scummvm/engines/sherlock/scalpel/scalpel_people.cpp

293 lines
7.9 KiB
C++

/* 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/scalpel/scalpel_people.h"
#include "sherlock/scalpel/scalpel_map.h"
#include "sherlock/sherlock.h"
namespace Sherlock {
namespace Scalpel {
void ScalpelPerson::adjustSprite() {
Map &map = *_vm->_map;
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
Talk &talk = *_vm->_talk;
if (_type == INVALID || (_type == CHARACTER && scene._animating))
return;
if (!talk._talkCounter && _type == CHARACTER && _walkCount) {
// Handle active movement for the sprite
_position += _delta;
--_walkCount;
if (!_walkCount) {
// If there any points left for the character to walk to along the
// route to a destination, then move to the next point
if (!people._walkTo.empty()) {
people._walkDest = people._walkTo.pop();
people.setWalking();
} else {
people.gotoStand(*this);
}
}
}
if (_type == CHARACTER && !map._active) {
if ((_position.y / FIXED_INT_MULTIPLIER) > LOWER_LIMIT) {
_position.y = LOWER_LIMIT * FIXED_INT_MULTIPLIER;
people.gotoStand(*this);
}
if ((_position.y / FIXED_INT_MULTIPLIER) < UPPER_LIMIT) {
_position.y = UPPER_LIMIT * FIXED_INT_MULTIPLIER;
people.gotoStand(*this);
}
if ((_position.x / FIXED_INT_MULTIPLIER) < LEFT_LIMIT) {
_position.x = LEFT_LIMIT * FIXED_INT_MULTIPLIER;
people.gotoStand(*this);
}
if ((_position.x / FIXED_INT_MULTIPLIER) > RIGHT_LIMIT) {
_position.x = RIGHT_LIMIT * FIXED_INT_MULTIPLIER;
people.gotoStand(*this);
}
} else if (!map._active) {
_position.y = CLIP((int)_position.y, (int)UPPER_LIMIT, (int)LOWER_LIMIT);
_position.x = CLIP((int)_position.x, (int)LEFT_LIMIT, (int)RIGHT_LIMIT);
}
if (!map._active || (map._frameChangeFlag = !map._frameChangeFlag))
++_frameNumber;
if (_frameNumber >= (int)_walkSequences[_sequenceNumber]._sequences.size() ||
_walkSequences[_sequenceNumber][_frameNumber] == 0) {
switch (_sequenceNumber) {
case STOP_UP:
case STOP_DOWN:
case STOP_LEFT:
case STOP_RIGHT:
case STOP_UPRIGHT:
case STOP_UPLEFT:
case STOP_DOWNRIGHT:
case STOP_DOWNLEFT:
// We're in a stop sequence, so reset back to the last frame, so
// the character is shown as standing still
--_frameNumber;
break;
default:
// Move 1 past the first frame - we need to compensate, since we
// already passed the frame increment
_frameNumber = 1;
break;
}
}
// Update the _imageFrame to point to the new frame's image
setImageFrame();
// Check to see if character has entered an exit zone
if (!_walkCount && scene._walkedInScene && scene._goToScene == -1) {
Common::Rect charRect(_position.x / FIXED_INT_MULTIPLIER - 5, _position.y / FIXED_INT_MULTIPLIER - 2,
_position.x / FIXED_INT_MULTIPLIER + 5, _position.y / FIXED_INT_MULTIPLIER + 2);
Exit *exit = scene.checkForExit(charRect);
if (exit) {
scene._goToScene = exit->_scene;
if (exit->_people.x != 0) {
people._hSavedPos = exit->_people;
people._hSavedFacing = exit->_peopleDir;
if (people._hSavedFacing > 100 && people._hSavedPos.x < 1)
people._hSavedPos.x = 100;
}
}
}
}
/*----------------------------------------------------------------*/
ScalpelPeople::ScalpelPeople(SherlockEngine *vm) : People(vm) {
_data.push_back(new ScalpelPerson());
}
void ScalpelPeople::setTalking(int speaker) {
Resources &res = *_vm->_res;
// If no speaker is specified, then we can exit immediately
if (speaker == -1)
return;
if (_portraitsOn) {
delete _talkPics;
Common::String filename = Common::String::format("%s.vgs", _characters[speaker]._portrait);
_talkPics = new ImageFile(filename);
// Load portrait sequences
Common::SeekableReadStream *stream = res.load("sequence.txt");
stream->seek(speaker * MAX_FRAME);
int idx = 0;
do {
_portrait._sequences[idx] = stream->readByte();
++idx;
} while (idx < 2 || _portrait._sequences[idx - 2] || _portrait._sequences[idx - 1]);
delete stream;
_portrait._maxFrames = idx;
_portrait._frameNumber = 0;
_portrait._sequenceNumber = 0;
_portrait._images = _talkPics;
_portrait._imageFrame = &(*_talkPics)[0];
_portrait._position = Common::Point(_portraitSide, 10);
_portrait._delta = Common::Point(0, 0);
_portrait._oldPosition = Common::Point(0, 0);
_portrait._goto = Common::Point(0, 0);
_portrait._flags = 5;
_portrait._status = 0;
_portrait._misc = 0;
_portrait._allow = 0;
_portrait._type = ACTIVE_BG_SHAPE;
_portrait._name = " ";
_portrait._description = " ";
_portrait._examine = " ";
_portrait._walkCount = 0;
if (_holmesFlip || _speakerFlip) {
_portrait._flags |= 2;
_holmesFlip = false;
_speakerFlip = false;
}
if (_portraitSide == 20)
_portraitSide = 220;
else
_portraitSide = 20;
_portraitLoaded = true;
}
}
void ScalpelPeople::synchronize(Serializer &s) {
s.syncAsByte(_holmesOn);
s.syncAsSint32LE(_data[PLAYER]->_position.x);
s.syncAsSint32LE(_data[PLAYER]->_position.y);
s.syncAsSint16LE(_data[PLAYER]->_sequenceNumber);
s.syncAsSint16LE(_holmesQuotient);
if (s.isLoading()) {
_hSavedPos = _data[PLAYER]->_position;
_hSavedFacing = _data[PLAYER]->_sequenceNumber;
}
}
void ScalpelPeople::setTalkSequence(int speaker, int sequenceNum) {
People &people = *_vm->_people;
Scene &scene = *_vm->_scene;
// If no speaker is specified, then nothing needs to be done
if (speaker == -1)
return;
if (speaker) {
int objNum = people.findSpeaker(speaker);
if (objNum != -1) {
Object &obj = scene._bgShapes[objNum];
if (obj._seqSize < MAX_TALK_SEQUENCES) {
warning("Tried to copy too many talk frames");
}
else {
for (int idx = 0; idx < MAX_TALK_SEQUENCES; ++idx) {
obj._sequences[idx] = people._characters[speaker]._talkSequences[idx];
if (idx > 0 && !obj._sequences[idx] && !obj._sequences[idx - 1])
return;
obj._frameNumber = 0;
obj._sequenceNumber = 0;
}
}
}
}
}
void ScalpelPeople::gotoStand(Sprite &sprite) {
ScalpelMap &map = *(ScalpelMap *)_vm->_map;
_walkTo.clear();
sprite._walkCount = 0;
switch (sprite._sequenceNumber) {
case Scalpel::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 == Scalpel::STOP_UP)
sprite._frameNumber = 0;
if (map._active) {
sprite._sequenceNumber = 0;
_data[PLAYER]->_position.x = (map[map._charPoint].x - 6) * FIXED_INT_MULTIPLIER;
_data[PLAYER]->_position.y = (map[map._charPoint].y + 10) * FIXED_INT_MULTIPLIER;
}
_oldWalkSequence = -1;
_allowWalkAbort = true;
}
} // End of namespace Scalpel
} // End of namespace Sherlock