diff options
Diffstat (limited to 'engines/sherlock/tattoo/tattoo_people.cpp')
-rw-r--r-- | engines/sherlock/tattoo/tattoo_people.cpp | 28 |
1 files changed, 14 insertions, 14 deletions
diff --git a/engines/sherlock/tattoo/tattoo_people.cpp b/engines/sherlock/tattoo/tattoo_people.cpp index 65cc283b66..fc3c2e6574 100644 --- a/engines/sherlock/tattoo/tattoo_people.cpp +++ b/engines/sherlock/tattoo/tattoo_people.cpp @@ -197,7 +197,7 @@ 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 && ui._exitZone != -1 && scene._walkedInScene && scene._goToScene == -1 && - !_description.compareToIgnoreCase(people[HOLMES]._description)) { + !_description.compareToIgnoreCase(people[HOLMES]._description)) { Exit &exit = scene._exits[ui._exitZone]; scene._goToScene = exit._scene; @@ -221,7 +221,7 @@ void TattooPerson::gotoStand() { _walkCount = 0; int oldFacing = _sequenceNumber; - // If the person was talking or listening, just return it to the standing sequence + // If the person was talking or listening, just return it to the standing sequence // in the direction they were pointing if (_sequenceNumber >= TALK_UPRIGHT && _sequenceNumber <= LISTEN_UPLEFT) { switch (_sequenceNumber) { @@ -269,7 +269,7 @@ void TattooPerson::gotoStand() { return; } - // If the sprite that is stopping is an NPC and he is supposed to face a certain direction + // If the sprite that is stopping is an NPC and he is supposed to face a certain direction // when he stops, set that direction here int npc = -1; for (int idx = 1; idx < MAX_CHARACTERS; ++idx) { @@ -317,7 +317,7 @@ void TattooPerson::gotoStand() { } } - // Only restart the frame number at 0 if the new sequence is different from the last sequence + // Only restart the frame number at 0 if the new sequence is different from the last sequence // so we don't let Holmes repeat standing. if (_oldWalkSequence != -1) { if (_seqTo) { @@ -356,7 +356,7 @@ void TattooPerson::setWalking() { Common::Point diagSpeed(MAX(WALK_SPEED_DIAG_X[scene._currentScene - 1] * SCALE_THRESHOLD / scaleVal, 2), MAX((WALK_SPEED_Y[scene._currentScene - 1] - 2) * SCALE_THRESHOLD / scaleVal, 2)); - // If the player is already close to the given destination that no walking is needed, + // If the player is already close to the given destination that no walking is needed, // move to the next straight line segment in the overall walking route, if there is one for (;;) { if (_centerWalk || !_walkTo.empty()) { @@ -505,7 +505,7 @@ void TattooPerson::setWalking() { if (!_walkCount && _walkTo.empty()) gotoStand(); - // If the sequence is the same as when we started, then Holmes was standing still and we're trying + // If the sequence is the same as when we started, then Holmes was standing still and we're trying // to re-stand him, so reset Holmes' rame to the old frame number from before it was reset to 0 if (_sequenceNumber == oldDirection) _frameNumber = oldFrame; @@ -536,7 +536,7 @@ void TattooPerson::walkToCoords(const Point32 &destPos, int destDir) { _centerWalk = false; // Only move the person if they're going an appreciable distance - if (ABS(_walkDest.x - (_position.x / FIXED_INT_MULTIPLIER)) > 8 || + if (ABS(_walkDest.x - (_position.x / FIXED_INT_MULTIPLIER)) > 8 || ABS(_walkDest.y - (_position.y / FIXED_INT_MULTIPLIER)) > 4) { goAllTheWay(); @@ -631,7 +631,7 @@ void TattooPerson::updateNPC() { // Now see if we need to update the NPC's frame sequence so that he faces Holmes if (_lookHolmes) { - // See where Holmes is with respect to the NPC (x coordinate) + // See where Holmes is with respect to the NPC (x coordinate) _npcFacing = (people[HOLMES]._position.x < _position.x) ? STOP_LEFT : STOP_RIGHT; // See where Holmes is with respect to the NPC (y coordinate) @@ -643,7 +643,7 @@ void TattooPerson::updateNPC() { _npcFacing = (_npcFacing == STOP_RIGHT) ? STOP_DOWNRIGHT : STOP_DOWNLEFT; } - // See if we need to set the old_walk_sequence so the NPC will put his arms + // See if we need to set the old_walk_sequence so the NPC will put his arms // up if he turns another way if (_sequenceNumber != _npcFacing) _oldWalkSequence = _sequenceNumber; @@ -660,7 +660,7 @@ void TattooPerson::updateNPC() { if (!_npcPath[_npcIndex]) _npcIndex = 0; - // The NPC is stopped and any pause he was doing is done. We can now see what + // The NPC is stopped and any pause he was doing is done. We can now see what // the next command in the NPC path is. // Scan Past any NPC Path Labels since they do nothing except mark places for If's and Goto's @@ -725,7 +725,7 @@ void TattooPerson::updateNPC() { } case NPCPATH_TAKE_NOTES: - // Set the NPC to Pause where he is and set his frame sequences + // Set the NPC to Pause where he is and set his frame sequences // so he takes notes while he's paused _npcPause = (_npcPath[_npcIndex + 1] - 1) * 256 + _npcPath[_npcIndex + 2] - 1; _npcIndex += 3; @@ -875,7 +875,7 @@ Common::Point TattooPerson::getSourcePoint() const { TattooScene &scene = *(TattooScene *)_vm->_scene; int scaleVal = scene.getScaleVal(_position); - return Common::Point(_position.x / FIXED_INT_MULTIPLIER + + return Common::Point(_position.x / FIXED_INT_MULTIPLIER + (_imageFrame ? _imageFrame->sDrawXSize(scaleVal) / 2 : 0), _position.y / FIXED_INT_MULTIPLIER); } @@ -1028,7 +1028,7 @@ void TattooPerson::walkHolmesToNPC() { // Clear the path variables memset(_npcPath, 0, 100); - + // Set the NPC path so he pauses for 250 while looking at Holmes _npcPath[0] = 6; _npcPath[1] = 1; @@ -1426,7 +1426,7 @@ bool TattooPeople::loadWalk() { // Load the walk sequence data Common::SeekableReadStream *stream = res.load(fname, _useWalkLib ? "walk.lib" : "vgs.lib"); - + person._walkSequences.resize(stream->readByte()); for (uint seqNum = 0; seqNum < person._walkSequences.size(); ++seqNum) |