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engines/sherlock/people.cpp
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302
engines/sherlock/people.cpp
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/* 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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "sherlock/people.h"
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#include "sherlock/sherlock.h"
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#include "sherlock/scalpel/scalpel_people.h"
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#include "sherlock/tattoo/tattoo_people.h"
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namespace Sherlock {
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// Characer animation sequences
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static const uint8 CHARACTER_SEQUENCES[MAX_HOLMES_SEQUENCE][MAX_FRAME] = {
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{ 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Right
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{ 22, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down
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{ 29, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Left
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{ 15, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up
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{ 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Right
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{ 47, 1, 2, 3, 4, 5, 0 }, // Goto Stand Down
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{ 42, 1, 2, 3, 4, 5, 0 }, // Goto Stand Left
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{ 36, 1, 0 }, // Goto Stand Up
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{ 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Right
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{ 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Right
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{ 8, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Up Left
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{ 1, 1, 2, 3, 4, 5, 6, 7, 0 }, // Walk Down Left
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{ 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Right
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{ 37, 1, 2, 3, 4, 5, 0 }, // Goto Stand Up Left
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{ 52, 1, 2, 3, 4, 0 }, // Goto Stand Down Right
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{ 52, 1, 2, 3, 4, 0 } // Goto Stand Down Left
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};
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// Rose Tattoo walk image libraries
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// Walk resources within WALK.LIB
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const char *const WALK_LIB_NAMES[NUM_IN_WALK_LIB] = {
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"SVGAWALK.VGS",
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"COATWALK.VGS",
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"WATSON.VGS",
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"NOHAT.VGS",
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"TUPRIGHT.VGS",
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"TRIGHT.VGS",
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"TDOWNRG.VGS",
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"TWUPRIGH.VGS",
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"TWRIGHT.VGS",
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"TWDOWNRG.VGS"
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};
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/*----------------------------------------------------------------*/
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Person::Person() : Sprite() {
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_walkLoaded = false;
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_oldWalkSequence = -1;
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_srcZone = _destZone = 0;
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}
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void Person::goAllTheWay() {
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Scene &scene = *_vm->_scene;
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Common::Point srcPt = getSourcePoint();
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// Get the zone the player is currently in
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_srcZone = scene.whichZone(srcPt);
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if (_srcZone == -1)
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_srcZone = scene.closestZone(srcPt);
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// Get the zone of the destination
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_destZone = scene.whichZone(_walkDest);
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if (_destZone == -1) {
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_destZone = scene.closestZone(_walkDest);
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// Check for any restriction of final destination position
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_walkDest = _vm->_people->restrictToZone(_destZone, _walkDest);
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}
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// Only do a walk if both zones are acceptable
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if (_srcZone == -2 || _destZone == -2)
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return;
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// If the start and dest zones are the same, walk directly to the dest point
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if (_srcZone == _destZone) {
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setWalking();
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} else {
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// Otherwise a path needs to be formed from the path information
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int i = scene._walkDirectory[_srcZone][_destZone];
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// See if we need to use a reverse path
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if (i == -1)
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i = scene._walkDirectory[_destZone][_srcZone];
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const WalkArray &points = scene._walkPoints[i];
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// See how many points there are between the src and dest zones
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if (!points._pointsCount || points._pointsCount == -1) {
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// There are none, so just walk to the new zone
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setWalking();
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} else {
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// There are points, so set up a multi-step path between points
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// to reach the given destination
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_walkTo.clear();
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if (scene._walkDirectory[_srcZone][_destZone] != -1) {
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for (int idx = (int)points.size() - 1; idx >= 0; --idx)
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_walkTo.push(points[idx]);
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} else {
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for (int idx = 0; idx < (int)points.size(); ++idx) {
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_walkTo.push(points[idx]);
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}
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}
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// Final position
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_walkTo.push(_walkDest);
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// Start walking
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_walkDest = _walkTo.pop();
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setWalking();
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}
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}
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}
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/*----------------------------------------------------------------*/
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People *People::init(SherlockEngine *vm) {
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if (vm->getGameID() == GType_SerratedScalpel)
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return new Scalpel::ScalpelPeople(vm);
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else
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return new Tattoo::TattooPeople(vm);
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}
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People::People(SherlockEngine *vm) : _vm(vm) {
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_holmesOn = true;
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_allowWalkAbort = true;
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_portraitLoaded = false;
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_portraitsOn = true;
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_clearingThePortrait = false;
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_talkPics = nullptr;
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_portraitSide = 0;
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_speakerFlip = false;
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_holmesFlip = false;
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_holmesQuotient = 0;
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_savedPos = Point32(-1, -1);
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_savedPos._facing = -1;
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_forceWalkReload = false;
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_useWalkLib = false;
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_walkControl = 0;
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_portrait._sequences = new byte[32];
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}
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People::~People() {
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for (uint idx = 0; idx < _data.size(); ++idx) {
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if (_data[idx]->_walkLoaded)
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delete _data[idx]->_images;
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delete _data[idx];
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}
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delete _talkPics;
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delete[] _portrait._sequences;
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}
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void People::reset() {
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SaveManager &saves = *_vm->_saves;
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Talk &talk = *_vm->_talk;
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_data[HOLMES]->_description = "Sherlock Holmes!";
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// Note: Serrated Scalpel only uses a single Person slot for Sherlock.. Watson is handled by scene sprites
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int count = IS_SERRATED_SCALPEL ? 1 : MAX_CHARACTERS;
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for (int idx = 0; idx < count; ++idx) {
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Person &p = *_data[idx];
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if (IS_SERRATED_SCALPEL) {
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p._type = _holmesOn ? CHARACTER : HIDDEN;
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if (!saves._justLoaded)
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p._position = Point32(100 * FIXED_INT_MULTIPLIER, 110 * FIXED_INT_MULTIPLIER);
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} else if (!talk._scriptMoreFlag && !saves._justLoaded) {
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p._type = (idx == 0) ? CHARACTER : INVALID;
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p._position = Point32(36 * FIXED_INT_MULTIPLIER, 29 * FIXED_INT_MULTIPLIER);
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p._use[0]._verb = "";
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p._use[1]._verb = "";
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}
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p._sequenceNumber = IS_SERRATED_SCALPEL ? (int)Scalpel::STOP_DOWNRIGHT : (int)Tattoo::STOP_DOWNRIGHT;
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p._imageFrame = nullptr;
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p._frameNumber = 1;
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p._startSeq = 0;
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p._delta = Point32(0, 0);
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p._oldPosition = Common::Point(0, 0);
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p._oldSize = Common::Point(0, 0);
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p._misc = 0;
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p._pickUp = "";
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p._allow = 0;
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p._noShapeSize = Common::Point(0, 0);
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p._goto = Common::Point(0, 0);
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p._status = 0;
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p._seqTo = 0;
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p._seqCounter = p._seqCounter2 = 0;
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p._seqStack = 0;
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p._gotoSeq = p._talkSeq = 0;
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p._restoreSlot = 0;
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p._startSeq = 0;
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p._altImages = nullptr;
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p._altSeq = 0;
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p._centerWalk = true;
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p._adjust = Common::Point(0, 0);
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// Load the default walk sequences
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p._walkCount = 0;
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p._walkTo.clear();
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p._oldWalkSequence = -1;
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p._walkSequences.clear();
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if (IS_SERRATED_SCALPEL) {
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p._walkSequences.resize(MAX_HOLMES_SEQUENCE);
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for (int seqIdx = 0; seqIdx < MAX_HOLMES_SEQUENCE; ++seqIdx) {
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p._walkSequences[seqIdx]._sequences.clear();
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const byte *pSrc = &CHARACTER_SEQUENCES[seqIdx][0];
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do {
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p._walkSequences[seqIdx]._sequences.push_back(*pSrc);
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} while (*pSrc++);
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}
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}
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}
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}
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bool People::freeWalk() {
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bool result = false;
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for (int idx = 0; idx < MAX_CHARACTERS; ++idx) {
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if (_data[idx]->_walkLoaded) {
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delete _data[idx]->_images;
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_data[idx]->_images = nullptr;
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_data[idx]->_walkLoaded = false;
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result = true;
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}
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}
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return result;
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}
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int People::findSpeaker(int speaker) {
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Scene &scene = *_vm->_scene;
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const char *portrait = _characters[speaker]._portrait;
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for (int idx = 0; idx < (int)scene._bgShapes.size(); ++idx) {
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Object &obj = scene._bgShapes[idx];
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if (obj._type == ACTIVE_BG_SHAPE) {
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if (scumm_strnicmp(portrait, obj._name.c_str(), 4) == 0
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&& Common::isDigit(obj._name[4]))
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return idx;
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}
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}
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return -1;
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}
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void People::clearTalking() {
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Scene &scene = *_vm->_scene;
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Screen &screen = *_vm->_screen;
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Talk &talk = *_vm->_talk;
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if (_portraitsOn) {
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Common::Point pt = _portrait._position;
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int width, height;
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_portrait._imageFrame = _talkPics ? &(*_talkPics)[0] : (ImageFrame *)nullptr;
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// Flag portrait for removal, and save the size of the frame to use erasing it
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_portrait._type = REMOVE;
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_portrait._delta.x = width = _portrait.frameWidth();
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_portrait._delta.y = height = _portrait.frameHeight();
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delete _talkPics;
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_talkPics = nullptr;
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// Flag to let the talk code know not to interrupt on the next doBgAnim
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_clearingThePortrait = true;
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scene.doBgAnim();
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_clearingThePortrait = false;
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screen.slamArea(pt.x, pt.y, width, height);
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if (!talk._talkToAbort)
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_portraitLoaded = false;
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}
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}
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} // End of namespace Sherlock
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