293 lines
7.9 KiB
C++
293 lines
7.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "sherlock/scalpel/scalpel_people.h"
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#include "sherlock/scalpel/scalpel_map.h"
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#include "sherlock/sherlock.h"
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namespace Sherlock {
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namespace Scalpel {
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void ScalpelPerson::adjustSprite() {
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Map &map = *_vm->_map;
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People &people = *_vm->_people;
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Scene &scene = *_vm->_scene;
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Talk &talk = *_vm->_talk;
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if (_type == INVALID || (_type == CHARACTER && scene._animating))
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return;
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if (!talk._talkCounter && _type == CHARACTER && _walkCount) {
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// Handle active movement for the sprite
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_position += _delta;
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--_walkCount;
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if (!_walkCount) {
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// If there any points left for the character to walk to along the
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// route to a destination, then move to the next point
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if (!people._walkTo.empty()) {
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people._walkDest = people._walkTo.pop();
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people.setWalking();
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} else {
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people.gotoStand(*this);
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}
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}
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}
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if (_type == CHARACTER && !map._active) {
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if ((_position.y / FIXED_INT_MULTIPLIER) > LOWER_LIMIT) {
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_position.y = LOWER_LIMIT * FIXED_INT_MULTIPLIER;
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people.gotoStand(*this);
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}
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if ((_position.y / FIXED_INT_MULTIPLIER) < UPPER_LIMIT) {
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_position.y = UPPER_LIMIT * FIXED_INT_MULTIPLIER;
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people.gotoStand(*this);
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}
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if ((_position.x / FIXED_INT_MULTIPLIER) < LEFT_LIMIT) {
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_position.x = LEFT_LIMIT * FIXED_INT_MULTIPLIER;
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people.gotoStand(*this);
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}
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if ((_position.x / FIXED_INT_MULTIPLIER) > RIGHT_LIMIT) {
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_position.x = RIGHT_LIMIT * FIXED_INT_MULTIPLIER;
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people.gotoStand(*this);
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}
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} else if (!map._active) {
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_position.y = CLIP((int)_position.y, (int)UPPER_LIMIT, (int)LOWER_LIMIT);
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_position.x = CLIP((int)_position.x, (int)LEFT_LIMIT, (int)RIGHT_LIMIT);
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}
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if (!map._active || (map._frameChangeFlag = !map._frameChangeFlag))
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++_frameNumber;
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if (_frameNumber >= (int)_walkSequences[_sequenceNumber]._sequences.size() ||
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_walkSequences[_sequenceNumber][_frameNumber] == 0) {
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switch (_sequenceNumber) {
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case STOP_UP:
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case STOP_DOWN:
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case STOP_LEFT:
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case STOP_RIGHT:
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case STOP_UPRIGHT:
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case STOP_UPLEFT:
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case STOP_DOWNRIGHT:
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case STOP_DOWNLEFT:
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// We're in a stop sequence, so reset back to the last frame, so
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// the character is shown as standing still
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--_frameNumber;
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break;
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default:
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// Move 1 past the first frame - we need to compensate, since we
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// already passed the frame increment
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_frameNumber = 1;
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break;
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}
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}
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// Update the _imageFrame to point to the new frame's image
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setImageFrame();
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// Check to see if character has entered an exit zone
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if (!_walkCount && scene._walkedInScene && scene._goToScene == -1) {
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Common::Rect charRect(_position.x / FIXED_INT_MULTIPLIER - 5, _position.y / FIXED_INT_MULTIPLIER - 2,
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_position.x / FIXED_INT_MULTIPLIER + 5, _position.y / FIXED_INT_MULTIPLIER + 2);
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Exit *exit = scene.checkForExit(charRect);
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if (exit) {
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scene._goToScene = exit->_scene;
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if (exit->_people.x != 0) {
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people._hSavedPos = exit->_people;
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people._hSavedFacing = exit->_peopleDir;
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if (people._hSavedFacing > 100 && people._hSavedPos.x < 1)
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people._hSavedPos.x = 100;
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}
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}
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}
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}
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/*----------------------------------------------------------------*/
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ScalpelPeople::ScalpelPeople(SherlockEngine *vm) : People(vm) {
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_data.push_back(new ScalpelPerson());
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}
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void ScalpelPeople::setTalking(int speaker) {
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Resources &res = *_vm->_res;
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// If no speaker is specified, then we can exit immediately
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if (speaker == -1)
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return;
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if (_portraitsOn) {
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delete _talkPics;
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Common::String filename = Common::String::format("%s.vgs", _characters[speaker]._portrait);
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_talkPics = new ImageFile(filename);
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// Load portrait sequences
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Common::SeekableReadStream *stream = res.load("sequence.txt");
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stream->seek(speaker * MAX_FRAME);
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int idx = 0;
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do {
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_portrait._sequences[idx] = stream->readByte();
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++idx;
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} while (idx < 2 || _portrait._sequences[idx - 2] || _portrait._sequences[idx - 1]);
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delete stream;
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_portrait._maxFrames = idx;
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_portrait._frameNumber = 0;
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_portrait._sequenceNumber = 0;
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_portrait._images = _talkPics;
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_portrait._imageFrame = &(*_talkPics)[0];
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_portrait._position = Common::Point(_portraitSide, 10);
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_portrait._delta = Common::Point(0, 0);
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_portrait._oldPosition = Common::Point(0, 0);
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_portrait._goto = Common::Point(0, 0);
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_portrait._flags = 5;
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_portrait._status = 0;
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_portrait._misc = 0;
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_portrait._allow = 0;
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_portrait._type = ACTIVE_BG_SHAPE;
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_portrait._name = " ";
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_portrait._description = " ";
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_portrait._examine = " ";
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_portrait._walkCount = 0;
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if (_holmesFlip || _speakerFlip) {
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_portrait._flags |= 2;
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_holmesFlip = false;
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_speakerFlip = false;
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}
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if (_portraitSide == 20)
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_portraitSide = 220;
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else
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_portraitSide = 20;
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_portraitLoaded = true;
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}
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}
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void ScalpelPeople::synchronize(Serializer &s) {
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s.syncAsByte(_holmesOn);
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s.syncAsSint32LE(_data[PLAYER]->_position.x);
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s.syncAsSint32LE(_data[PLAYER]->_position.y);
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s.syncAsSint16LE(_data[PLAYER]->_sequenceNumber);
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s.syncAsSint16LE(_holmesQuotient);
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if (s.isLoading()) {
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_hSavedPos = _data[PLAYER]->_position;
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_hSavedFacing = _data[PLAYER]->_sequenceNumber;
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}
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}
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void ScalpelPeople::setTalkSequence(int speaker, int sequenceNum) {
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People &people = *_vm->_people;
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Scene &scene = *_vm->_scene;
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// If no speaker is specified, then nothing needs to be done
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if (speaker == -1)
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return;
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if (speaker) {
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int objNum = people.findSpeaker(speaker);
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if (objNum != -1) {
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Object &obj = scene._bgShapes[objNum];
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if (obj._seqSize < MAX_TALK_SEQUENCES) {
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warning("Tried to copy too many talk frames");
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}
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else {
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for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
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obj._sequences[idx] = people._characters[speaker]._talkSequences[idx];
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if (idx > 0 && !obj._sequences[idx] && !obj._sequences[idx - 1])
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return;
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obj._frameNumber = 0;
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obj._sequenceNumber = 0;
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}
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}
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}
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}
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}
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void ScalpelPeople::gotoStand(Sprite &sprite) {
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ScalpelMap &map = *(ScalpelMap *)_vm->_map;
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_walkTo.clear();
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sprite._walkCount = 0;
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switch (sprite._sequenceNumber) {
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case Scalpel::WALK_UP:
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sprite._sequenceNumber = STOP_UP;
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break;
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case WALK_DOWN:
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sprite._sequenceNumber = STOP_DOWN;
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break;
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case TALK_LEFT:
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case WALK_LEFT:
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sprite._sequenceNumber = STOP_LEFT;
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break;
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case TALK_RIGHT:
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case WALK_RIGHT:
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sprite._sequenceNumber = STOP_RIGHT;
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break;
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case WALK_UPRIGHT:
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sprite._sequenceNumber = STOP_UPRIGHT;
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break;
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case WALK_UPLEFT:
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sprite._sequenceNumber = STOP_UPLEFT;
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break;
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case WALK_DOWNRIGHT:
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sprite._sequenceNumber = STOP_DOWNRIGHT;
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break;
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case WALK_DOWNLEFT:
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sprite._sequenceNumber = STOP_DOWNLEFT;
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break;
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default:
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break;
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}
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// Only restart frame at 0 if the sequence number has changed
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if (_oldWalkSequence != -1 || sprite._sequenceNumber == Scalpel::STOP_UP)
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sprite._frameNumber = 0;
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if (map._active) {
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sprite._sequenceNumber = 0;
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_data[PLAYER]->_position.x = (map[map._charPoint].x - 6) * FIXED_INT_MULTIPLIER;
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_data[PLAYER]->_position.y = (map[map._charPoint].y + 10) * FIXED_INT_MULTIPLIER;
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}
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_oldWalkSequence = -1;
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_allowWalkAbort = true;
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}
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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