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path: root/engines/sherlock/tattoo/tattoo_people.cpp
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Diffstat (limited to 'engines/sherlock/tattoo/tattoo_people.cpp')
-rw-r--r--engines/sherlock/tattoo/tattoo_people.cpp28
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)