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-rw-r--r--engines/scumm/actor.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index b8722b6963..0c375efcdd 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -573,19 +573,19 @@ bool Actor_v2::checkWalkboxesHaveDirectPath(Common::Point &foundPath) {
return false;
}
-bool Actor_v0::intersectLineSegments(const Common::Point &line1Start, const Common::Point &line1End,
- const Common::Point &line2Start, const Common::Point &line2End, Common::Point &result)
+bool Actor_v0::intersectLineSegments(const Common::Point &line1Start, const Common::Point &line1End,
+ const Common::Point &line2Start, const Common::Point &line2End, Common::Point &result)
{
const Common::Point v1 = line1End - line1Start; // line1(n1) = line1Start + n1 * v1
const Common::Point v2 = line2End - line2Start; // line2(n2) = line2Start + n2 * v2
-
+
double det = v2.x * v1.y - v1.x * v2.y;
if (det == 0)
return false;
- double n1 = ((double)v2.x * (line2Start.y - line1Start.y) -
+ double n1 = ((double)v2.x * (line2Start.y - line1Start.y) -
(double)v2.y * (line2Start.x - line1Start.x)) / det;
- double n2 = ((double)v1.x * (line2Start.y - line1Start.y) -
+ double n2 = ((double)v1.x * (line2Start.y - line1Start.y) -
(double)v1.y * (line2Start.x - line1Start.x)) / det;
// both coefficients have to be in [0, 1], otherwise the intersection is
@@ -599,16 +599,16 @@ bool Actor_v0::intersectLineSegments(const Common::Point &line1Start, const Comm
}
/*
- * MM v0 allows the actor to walk in a direct line between boxes to the target
+ * MM v0 allows the actor to walk in a direct line between boxes to the target
* if actor and target share a horizontal or vertical corridor.
- * If such a corridor is found the actor is not forced to go horizontally or
+ * If such a corridor is found the actor is not forced to go horizontally or
* vertically from one box to the next but can also walk diagonally.
*
- * Note: the original v0 interpreter sets the target destination for diagonal
+ * Note: the original v0 interpreter sets the target destination for diagonal
* walking only once and then rechecks whenever the actor reaches a new box if the
- * walk destination is still suitable for the current box.
- * ScummVM does not perform such a check, so it is possible to leave the walkboxes
- * in some cases, for example L-shaped rooms like the swimming pool (actor walks over water)
+ * walk destination is still suitable for the current box.
+ * ScummVM does not perform such a check, so it is possible to leave the walkboxes
+ * in some cases, for example L-shaped rooms like the swimming pool (actor walks over water)
* or the medical room (actor walks over examination table).
* To solve this we intersect the new walk destination with the actor's walkbox borders,
* so a recheck is done when the actor leaves his box. This is done by the
@@ -992,7 +992,7 @@ void Actor_v0::setDirection(int direction) {
res = 7; // Face Camera
break;
}
-
+
_animFrameRepeat = -1;
animateActor(res);
if (_moving)
@@ -1408,7 +1408,7 @@ void Actor::showActor() {
if (_vm->_game.version == 0) {
Actor_v0 *a = ((Actor_v0 *)this);
-
+
a->_costCommand = a->_costCommandNew = 0xFF;
for (int i = 0; i < 8; ++i) {
@@ -2056,7 +2056,7 @@ void Actor_v0::animateCostume() {
void Actor_v0::speakCheck() {
if (v0ActorTalkArray[_number] & 0x80)
return;
-
+
int cmd = newDirToOldDir(_facing);
if (_speaking & 0x80)
@@ -2884,7 +2884,7 @@ void Actor_v0::animateActor(int anim) {
_costCommandNew = anim;
_vm->_costumeLoader->costumeDecodeData(this, 0, 0);
-
+
if (dir == -1)
return;