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authorPaul Gilbert2015-06-12 23:23:16 -0400
committerPaul Gilbert2015-06-12 23:23:16 -0400
commit803c06beb919b35d29bb65ec2e7e48caca69c730 (patch)
treedcce1cc2ed3ff46c7238e3d801a4567b90f71d8c /engines/sherlock/tattoo/tattoo_people.cpp
parent6221c1de82bae650158b54a4b04f8f319416ac63 (diff)
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SHERLOCK: RT: Implement startCAnim
Diffstat (limited to 'engines/sherlock/tattoo/tattoo_people.cpp')
-rw-r--r--engines/sherlock/tattoo/tattoo_people.cpp14
1 files changed, 7 insertions, 7 deletions
diff --git a/engines/sherlock/tattoo/tattoo_people.cpp b/engines/sherlock/tattoo/tattoo_people.cpp
index f70b079760..7560ca1593 100644
--- a/engines/sherlock/tattoo/tattoo_people.cpp
+++ b/engines/sherlock/tattoo/tattoo_people.cpp
@@ -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.
// If so, this will set up the exit information for the scene transition
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._hSavedFacing = scene._exits[scene._exitZone]._newFacing;
@@ -187,20 +187,20 @@ void TattooPerson::gotoStand() {
if (npc != -1 && people[npc]._npcFacing != -1) {
if (people[npc]._npcFacing == FACING_PLAYER) {
// 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;
else
people[npc]._npcFacing = STOP_RIGHT;
// 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
if (people[npc]._npcFacing == STOP_RIGHT)
people[npc]._npcFacing = STOP_UPRIGHT;
else
people[npc]._npcFacing = STOP_UPLEFT;
} 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
if (people[npc]._npcFacing == STOP_RIGHT)
people[npc]._npcFacing = STOP_DOWNRIGHT;
@@ -446,7 +446,7 @@ int TattooPeople::findSpeaker(int speaker) {
if (result == -1) {
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;
for (uint idx = 1; idx < _data.size(); ++idx) {
@@ -481,8 +481,8 @@ void TattooPeople::synchronize(Serializer &s) {
s.syncAsSint16LE(_holmesQuotient);
if (s.isLoading()) {
- _hSavedPos = _data[PLAYER]->_position;
- _hSavedFacing = _data[PLAYER]->_sequenceNumber;
+ _hSavedPos = _data[HOLMES]->_position;
+ _hSavedFacing = _data[HOLMES]->_sequenceNumber;
}
}