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engines/sherlock/tattoo/tattoo_people.h
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279
engines/sherlock/tattoo/tattoo_people.h
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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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#ifndef SHERLOCK_TATTOO_PEOPLE_H
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#define SHERLOCK_TATTOO_PEOPLE_H
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#include "common/scummsys.h"
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#include "common/stack.h"
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#include "sherlock/people.h"
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namespace Sherlock {
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class SherlockEngine;
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namespace Tattoo {
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// Animation sequence identifiers for characters
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enum TattooSequences {
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// Walk Sequences Numbers for NPCs
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WALK_UP = 0,
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WALK_UPRIGHT = 1,
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WALK_RIGHT = 2,
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WALK_DOWNRIGHT = 3,
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WALK_DOWN = 4,
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WALK_DOWNLEFT = 5,
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WALK_LEFT = 6,
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WALK_UPLEFT = 7,
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// Stop Sequences Numbers for NPCs
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STOP_UP = 8,
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STOP_UPRIGHT = 9,
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STOP_RIGHT = 10,
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STOP_DOWNRIGHT = 11,
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STOP_DOWN = 12,
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STOP_DOWNLEFT = 13,
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STOP_LEFT = 14,
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STOP_UPLEFT = 15,
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// NPC Talk Sequence Numbers
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TALK_UPRIGHT = 16,
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TALK_RIGHT = 17,
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TALK_DOWNRIGHT = 18,
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TALK_DOWNLEFT = 19,
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TALK_LEFT = 20,
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TALK_UPLEFT = 21,
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// NPC Listen Sequence Numbers
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LISTEN_UPRIGHT = 22,
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LISTEN_RIGHT = 23,
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LISTEN_DOWNRIGHT = 24,
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LISTEN_DOWNLEFT = 25,
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LISTEN_LEFT = 26,
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LISTEN_UPLEFT = 27
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};
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enum NpcPath {
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NPCPATH_SET_DEST = 1,
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NPCPATH_PAUSE = 2,
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NPCPATH_SET_TALK_FILE = 3,
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NPCPATH_CALL_TALK_FILE = 4,
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NPCPATH_TAKE_NOTES = 5,
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NPCPATH_FACE_HOLMES = 6,
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NPCPATH_PATH_LABEL = 7,
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NPCPATH_GOTO_LABEL = 8,
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NPCPATH_IFFLAG_GOTO_LABEL = 9
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};
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struct SavedNPCPath {
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byte _path[MAX_NPC_PATH];
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int _npcIndex;
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int _npcPause;
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Point32 _position;
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int _npcFacing;
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bool _lookHolmes;
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SavedNPCPath();
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SavedNPCPath(byte path[MAX_NPC_PATH], int npcIndex, int npcPause, const Point32 &position,
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int npcFacing, bool lookHolmes);
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};
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class TattooPerson: public Person {
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private:
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Point32 _nextDest;
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private:
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bool checkCollision() const;
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/**
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* Free the alternate graphics used by NPCs
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*/
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void freeAltGraphics();
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protected:
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/**
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* Get the source position for a character potentially affected by scaling
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*/
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Common::Point getSourcePoint() const override;
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public:
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Common::Stack<SavedNPCPath> _pathStack;
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int _npcIndex;
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int _npcPause;
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byte _npcPath[MAX_NPC_PATH];
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bool _npcMoved;
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int _npcFacing;
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bool _resetNPCPath;
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int _savedNpcSequence;
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int _savedNpcFrame;
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int _tempX;
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int _tempScaleVal;
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bool _updateNPCPath;
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bool _lookHolmes;
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public:
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TattooPerson();
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~TattooPerson() override;
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/**
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* Clear the NPC related data
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*/
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void clearNPC();
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/**
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* Called from doBgAnim to move NPCs along any set paths. If an NPC is paused in his path,
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* he will remain paused until his pause timer runs out. If he is walking somewhere,
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* he will continue walking there until he reaches the dest position. When an NPC stops moving,
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* the next element of his path is processed.
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*
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* The path is an array of bytes with control codes followed by their parameters as needed.
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*/
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void updateNPC();
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/**
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* Push the NPC's path data onto the path stack for when a talk file moves the NPC that
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* has some control codes.
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*/
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void pushNPCPath();
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/**
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* Pull an NPC's path data that has been previously saved on the path stack for that character.
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* There are two possibilities for when the NPC was interrupted, and both are handled differently:
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* 1) The NPC was paused at a position
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* If the NPC didn't move, we can just restore his pause counter and exit. But if he did move,
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* he must return to that position, and the path index must be reset to the pause he was executing.
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* This means that the index must be decremented by 3
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* 2) The NPC was in route to a position
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* He must be set to walk to that position again. This is done by moving the path index
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* so that it points to the code that set the NPC walking there in the first place.
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* The regular calls to updateNPC will handle the rest
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*/
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void pullNPCPath();
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/**
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* Checks a sprite associated with an NPC to see if the frame sequence specified
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* in the sequence number uses alternate graphics, and if so if they need to be loaded
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*/
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void checkWalkGraphics();
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s);
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/**
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* Walk Holmes to the NPC
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*/
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void walkHolmesToNPC();
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/**
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* Walk both the specified character and Holmes to specified destination positions
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*/
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void walkBothToCoords(const PositionFacing &holmesDest, const PositionFacing &npcDest);
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/**
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* This adjusts the sprites position, as well as its animation sequence:
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*/
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void adjustSprite() override;
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/**
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* Bring a moving character to a standing position
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*/
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void gotoStand() override;
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/**
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* Set the variables for moving a character from one poisition to another
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* in a straight line
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*/
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void setWalking() override;
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/**
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* Walk to the co-ordinates passed, and then face the given direction
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*/
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void walkToCoords(const Point32 &destPos, int destDir) override;
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/**
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* Adjusts the frame and sequence variables of a sprite that corresponds to the current speaker
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* so that it points to the beginning of the sequence number's talk sequence in the object's
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* sequence buffer
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* @param seq Which sequence to use (if there's more than 1)
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* @remarks 1: First talk seq, 2: second talk seq, etc.
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*/
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void setObjTalkSequence(int seq) override;
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/**
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* Center the visible screen so that the person is in the center of the screen
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*/
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void centerScreenOnPerson() override;
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};
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class TattooPeople : public People {
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public:
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TattooPeople(SherlockEngine *vm);
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~TattooPeople() override {}
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TattooPerson &operator[](PeopleId id) { return *(TattooPerson *)_data[id]; }
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TattooPerson &operator[](int idx) { return *(TattooPerson *)_data[idx]; }
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/**
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* Restore any saved NPC walk path data from any of the NPCs
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*/
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void pullNPCPaths();
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/**
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* Finds the scene background object corresponding to a specified speaker
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*/
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int findSpeaker(int speaker) override;
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/**
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* Synchronize the data for a savegame
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*/
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void synchronize(Serializer &s) override;
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/**
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* Change the sequence of the scene background object associated with the specified speaker.
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*/
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void setTalkSequence(int speaker, int sequenceNum = 1) override;
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/**
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* Load the walking images for Sherlock
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*/
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bool loadWalk() override;
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/**
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* Restrict passed point to zone using Sherlock's positioning rules
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*/
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const Common::Point restrictToZone(int zoneId, const Common::Point &destPos) override;
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/**
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* If the specified speaker is a background object, it will set it so that it uses
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* the Listen Sequence (specified by the sequence number). If the current sequence
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* has an Allow Talk Code in it, the _gotoSeq field will be set so that the object
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* begins listening as soon as it hits the Allow Talk Code. If there is no Abort Code,
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* the Listen Sequence will begin immediately.
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* @param speaker Who is speaking
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* @param sequenceNum Which listen sequence to use
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*/
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void setListenSequence(int speaker, int sequenceNum = 1) override;
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};
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} // End of namespace Tattoo
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} // End of namespace Sherlock
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#endif
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