speaker) {
void ScalpelPeople::synchronize(Serializer &s) { void ScalpelPeople::synchronize(Serializer &s) {
s.syncAsByte(_holmesOn); s.syncAsByte(_holmesOn);
s.syncAsSint32LE(_data[PLAYER]->_position.x); s.syncAsSint32LE(_data[HOLMES]->_position.x);
s.syncAsSint32LE(_data[PLAYER]->_position.y); s.syncAsSint32LE(_data[HOLMES]->_position.y);
s.syncAsSint16LE(_data[PLAYER]->_sequenceNumber); s.syncAsSint16LE(_data[HOLMES]->_sequenceNumber);
s.syncAsSint16LE(_holmesQuotient); s.syncAsSint16LE(_holmesQuotient);
if (s.isLoading()) { if (s.isLoading()) {
_hSavedPos = _data[PLAYER]->_position; _hSavedPos = _data[HOLMES]->_position;
_hSavedFacing = _data[PLAYER]->_sequenceNumber; _hSavedFacing = _data[HOLMES]->_sequenceNumber;
} }
} }
@ -442,22 +442,20 @@ void ScalpelPeople::setTalkSequence(int speaker, int sequenceNum) {
} }
} }
bool ScalpelPeople::loadWalk() { bool ScalpelPeople::loadWalk() {
Resources &res = *_vm->_res;
bool result = false; bool result = false;
if (_data[PLAYER]->_walkLoaded) { if (_data[HOLMES]->_walkLoaded) {
return false; return false;
} else { } else {
if (_vm->getPlatform() != Common::kPlatform3DO) { if (_vm->getPlatform() != Common::kPlatform3DO) {
_data[PLAYER]->_images = new ImageFile("walk.vgs"); _data[HOLMES]->_images = new ImageFile("walk.vgs");
} else { } else {
// Load walk.anim on 3DO, which is a cel animation file // Load walk.anim on 3DO, which is a cel animation file
_data[PLAYER]->_images = new ImageFile3DO("walk.anim", kImageFile3DOType_CelAnimation); _data[HOLMES]->_images = new ImageFile3DO("walk.anim", kImageFile3DOType_CelAnimation);
} }
_data[PLAYER]->setImageFrame(); _data[HOLMES]->setImageFrame();
_data[PLAYER]->_walkLoaded = true; _data[HOLMES]->_walkLoaded = true;
result = true; result = true;
} }

View file

@ -138,7 +138,7 @@ void ScalpelScene::drawAllShapes() {
void ScalpelScene::checkBgShapes() { void ScalpelScene::checkBgShapes() {
People &people = *_vm->_people; People &people = *_vm->_people;
Person &holmes = people[PLAYER]; Person &holmes = people[HOLMES];
Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER); Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
// Call the base scene method to handle bg shapes // Call the base scene method to handle bg shapes
@ -229,14 +229,14 @@ void ScalpelScene::doBgAnim() {
vm.eraseMirror12(); vm.eraseMirror12();
// Restore the back buffer from the back buffer 2 in the changed area // Restore the back buffer from the back buffer 2 in the changed area
Common::Rect bounds(people[PLAYER]._oldPosition.x, people[PLAYER]._oldPosition.y, Common::Rect bounds(people[HOLMES]._oldPosition.x, people[HOLMES]._oldPosition.y,
people[PLAYER]._oldPosition.x + people[PLAYER]._oldSize.x, people[HOLMES]._oldPosition.x + people[HOLMES]._oldSize.x,
people[PLAYER]._oldPosition.y + people[PLAYER]._oldSize.y); people[HOLMES]._oldPosition.y + people[HOLMES]._oldSize.y);
Common::Point pt(bounds.left, bounds.top); Common::Point pt(bounds.left, bounds.top);
if (people[PLAYER]._type == CHARACTER) if (people[HOLMES]._type == CHARACTER)
screen.restoreBackground(bounds); screen.restoreBackground(bounds);
else if (people[PLAYER]._type == REMOVE) else if (people[HOLMES]._type == REMOVE)
screen._backBuffer->blitFrom(screen._backBuffer2, pt, bounds); screen._backBuffer->blitFrom(screen._backBuffer2, pt, bounds);
for (uint idx = 0; idx < _bgShapes.size(); ++idx) { for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
@ -291,8 +291,8 @@ void ScalpelScene::doBgAnim() {
_canimShapes[idx].adjustObject(); _canimShapes[idx].adjustObject();
} }
if (people[PLAYER]._type == CHARACTER && people._holmesOn) if (people[HOLMES]._type == CHARACTER && people._holmesOn)
people[PLAYER].adjustSprite(); people[HOLMES].adjustSprite();
// Flag the bg shapes which need to be redrawn // Flag the bg shapes which need to be redrawn
checkBgShapes(); checkBgShapes();
@ -331,16 +331,16 @@ void ScalpelScene::doBgAnim() {
} }
// Draw the person if not animating // Draw the person if not animating
if (people[PLAYER]._type == CHARACTER && people[PLAYER]._walkLoaded) { if (people[HOLMES]._type == CHARACTER && people[HOLMES]._walkLoaded) {
// If Holmes is too far to the right, move him back so he's on-screen // If Holmes is too far to the right, move him back so he's on-screen
int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[PLAYER]._imageFrame->_frame.w; int xRight = SHERLOCK_SCREEN_WIDTH - 2 - people[HOLMES]._imageFrame->_frame.w;
int tempX = MIN(people[PLAYER]._position.x / FIXED_INT_MULTIPLIER, xRight); int tempX = MIN(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER, xRight);
bool flipped = people[PLAYER]._sequenceNumber == WALK_LEFT || people[PLAYER]._sequenceNumber == STOP_LEFT || bool flipped = people[HOLMES]._sequenceNumber == WALK_LEFT || people[HOLMES]._sequenceNumber == STOP_LEFT ||
people[PLAYER]._sequenceNumber == WALK_UPLEFT || people[PLAYER]._sequenceNumber == STOP_UPLEFT || people[HOLMES]._sequenceNumber == WALK_UPLEFT || people[HOLMES]._sequenceNumber == STOP_UPLEFT ||
people[PLAYER]._sequenceNumber == WALK_DOWNRIGHT || people[PLAYER]._sequenceNumber == STOP_DOWNRIGHT; people[HOLMES]._sequenceNumber == WALK_DOWNRIGHT || people[HOLMES]._sequenceNumber == STOP_DOWNRIGHT;
screen._backBuffer->transBlitFrom(*people[PLAYER]._imageFrame, screen._backBuffer->transBlitFrom(*people[HOLMES]._imageFrame,
Common::Point(tempX, people[PLAYER]._position.y / FIXED_INT_MULTIPLIER - people[PLAYER]._imageFrame->_frame.h), flipped); Common::Point(tempX, people[HOLMES]._position.y / FIXED_INT_MULTIPLIER - people[HOLMES]._imageFrame->_frame.h), flipped);
} }
// Draw all static and active shapes are NORMAL and are in front of the person // Draw all static and active shapes are NORMAL and are in front of the person
@ -390,20 +390,20 @@ void ScalpelScene::doBgAnim() {
_animating = 0; _animating = 0;
screen.slamRect(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT)); screen.slamRect(Common::Rect(0, 0, SHERLOCK_SCREEN_WIDTH, SHERLOCK_SCENE_HEIGHT));
} else { } else {
if (people[PLAYER]._type != INVALID && ((_goToScene == -1 || _canimShapes.empty()))) { if (people[HOLMES]._type != INVALID && ((_goToScene == -1 || _canimShapes.empty()))) {
if (people[PLAYER]._type == REMOVE) { if (people[HOLMES]._type == REMOVE) {
screen.slamRect(Common::Rect( screen.slamRect(Common::Rect(
people[PLAYER]._oldPosition.x, people[PLAYER]._oldPosition.y, people[HOLMES]._oldPosition.x, people[HOLMES]._oldPosition.y,
people[PLAYER]._oldPosition.x + people[PLAYER]._oldSize.x, people[HOLMES]._oldPosition.x + people[HOLMES]._oldSize.x,
people[PLAYER]._oldPosition.y + people[PLAYER]._oldSize.y people[HOLMES]._oldPosition.y + people[HOLMES]._oldSize.y
)); ));
people[PLAYER]._type = INVALID; people[HOLMES]._type = INVALID;
} else { } else {
screen.flushImage(people[PLAYER]._imageFrame, screen.flushImage(people[HOLMES]._imageFrame,
Common::Point(people[PLAYER]._position.x / FIXED_INT_MULTIPLIER, Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER,
people[PLAYER]._position.y / FIXED_INT_MULTIPLIER - people[PLAYER].frameHeight()), people[HOLMES]._position.y / FIXED_INT_MULTIPLIER - people[HOLMES].frameHeight()),
&people[PLAYER]._oldPosition.x, &people[PLAYER]._oldPosition.y, &people[HOLMES]._oldPosition.x, &people[HOLMES]._oldPosition.y,
&people[PLAYER]._oldSize.x, &people[PLAYER]._oldSize.y); &people[HOLMES]._oldSize.x, &people[HOLMES]._oldSize.y);
} }
} }
@ -525,8 +525,8 @@ int ScalpelScene::startCAnim(int cAnimNum, int playRate) {
if (walkPos.x != -1) { if (walkPos.x != -1) {
// Holmes must walk to the walk point before the cAnimation is started // Holmes must walk to the walk point before the cAnimation is started
if (people[PLAYER]._position != walkPos) if (people[HOLMES]._position != walkPos)
people[PLAYER].walkToCoords(walkPos, walkDir); people[HOLMES].walkToCoords(walkPos, walkDir);
} }
if (talk._talkToAbort) if (talk._talkToAbort)
@ -563,7 +563,7 @@ int ScalpelScene::startCAnim(int cAnimNum, int playRate) {
if (cAnim._name.size() > 0 && cAnim._type != NO_SHAPE) { if (cAnim._name.size() > 0 && cAnim._type != NO_SHAPE) {
if (tpPos.x != -1) if (tpPos.x != -1)
people[PLAYER]._type = REMOVE; people[HOLMES]._type = REMOVE;
Common::String fname = cAnim._name + ".vgs"; Common::String fname = cAnim._name + ".vgs";
if (!res.isInCache(fname)) { if (!res.isInCache(fname)) {
@ -653,14 +653,14 @@ int ScalpelScene::startCAnim(int cAnimNum, int playRate) {
cObj._frameNumber += dir; cObj._frameNumber += dir;
} }
people[PLAYER]._type = CHARACTER; people[HOLMES]._type = CHARACTER;
} }
// Teleport to ending coordinates if necessary // Teleport to ending coordinates if necessary
if (tpPos.x != -1) { if (tpPos.x != -1) {
people[PLAYER]._position = tpPos; // Place the player people[HOLMES]._position = tpPos; // Place the player
people[PLAYER]._sequenceNumber = tpDir; people[HOLMES]._sequenceNumber = tpDir;
people[PLAYER].gotoStand(); people[HOLMES].gotoStand();
} }
if (playRate < 0) if (playRate < 0)
@ -686,10 +686,10 @@ int ScalpelScene::startCAnim(int cAnimNum, int playRate) {
if (tpPos.x != -1 && !talk._talkToAbort) { if (tpPos.x != -1 && !talk._talkToAbort) {
// Teleport to ending coordinates // Teleport to ending coordinates
people[PLAYER]._position = tpPos; people[HOLMES]._position = tpPos;
people[PLAYER]._sequenceNumber = tpDir; people[HOLMES]._sequenceNumber = tpDir;
people[PLAYER].gotoStand(); people[HOLMES].gotoStand();
} }
events.setCursor(oldCursor); events.setCursor(oldCursor);

View file

@ -456,7 +456,7 @@ OpcodeReturn ScalpelTalk::cmdWalkToCoords(const byte *&str) {
People &people = *_vm->_people; People &people = *_vm->_people;
++str; ++str;
people[PLAYER].walkToCoords(Point32(((str[0] - 1) * 256 + str[1] - 1) * FIXED_INT_MULTIPLIER, people[HOLMES].walkToCoords(Point32(((str[0] - 1) * 256 + str[1] - 1) * FIXED_INT_MULTIPLIER,
str[2] * FIXED_INT_MULTIPLIER), str[3] - 1); str[2] * FIXED_INT_MULTIPLIER), str[3] - 1);
if (_talkToAbort) if (_talkToAbort)
return RET_EXIT; return RET_EXIT;

View file

@ -326,7 +326,7 @@ void ScalpelUserInterface::handleInput() {
} else { } else {
people._walkDest = pt; people._walkDest = pt;
people._allowWalkAbort = false; people._allowWalkAbort = false;
people[PLAYER].goAllTheWay(); people[HOLMES].goAllTheWay();
} }
if (_oldKey != -1) { if (_oldKey != -1) {
@ -511,7 +511,7 @@ void ScalpelUserInterface::examine() {
scene.startCAnim(_cNum, canimSpeed); scene.startCAnim(_cNum, canimSpeed);
} else if (obj._lookPosition.y != 0) { } else if (obj._lookPosition.y != 0) {
// Need to walk to the object to be examined // Need to walk to the object to be examined
people[PLAYER].walkToCoords(obj._lookPosition, obj._lookFacing); people[HOLMES].walkToCoords(obj._lookPosition, obj._lookFacing);
} }
if (!talk._talkToAbort) { if (!talk._talkToAbort) {
@ -2236,13 +2236,13 @@ void ScalpelUserInterface::checkAction(ActionType &action, const char *const mes
printed = true; printed = true;
if (pt.x != -1) if (pt.x != -1)
// Holmes needs to walk to object before the action is done // Holmes needs to walk to object before the action is done
people[PLAYER].walkToCoords(pt, dir); people[HOLMES].walkToCoords(pt, dir);
if (!talk._talkToAbort) { if (!talk._talkToAbort) {
// Ensure Holmes is on the exact intended location // Ensure Holmes is on the exact intended location
people[PLAYER]._position = pt; people[HOLMES]._position = pt;
people[PLAYER]._sequenceNumber = dir; people[HOLMES]._sequenceNumber = dir;
people[PLAYER].gotoStand(); people[HOLMES].gotoStand();
talk.talkTo(action._names[nameIdx].c_str() + 2); talk.talkTo(action._names[nameIdx].c_str() + 2);
if (ch == 'T') if (ch == 'T')
@ -2255,7 +2255,7 @@ void ScalpelUserInterface::checkAction(ActionType &action, const char *const mes
if (doCAnim && !talk._talkToAbort) { if (doCAnim && !talk._talkToAbort) {
if (pt.x != -1) if (pt.x != -1)
// Holmes needs to walk to object before the action is done // Holmes needs to walk to object before the action is done
people[PLAYER].walkToCoords(pt, dir); people[HOLMES].walkToCoords(pt, dir);
} }
for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) { for (int nameIdx = 0; nameIdx < NAMES_COUNT; ++nameIdx) {

View file

@ -240,8 +240,8 @@ void Scene::selectScene() {
_tempFadeStyle = 0; _tempFadeStyle = 0;
} }
people._walkDest = Common::Point(people[PLAYER]._position.x / FIXED_INT_MULTIPLIER, people._walkDest = Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER,
people[PLAYER]._position.y / FIXED_INT_MULTIPLIER); people[HOLMES]._position.y / FIXED_INT_MULTIPLIER);
_restoreFlag = true; _restoreFlag = true;
events.clearEvents(); events.clearEvents();
@ -964,8 +964,8 @@ void Scene::transitionToScene() {
hSavedPos = Point32(160 * FIXED_INT_MULTIPLIER, 100 * FIXED_INT_MULTIPLIER); hSavedPos = Point32(160 * FIXED_INT_MULTIPLIER, 100 * FIXED_INT_MULTIPLIER);
hSavedFacing = 4; hSavedFacing = 4;
} else { } else {
hSavedPos = people[PLAYER]._position; hSavedPos = people[HOLMES]._position;
hSavedFacing = people[PLAYER]._sequenceNumber; hSavedFacing = people[HOLMES]._sequenceNumber;
} }
} else { } else {
// setup entrance info // setup entrance info
@ -988,8 +988,8 @@ void Scene::transitionToScene() {
if (hSavedFacing < 101) { if (hSavedFacing < 101) {
// Standard info, so set it // Standard info, so set it
people[PLAYER]._position = hSavedPos; people[HOLMES]._position = hSavedPos;
people[PLAYER]._sequenceNumber = hSavedFacing; people[HOLMES]._sequenceNumber = hSavedFacing;
} else { } else {
// It's canimation information // It's canimation information
cAnimNum = hSavedFacing - 101; cAnimNum = hSavedFacing - 101;
@ -1001,7 +1001,7 @@ void Scene::transitionToScene() {
if (cAnimNum != -1) { if (cAnimNum != -1) {
// Prevent Holmes from being drawn // Prevent Holmes from being drawn
people[PLAYER]._position = Common::Point(0, 0); people[HOLMES]._position = Common::Point(0, 0);
} }
for (uint objIdx = 0; objIdx < _bgShapes.size(); ++objIdx) { for (uint objIdx = 0; objIdx < _bgShapes.size(); ++objIdx) {
@ -1020,8 +1020,8 @@ void Scene::transitionToScene() {
} }
if (Common::Rect(topLeft.x, topLeft.y, bottomRight.x, bottomRight.y).contains( if (Common::Rect(topLeft.x, topLeft.y, bottomRight.x, bottomRight.y).contains(
Common::Point(people[PLAYER]._position.x / FIXED_INT_MULTIPLIER, Common::Point(people[HOLMES]._position.x / FIXED_INT_MULTIPLIER,
people[PLAYER]._position.y / FIXED_INT_MULTIPLIER))) { people[HOLMES]._position.y / FIXED_INT_MULTIPLIER))) {
// Current point is already inside box - impact occurred on // Current point is already inside box - impact occurred on
// a previous call. So simply do nothing except talk until the // a previous call. So simply do nothing except talk until the
// player is clear of the box // player is clear of the box
@ -1073,7 +1073,7 @@ void Scene::transitionToScene() {
PositionFacing pt = c._goto[0]; PositionFacing pt = c._goto[0];
c._goto[0].x = c._goto[0].y = -1; c._goto[0].x = c._goto[0].y = -1;
people[PLAYER]._position = Common::Point(0, 0); people[HOLMES]._position = Common::Point(0, 0);
startCAnim(cAnimNum, 1); startCAnim(cAnimNum, 1);
c._goto[0] = pt; c._goto[0] = pt;
@ -1205,7 +1205,7 @@ void Scene::synchronize(Serializer &s) {
void Scene::checkBgShapes() { void Scene::checkBgShapes() {
People &people = *_vm->_people; People &people = *_vm->_people;
Person &holmes = people[PLAYER]; Person &holmes = people[HOLMES];
Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER); Common::Point pt(holmes._position.x / FIXED_INT_MULTIPLIER, holmes._position.y / FIXED_INT_MULTIPLIER);
// Iterate through the shapes // Iterate through the shapes

View file

@ -169,13 +169,13 @@ void Talk::talkTo(const Common::String &filename) {
// Turn on the Exit option // Turn on the Exit option
ui._endKeyActive = true; ui._endKeyActive = true;
if (people[PLAYER]._walkCount || people[PLAYER]._walkTo.size() > 0) { if (people[HOLMES]._walkCount || people[HOLMES]._walkTo.size() > 0) {
// Only interrupt if an action if trying to do an action, and not just // Only interrupt if an action if trying to do an action, and not just
// if the player is walking around the scene // if the player is walking around the scene
if (people._allowWalkAbort) if (people._allowWalkAbort)
abortFlag = true; abortFlag = true;
people[PLAYER].gotoStand(); people[HOLMES].gotoStand();
} }
if (_talkToAbort) if (_talkToAbort)
@ -501,7 +501,7 @@ void Talk::talk(int objNum) {
events.setCursor(WAIT); events.setCursor(WAIT);
if (obj._lookPosition.y != 0) if (obj._lookPosition.y != 0)
// Need to walk to character first // Need to walk to character first
people[PLAYER].walkToCoords(obj._lookPosition, obj._lookFacing); people[HOLMES].walkToCoords(obj._lookPosition, obj._lookFacing);
events.setCursor(ARROW); events.setCursor(ARROW);
if (!_talkToAbort) if (!_talkToAbort)
@ -516,7 +516,7 @@ void Talk::talk(int objNum) {
events.setCursor(WAIT); events.setCursor(WAIT);
if (obj._lookPosition.y != 0) if (obj._lookPosition.y != 0)
// Walk over to person to talk to // Walk over to person to talk to
people[PLAYER].walkToCoords(obj._lookPosition, obj._lookFacing); people[HOLMES].walkToCoords(obj._lookPosition, obj._lookFacing);
events.setCursor(ARROW); events.setCursor(ARROW);
if (!_talkToAbort) { if (!_talkToAbort) {
@ -1318,14 +1318,14 @@ OpcodeReturn Talk::cmdEnableEndKey(const byte *&str) {
OpcodeReturn Talk::cmdHolmesOff(const byte *&str) { OpcodeReturn Talk::cmdHolmesOff(const byte *&str) {
People &people = *_vm->_people; People &people = *_vm->_people;
people[PLAYER]._type = REMOVE; people[HOLMES]._type = REMOVE;
return RET_SUCCESS; return RET_SUCCESS;
} }
OpcodeReturn Talk::cmdHolmesOn(const byte *&str) { OpcodeReturn Talk::cmdHolmesOn(const byte *&str) {
People &people = *_vm->_people; People &people = *_vm->_people;
people[PLAYER]._type = CHARACTER; people[HOLMES]._type = CHARACTER;
return RET_SUCCESS; return RET_SUCCESS;
} }
@ -1452,7 +1452,7 @@ OpcodeReturn Talk::cmdWalkToCAnimation(const byte *&str) {
++str; ++str;
CAnim &animation = scene._cAnim[str[0] - 1]; CAnim &animation = scene._cAnim[str[0] - 1];
people[PLAYER].walkToCoords(animation._goto[0], animation._goto[0]._facing); people[HOLMES].walkToCoords(animation._goto[0], animation._goto[0]._facing);
return _talkToAbort ? RET_EXIT : RET_SUCCESS; return _talkToAbort ? RET_EXIT : RET_SUCCESS;
} }

View file

@ -33,6 +33,7 @@ namespace Tattoo {
TattooEngine::TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc) : TattooEngine::TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc) :
SherlockEngine(syst, gameDesc) { SherlockEngine(syst, gameDesc) {
_creditsActive = false; _creditsActive = false;
_runningProlog = false;
} }
void TattooEngine::showOpening() { void TattooEngine::showOpening() {
@ -48,6 +49,7 @@ void TattooEngine::initialize() {
// Initialise the global flags // Initialise the global flags
_flags.resize(3200); _flags.resize(3200);
_flags[1] = _flags[4] = _flags[76] = true; _flags[1] = _flags[4] = _flags[76] = true;
_runningProlog = true;
// Add some more files to the cache // Add some more files to the cache
_res->addToCache("walk.lib"); _res->addToCache("walk.lib");

View file

@ -49,6 +49,7 @@ protected:
virtual void startScene(); virtual void startScene();
public: public:
bool _creditsActive; bool _creditsActive;
bool _runningProlog;
public: public:
TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc); TattooEngine(OSystem *syst, const SherlockGameDescription *gameDesc);
virtual ~TattooEngine() {} virtual ~TattooEngine() {}

View file

@ -108,7 +108,7 @@ void TattooPerson::adjustSprite() {
// See if the player has come to a stop after clicking on an Arrow zone to leave the scene. // See if the player has come to a stop after clicking on an Arrow zone to leave the scene.
// If so, this will set up the exit information for the scene transition // If so, this will set up the exit information for the scene transition
if (!_walkCount && scene._exitZone != -1 && scene._walkedInScene && scene._goToScene != -1 && if (!_walkCount && scene._exitZone != -1 && scene._walkedInScene && scene._goToScene != -1 &&
!_description.compareToIgnoreCase(people[PLAYER]._description)) { !_description.compareToIgnoreCase(people[HOLMES]._description)) {
people._hSavedPos = scene._exits[scene._exitZone]._newPosition; people._hSavedPos = scene._exits[scene._exitZone]._newPosition;
people._hSavedFacing = scene._exits[scene._exitZone]._newFacing; people._hSavedFacing = scene._exits[scene._exitZone]._newFacing;
@ -187,20 +187,20 @@ void TattooPerson::gotoStand() {
if (npc != -1 && people[npc]._npcFacing != -1) { if (npc != -1 && people[npc]._npcFacing != -1) {
if (people[npc]._npcFacing == FACING_PLAYER) { if (people[npc]._npcFacing == FACING_PLAYER) {
// See where Holmes is with respect to the NPC (x coords) // See where Holmes is with respect to the NPC (x coords)
if (people[PLAYER]._position.x < people[npc]._position.x) if (people[HOLMES]._position.x < people[npc]._position.x)
people[npc]._npcFacing = STOP_LEFT; people[npc]._npcFacing = STOP_LEFT;
else else
people[npc]._npcFacing = STOP_RIGHT; people[npc]._npcFacing = STOP_RIGHT;
// See where Holmes is with respect to the NPC (y coords) // See where Holmes is with respect to the NPC (y coords)
if (people[PLAYER]._position.y < people[npc]._position.y - (10 * FIXED_INT_MULTIPLIER)) { if (people[HOLMES]._position.y < people[npc]._position.y - (10 * FIXED_INT_MULTIPLIER)) {
// Holmes is above the NPC so reset the facing to the diagonal ups // Holmes is above the NPC so reset the facing to the diagonal ups
if (people[npc]._npcFacing == STOP_RIGHT) if (people[npc]._npcFacing == STOP_RIGHT)
people[npc]._npcFacing = STOP_UPRIGHT; people[npc]._npcFacing = STOP_UPRIGHT;
else else
people[npc]._npcFacing = STOP_UPLEFT; people[npc]._npcFacing = STOP_UPLEFT;
} else { } else {
if (people[PLAYER]._position.y > people[npc]._position.y + (10 * FIXED_INT_MULTIPLIER)) { if (people[HOLMES]._position.y > people[npc]._position.y + (10 * FIXED_INT_MULTIPLIER)) {
// Holmes is below the NPC so reset the facing to the diagonal downs // Holmes is below the NPC so reset the facing to the diagonal downs
if (people[npc]._npcFacing == STOP_RIGHT) if (people[npc]._npcFacing == STOP_RIGHT)
people[npc]._npcFacing = STOP_DOWNRIGHT; people[npc]._npcFacing = STOP_DOWNRIGHT;
@ -446,7 +446,7 @@ int TattooPeople::findSpeaker(int speaker) {
if (result == -1) { if (result == -1) {
bool flag = _vm->readFlags(76); bool flag = _vm->readFlags(76);
if (_data[PLAYER]->_type == CHARACTER && ((speaker == 0 && flag) || (speaker == 1 && !flag))) if (_data[HOLMES]->_type == CHARACTER && ((speaker == 0 && flag) || (speaker == 1 && !flag)))
return -1; return -1;
for (uint idx = 1; idx < _data.size(); ++idx) { for (uint idx = 1; idx < _data.size(); ++idx) {
@ -481,8 +481,8 @@ void TattooPeople::synchronize(Serializer &s) {
s.syncAsSint16LE(_holmesQuotient); s.syncAsSint16LE(_holmesQuotient);
if (s.isLoading()) { if (s.isLoading()) {
_hSavedPos = _data[PLAYER]->_position; _hSavedPos = _data[HOLMES]->_position;
_hSavedFacing = _data[PLAYER]->_sequenceNumber; _hSavedFacing = _data[HOLMES]->_sequenceNumber;
} }
} }

View file

@ -803,10 +803,134 @@ void TattooScene::setupBGArea(const byte cMap[PALETTE_SIZE]) {
} }
} }
#define ADJUST_COORD(COORD) if (COORD != -1) COORD *= FIXED_INT_MULTIPLIER
int TattooScene::startCAnim(int cAnimNum, int playRate) { int TattooScene::startCAnim(int cAnimNum, int playRate) {
error("TODO: startCAnim"); TattooEngine &vm = *(TattooEngine *)_vm;
Events &events = *_vm->_events;
TattooPeople &people = *(TattooPeople *)_vm->_people;
Resources &res = *_vm->_res;
Talk &talk = *_vm->_talk;
UserInterface &ui = *_vm->_ui;
// Exit immediately if the anim number is out of range, or the anim doesn't have a position specified
if (cAnimNum < 0 || cAnimNum >= (int)_cAnim.size() || _cAnim[cAnimNum]._position.x == -1)
// Return out of range error
return -1;
// Get the co-ordinates that the Player & NPC #1 must walk to and end on
CAnim &cAnim = _cAnim[cAnimNum];
PositionFacing goto1 = cAnim._goto[0];
PositionFacing goto2 = cAnim._goto[1];
PositionFacing teleport1 = cAnim._teleport[0];
PositionFacing teleport2 = cAnim._teleport[1];
// If the co-ordinates are valid (not -1), adjust them by the fixed int multiplier
ADJUST_COORD(goto1.x);
ADJUST_COORD(goto1.y);
ADJUST_COORD(goto2.x);
ADJUST_COORD(goto2.y);
ADJUST_COORD(teleport1.x);
ADJUST_COORD(teleport1.y);
ADJUST_COORD(teleport2.x);
ADJUST_COORD(teleport2.y);
// See if the Player must walk to a position before the animation starts
SpriteType savedPlayerType = people[HOLMES]._type;
if (goto1.x != -1 && people[HOLMES]._type == CHARACTER) {
if (people[HOLMES]._position != goto1)
people[HOLMES].walkToCoords(goto1, goto1._facing);
}
if (talk._talkToAbort)
return 1;
// See if NPC #1 must walk to a position before the animation starts
SpriteType savedNPCType = people[WATSON]._type;
if (goto2.x != -1 && people[WATSON]._type == CHARACTER) {
if (people[WATSON]._position != goto2)
people[WATSON].walkToCoords(goto2, goto2._facing);
}
if (talk._talkToAbort)
return 1;
// Turn the player (and NPC #1 if neccessary) off before running the canimation
if (teleport1.x != -1 && savedPlayerType == CHARACTER)
people[HOLMES]._type = REMOVE;
if (teleport2.x != -1 && savedNPCType == CHARACTER)
people[WATSON]._type = REMOVE;
if (ui._windowOpen)
ui.banishWindow();
//_activeCAnim._filesize = cAnim._size;
// Open up the room resource file and get the data for the animation
Common::SeekableReadStream *stream = res.load(_rrmName);
stream->seek(44 + cAnimNum * 4);
stream->seek(stream->readUint32LE());
Common::SeekableReadStream *animStream = stream->readStream(cAnim._size);
delete stream;
// Set up the active animation
_activeCAnim._position = cAnim._position;
_activeCAnim._oldBounds = Common::Rect(0, 0, 0, 0);
_activeCAnim._flags = cAnim._flags;
_activeCAnim._scaleVal = cAnim._scaleVal;
_activeCAnim._zPlacement = 0;
_activeCAnim.load(animStream);
while (_activeCAnim.active() && !_vm->shouldQuit()) {
doBgAnim();
events.pollEvents();
if (events.kbHit()) {
Common::KeyState keyState = events.getKey();
if (keyState.keycode == Common::KEYCODE_ESCAPE && vm._runningProlog) {
_vm->setFlags(-76);
_vm->setFlags(396);
_goToScene = 1;
talk._talkToAbort = true;
_activeCAnim.close();
}
}
}
// Turn the people back on
people[HOLMES]._type = savedPlayerType;
if (teleport2.x != -1)
people[WATSON]._type = savedNPCType;
// Teleport the Player to the ending coordinates if necessary
if (teleport1.x != -1 && savedPlayerType == CHARACTER) {
people[HOLMES]._position = teleport1;
people[HOLMES]._sequenceNumber = teleport1._facing;
people[HOLMES].gotoStand();
}
// Teleport Watson to the ending coordinates if necessary
if (teleport2.x != -1 && savedNPCType == CHARACTER) {
people[WATSON]._position = teleport2;
people[WATSON]._sequenceNumber = teleport2._facing;
people[WATSON].gotoStand();
}
// Flag the Canimation to be cleared
_activeCAnim._zPlacement = REMOVE;
_activeCAnim._removeBounds = _activeCAnim._oldBounds;
// Free up the animation
_activeCAnim.close();
return 1;
} }
#undef ADJUST_COORD
void TattooScene::setNPCPath(int npc) { void TattooScene::setNPCPath(int npc) {
TattooPeople &people = *(TattooPeople *)_vm->_people; TattooPeople &people = *(TattooPeople *)_vm->_people;
Talk &talk = *_vm->_talk; Talk &talk = *_vm->_talk;

View file

@ -243,7 +243,7 @@ OpcodeReturn TattooTalk::cmdWalkHolmesToCoords(const byte *&str) {
x = -1 * (x - 16384); x = -1 * (x - 16384);
// TODO: The RT walkToCoords call has an extra parameter, person, which is 0 (Holmes) here // TODO: The RT walkToCoords call has an extra parameter, person, which is 0 (Holmes) here
warning("TODO: cmdWalkHolmesToCoords - call RT walkToCoords variant"); warning("TODO: cmdWalkHolmesToCoords - call RT walkToCoords variant");
people[PLAYER].walkToCoords(Point32(x * FIXED_INT_MULTIPLIER, people[HOLMES].walkToCoords(Point32(x * FIXED_INT_MULTIPLIER,
((str[2] - 1) * 256 + str[3] - 1) * FIXED_INT_MULTIPLIER), DIRECTION_CONVERSION[str[4] - 1]); ((str[2] - 1) * 256 + str[3] - 1) * FIXED_INT_MULTIPLIER), DIRECTION_CONVERSION[str[4] - 1]);
if (_talkToAbort) if (_talkToAbort)
return RET_EXIT; return RET_EXIT;