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authorPaul Gilbert2015-05-21 21:26:53 -0400
committerPaul Gilbert2015-05-21 21:26:53 -0400
commit50f985217cabb4f5d8912db7071f0822f1899e38 (patch)
tree2424b68ea894ae5ddfcf59a4abab6f9ef9b5f2e9 /engines/sherlock
parentbfbeed4f5eb8986f93a3248251b3740e3b9ed6ad (diff)
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SHERLOCK: Rename NUM_OF_PEOPLE for better clarity
Diffstat (limited to 'engines/sherlock')
-rw-r--r--engines/sherlock/people.h11
1 files changed, 6 insertions, 5 deletions
diff --git a/engines/sherlock/people.h b/engines/sherlock/people.h
index c32681fdd1..8244fd9b59 100644
--- a/engines/sherlock/people.h
+++ b/engines/sherlock/people.h
@@ -30,12 +30,13 @@
namespace Sherlock {
-// People definitions
+// Player definitions. The game has theoretical support for two player characters but only the first one is used.
+// Watson is, instead, handled by a different sprite in each scene, with a very simple initial movement, if any
enum PeopleId {
PLAYER = 0,
AL = 0,
PEG = 1,
- NUM_OF_PEOPLE = 2, // Holmes and Watson
+ MAX_PLAYERS = 2
};
// Animation sequence identifiers for characters
@@ -74,7 +75,7 @@ public:
class People {
private:
SherlockEngine *_vm;
- Person _data[NUM_OF_PEOPLE];
+ Person _data[MAX_PLAYERS];
bool _walkLoaded;
int _oldWalkSequence;
int _srcZone, _destZone;
@@ -101,11 +102,11 @@ public:
~People();
Person &operator[](PeopleId id) {
- assert(id < NUM_OF_PEOPLE);
+ assert(id < MAX_PLAYERS);
return _data[id];
}
Person &operator[](int idx) {
- assert(idx < NUM_OF_PEOPLE);
+ assert(idx < MAX_PLAYERS);
return _data[idx];
}