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authorArnaud Boutonné2011-01-18 21:32:18 +0000
committerArnaud Boutonné2011-01-18 21:32:18 +0000
commit6a586881af7764918e2bb4da039ce9c0b03fc2ed (patch)
tree985c73db25415e5cf39d4734195d178967a69d13
parent4ad14abef3ea125a1cbc4939b3c5ed57bd8d58ab (diff)
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HUGO: Rename objNumb to objIndex when used as an index
svn-id: r55316
-rw-r--r--engines/hugo/game.h58
-rw-r--r--engines/hugo/object.h8
-rw-r--r--engines/hugo/object_v1d.cpp16
-rw-r--r--engines/hugo/object_v1w.cpp20
-rw-r--r--engines/hugo/object_v3d.cpp20
-rw-r--r--engines/hugo/schedule.cpp58
-rw-r--r--engines/hugo/schedule_v1d.cpp54
-rw-r--r--engines/hugo/schedule_v2d.cpp78
8 files changed, 156 insertions, 156 deletions
diff --git a/engines/hugo/game.h b/engines/hugo/game.h
index 1479bc4fb9..398d0459c0 100644
--- a/engines/hugo/game.h
+++ b/engines/hugo/game.h
@@ -305,7 +305,7 @@ struct act0 { // Type 0 - Schedule
struct act1 { // Type 1 - Start an object
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int cycleNumb; // Number of times to cycle
cycle_t cycle; // Direction to start cycling
};
@@ -313,7 +313,7 @@ struct act1 { // Type 1 - Start an object
struct act2 { // Type 2 - Initialise an object coords
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int x, y; // Coordinates
};
@@ -337,21 +337,21 @@ struct act4 { // Type 4 - Set new backgrou
struct act5 { // Type 5 - Initialise an object velocity
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int vx, vy; // velocity
};
struct act6 { // Type 6 - Initialise an object carrying
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
bool carriedFl; // carrying
};
struct act7 { // Type 7 - Initialise an object to hero's coords
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
};
struct act8 { // Type 8 - switch to new screen
@@ -363,14 +363,14 @@ struct act8 { // Type 8 - switch to new sc
struct act9 { // Type 9 - Initialise an object state
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
byte newState; // New state
};
struct act10 { // Type 10 - Initialise an object path type
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int newPathType; // New path type
int8 vxPath, vyPath; // Max delta velocities e.g. for CHASE
};
@@ -378,7 +378,7 @@ struct act10 { // Type 10 - Initialise an o
struct act11 { // Type 11 - Conditional on object's state
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
byte stateReq; // Required state
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
@@ -393,14 +393,14 @@ struct act12 { // Type 12 - Simple text box
struct act13 { // Type 13 - Swap first object image with second
action_t actType; // The type of action
int timer; // Time to set off the action
- int obj1; // Index of first object
- int obj2; // 2nd
+ int objIndex1; // Index of first object
+ int objIndex2; // 2nd
};
struct act14 { // Type 14 - Conditional on current screen
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The required object
+ int objIndex; // The required object
int screenReq; // The required screen number
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
@@ -409,8 +409,8 @@ struct act14 { // Type 14 - Conditional on
struct act15 { // Type 15 - Home in on an object
action_t actType; // The type of action
int timer; // Time to set off the action
- int obj1; // The object number homing in
- int obj2; // The object number to home in on
+ int objIndex1; // The object number homing in
+ int objIndex2; // The object number to home in on
int8 dx, dy; // Max delta velocities
};
// Note: Don't set a sequence at time 0 of a new screen, it causes
@@ -418,28 +418,28 @@ struct act15 { // Type 15 - Home in on an o
struct act16 { // Type 16 - Set curr_seq_p to seq
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int seqIndex; // The index of seq array to set to
};
struct act17 { // Type 17 - SET obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int stateMask; // The mask to OR with current obj state
};
struct act18 { // Type 18 - CLEAR obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int stateMask; // The mask to ~AND with current obj state
};
struct act19 { // Type 19 - TEST obj individual state bits
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int stateMask; // The mask to AND with current obj state
uint16 actPassIndex; // Ptr to action list (all bits set)
uint16 actFailIndex; // Ptr to action list (not all set)
@@ -459,7 +459,7 @@ struct act21 { // Type 21 - Gameover. Disa
struct act22 { // Type 22 - Initialise an object to hero's coords
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
};
struct act23 { // Type 23 - Exit game back to DOS
@@ -476,7 +476,7 @@ struct act24 { // Type 24 - Get bonus score
struct act25 { // Type 25 - Conditional on bounding box
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The required object number
+ int objIndex; // The required object number
int x1, y1, x2, y2; // The bounding box
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
@@ -491,19 +491,19 @@ struct act26 { // Type 26 - Play a sound
struct act27 { // Type 27 - Add object's value to score
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // object number
+ int objIndex; // object number
};
struct act28 { // Type 28 - Subtract object's value from score
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // object number
+ int objIndex; // object number
};
struct act29 { // Type 29 - Conditional on object carried
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The required object number
+ int objIndex; // The required object number
uint16 actPassIndex; // Ptr to action list if success
uint16 actFailIndex; // Ptr to action list if failure
};
@@ -525,14 +525,14 @@ struct act31 { // Type 31 - Exit special ma
struct act32 { // Type 32 - Init fbg field of object
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
byte priority; // Value of foreground/background field
};
struct act33 { // Type 33 - Init screen field of object
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int screenIndex; // Screen number
};
@@ -567,8 +567,8 @@ struct act37 { // Type 37 - Set new screen
struct act38 { // Type 38 - Position lips
action_t actType; // The type of action
int timer; // Time to set off the action
- int lipsObjNumb; // The LIPS object
- int objNumb; // The object to speak
+ int lipsObjIndex; // The LIPS object
+ int objIndex; // The object to speak
byte dxLips; // Relative offset of x
byte dyLips; // Relative offset of y
};
@@ -596,7 +596,7 @@ struct act41 { // Type 41 - Conditional on
struct act42 { // Type 42 - Text box with "take" string
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object taken
+ int objIndex; // The object taken
};
struct act43 { // Type 43 - Prompt user for Yes or No
@@ -629,7 +629,7 @@ struct act46 { // Type 46 - Init status.jum
struct act47 { // Type 47 - Init viewx,viewy,dir
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object
+ int objIndex; // The object
int16 viewx; // object.viewx
int16 viewy; // object.viewy
int16 direction; // object.dir
@@ -638,7 +638,7 @@ struct act47 { // Type 47 - Init viewx,view
struct act48 { // Type 48 - Set curr_seq_p to frame n
action_t actType; // The type of action
int timer; // Time to set off the action
- int objNumb; // The object number
+ int objIndex; // The object number
int seqIndex; // The index of seq array to set to
int frameIndex; // The index of frame to set to
};
diff --git a/engines/hugo/object.h b/engines/hugo/object.h
index c8e1be7f75..922ae75d27 100644
--- a/engines/hugo/object.h
+++ b/engines/hugo/object.h
@@ -50,7 +50,7 @@ public:
virtual void moveObjects() = 0;
virtual void updateImages() = 0;
- virtual void swapImages(int objNumb1, int objNumb2) = 0;
+ virtual void swapImages(int objIndex1, int objIndex2) = 0;
bool isCarrying(uint16 wordIndex);
bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty);
@@ -105,7 +105,7 @@ public:
void moveObjects();
void updateImages();
- void swapImages(int objNumb1, int objNumb2);
+ void swapImages(int objIndex1, int objIndex2);
};
class ObjectHandler_v1w : public ObjectHandler {
@@ -115,7 +115,7 @@ public:
void moveObjects();
void updateImages();
- void swapImages(int objNumb1, int objNumb2);
+ void swapImages(int objIndex1, int objIndex2);
};
class ObjectHandler_v2d : public ObjectHandler_v1d {
@@ -133,7 +133,7 @@ public:
~ObjectHandler_v3d();
void moveObjects();
- void swapImages(int objNumb1, int objNumb2);
+ void swapImages(int objIndex1, int objIndex2);
};
} // End of namespace Hugo
diff --git a/engines/hugo/object_v1d.cpp b/engines/hugo/object_v1d.cpp
index fa0283665c..76b114f354 100644
--- a/engines/hugo/object_v1d.cpp
+++ b/engines/hugo/object_v1d.cpp
@@ -353,18 +353,18 @@ void ObjectHandler_v1d::moveObjects() {
* the assumption for now that the first obj is always the HERO) to the object
* number of the swapped image
*/
-void ObjectHandler_v1d::swapImages(int objNumb1, int objNumb2) {
- debugC(1, kDebugObject, "swapImages(%d, %d)", objNumb1, objNumb2);
+void ObjectHandler_v1d::swapImages(int objIndex1, int objIndex2) {
+ debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
seqList_t tmpSeqList[MAX_SEQUENCES];
int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
- memmove(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
- memmove(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
- memmove(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
- _objects[objNumb1].currImagePtr = _objects[objNumb1].seqList[0].seqPtr;
- _objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
- _vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
+ memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize);
+ memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize);
+ memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize);
+ _objects[objIndex1].currImagePtr = _objects[objIndex1].seqList[0].seqPtr;
+ _objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
+ _vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO;
}
} // End of namespace Hugo
diff --git a/engines/hugo/object_v1w.cpp b/engines/hugo/object_v1w.cpp
index 685a3fee23..015c85ea8d 100644
--- a/engines/hugo/object_v1w.cpp
+++ b/engines/hugo/object_v1w.cpp
@@ -363,23 +363,23 @@ void ObjectHandler_v1w::moveObjects() {
* the assumption for now that the first obj is always the HERO) to the object
* number of the swapped image
*/
-void ObjectHandler_v1w::swapImages(int objNumb1, int objNumb2) {
- debugC(1, kDebugObject, "swapImages(%d, %d)", objNumb1, objNumb2);
+void ObjectHandler_v1w::swapImages(int objIndex1, int objIndex2) {
+ debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
- saveSeq(&_objects[objNumb1]);
+ saveSeq(&_objects[objIndex1]);
seqList_t tmpSeqList[MAX_SEQUENCES];
int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
- memmove(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
- memmove(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
- memmove(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
- restoreSeq(&_objects[objNumb1]);
- _objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
- _vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
+ memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize);
+ memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize);
+ memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize);
+ restoreSeq(&_objects[objIndex1]);
+ _objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
+ _vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO;
// Make sure baseline stays constant
- _objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
+ _objects[objIndex1].y += _objects[objIndex2].currImagePtr->y2 - _objects[objIndex1].currImagePtr->y2;
}
} // End of namespace Hugo
diff --git a/engines/hugo/object_v3d.cpp b/engines/hugo/object_v3d.cpp
index 4ca5b6a19e..1954830d81 100644
--- a/engines/hugo/object_v3d.cpp
+++ b/engines/hugo/object_v3d.cpp
@@ -248,23 +248,23 @@ void ObjectHandler_v3d::moveObjects() {
* the assumption for now that the first obj is always the HERO) to the object
* number of the swapped image
*/
-void ObjectHandler_v3d::swapImages(int objNumb1, int objNumb2) {
- debugC(1, kDebugObject, "swapImages(%d, %d)", objNumb1, objNumb2);
+void ObjectHandler_v3d::swapImages(int objIndex1, int objIndex2) {
+ debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
- saveSeq(&_objects[objNumb1]);
+ saveSeq(&_objects[objIndex1]);
seqList_t tmpSeqList[MAX_SEQUENCES];
int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
- memmove(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
- memmove(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
- memmove(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
- restoreSeq(&_objects[objNumb1]);
- _objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
- _vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
+ memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize);
+ memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize);
+ memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize);
+ restoreSeq(&_objects[objIndex1]);
+ _objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
+ _vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO;
// Make sure baseline stays constant
- _objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
+ _objects[objIndex1].y += _objects[objIndex2].currImagePtr->y2 - _objects[objIndex1].currImagePtr->y2;
}
} // End of namespace Hugo
diff --git a/engines/hugo/schedule.cpp b/engines/hugo/schedule.cpp
index 722c5a03cb..361352d95b 100644
--- a/engines/hugo/schedule.cpp
+++ b/engines/hugo/schedule.cpp
@@ -280,13 +280,13 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case START_OBJ: // 1
_actListArr[i][j].a1.timer = in.readSint16BE();
- _actListArr[i][j].a1.objNumb = in.readSint16BE();
+ _actListArr[i][j].a1.objIndex = in.readSint16BE();
_actListArr[i][j].a1.cycleNumb = in.readSint16BE();
_actListArr[i][j].a1.cycle = (cycle_t) in.readByte();
break;
case INIT_OBJXY: // 2
_actListArr[i][j].a2.timer = in.readSint16BE();
- _actListArr[i][j].a2.objNumb = in.readSint16BE();
+ _actListArr[i][j].a2.objIndex = in.readSint16BE();
_actListArr[i][j].a2.x = in.readSint16BE();
_actListArr[i][j].a2.y = in.readSint16BE();
break;
@@ -307,18 +307,18 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case INIT_OBJVXY: // 5
_actListArr[i][j].a5.timer = in.readSint16BE();
- _actListArr[i][j].a5.objNumb = in.readSint16BE();
+ _actListArr[i][j].a5.objIndex = in.readSint16BE();
_actListArr[i][j].a5.vx = in.readSint16BE();
_actListArr[i][j].a5.vy = in.readSint16BE();
break;
case INIT_CARRY: // 6
_actListArr[i][j].a6.timer = in.readSint16BE();
- _actListArr[i][j].a6.objNumb = in.readSint16BE();
+ _actListArr[i][j].a6.objIndex = in.readSint16BE();
_actListArr[i][j].a6.carriedFl = (in.readByte() == 1) ? true : false;
break;
case INIT_HF_COORD: // 7
_actListArr[i][j].a7.timer = in.readSint16BE();
- _actListArr[i][j].a7.objNumb = in.readSint16BE();
+ _actListArr[i][j].a7.objIndex = in.readSint16BE();
break;
case NEW_SCREEN: // 8
_actListArr[i][j].a8.timer = in.readSint16BE();
@@ -326,19 +326,19 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case INIT_OBJSTATE: // 9
_actListArr[i][j].a9.timer = in.readSint16BE();
- _actListArr[i][j].a9.objNumb = in.readSint16BE();
+ _actListArr[i][j].a9.objIndex = in.readSint16BE();
_actListArr[i][j].a9.newState = in.readByte();
break;
case INIT_PATH: // 10
_actListArr[i][j].a10.timer = in.readSint16BE();
- _actListArr[i][j].a10.objNumb = in.readSint16BE();
+ _actListArr[i][j].a10.objIndex = in.readSint16BE();
_actListArr[i][j].a10.newPathType = in.readSint16BE();
_actListArr[i][j].a10.vxPath = in.readByte();
_actListArr[i][j].a10.vyPath = in.readByte();
break;
case COND_R: // 11
_actListArr[i][j].a11.timer = in.readSint16BE();
- _actListArr[i][j].a11.objNumb = in.readSint16BE();
+ _actListArr[i][j].a11.objIndex = in.readSint16BE();
_actListArr[i][j].a11.stateReq = in.readByte();
_actListArr[i][j].a11.actPassIndex = in.readUint16BE();
_actListArr[i][j].a11.actFailIndex = in.readUint16BE();
@@ -349,41 +349,41 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case SWAP_IMAGES: // 13
_actListArr[i][j].a13.timer = in.readSint16BE();
- _actListArr[i][j].a13.obj1 = in.readSint16BE();
- _actListArr[i][j].a13.obj2 = in.readSint16BE();
+ _actListArr[i][j].a13.objIndex1 = in.readSint16BE();
+ _actListArr[i][j].a13.objIndex2 = in.readSint16BE();
break;
case COND_SCR: // 14
_actListArr[i][j].a14.timer = in.readSint16BE();
- _actListArr[i][j].a14.objNumb = in.readSint16BE();
+ _actListArr[i][j].a14.objIndex = in.readSint16BE();
_actListArr[i][j].a14.screenReq = in.readSint16BE();
_actListArr[i][j].a14.actPassIndex = in.readUint16BE();
_actListArr[i][j].a14.actFailIndex = in.readUint16BE();
break;
case AUTOPILOT: // 15
_actListArr[i][j].a15.timer = in.readSint16BE();
- _actListArr[i][j].a15.obj1 = in.readSint16BE();
- _actListArr[i][j].a15.obj2 = in.readSint16BE();
+ _actListArr[i][j].a15.objIndex1 = in.readSint16BE();
+ _actListArr[i][j].a15.objIndex2 = in.readSint16BE();
_actListArr[i][j].a15.dx = in.readByte();
_actListArr[i][j].a15.dy = in.readByte();
break;
case INIT_OBJ_SEQ: // 16
_actListArr[i][j].a16.timer = in.readSint16BE();
- _actListArr[i][j].a16.objNumb = in.readSint16BE();
+ _actListArr[i][j].a16.objIndex = in.readSint16BE();
_actListArr[i][j].a16.seqIndex = in.readSint16BE();
break;
case SET_STATE_BITS: // 17
_actListArr[i][j].a17.timer = in.readSint16BE();
- _actListArr[i][j].a17.objNumb = in.readSint16BE();
+ _actListArr[i][j].a17.objIndex = in.readSint16BE();
_actListArr[i][j].a17.stateMask = in.readSint16BE();
break;
case CLEAR_STATE_BITS: // 18
_actListArr[i][j].a18.timer = in.readSint16BE();
- _actListArr[i][j].a18.objNumb = in.readSint16BE();
+ _actListArr[i][j].a18.objIndex = in.readSint16BE();
_actListArr[i][j].a18.stateMask = in.readSint16BE();
break;
case TEST_STATE_BITS: // 19
_actListArr[i][j].a19.timer = in.readSint16BE();
- _actListArr[i][j].a19.objNumb = in.readSint16BE();
+ _actListArr[i][j].a19.objIndex = in.readSint16BE();
_actListArr[i][j].a19.stateMask = in.readSint16BE();
_actListArr[i][j].a19.actPassIndex = in.readUint16BE();
_actListArr[i][j].a19.actFailIndex = in.readUint16BE();
@@ -397,7 +397,7 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case INIT_HH_COORD: // 22
_actListArr[i][j].a22.timer = in.readSint16BE();
- _actListArr[i][j].a22.objNumb = in.readSint16BE();
+ _actListArr[i][j].a22.objIndex = in.readSint16BE();
break;
case EXIT: // 23
_actListArr[i][j].a23.timer = in.readSint16BE();
@@ -408,7 +408,7 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case COND_BOX: // 25
_actListArr[i][j].a25.timer = in.readSint16BE();
- _actListArr[i][j].a25.objNumb = in.readSint16BE();
+ _actListArr[i][j].a25.objIndex = in.readSint16BE();
_actListArr[i][j].a25.x1 = in.readSint16BE();
_actListArr[i][j].a25.y1 = in.readSint16BE();
_actListArr[i][j].a25.x2 = in.readSint16BE();
@@ -422,15 +422,15 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case ADD_SCORE: // 27
_actListArr[i][j].a27.timer = in.readSint16BE();
- _actListArr[i][j].a27.objNumb = in.readSint16BE();
+ _actListArr[i][j].a27.objIndex = in.readSint16BE();
break;
case SUB_SCORE: // 28
_actListArr[i][j].a28.timer = in.readSint16BE();
- _actListArr[i][j].a28.objNumb = in.readSint16BE();
+ _actListArr[i][j].a28.objIndex = in.readSint16BE();
break;
case COND_CARRY: // 29
_actListArr[i][j].a29.timer = in.readSint16BE();
- _actListArr[i][j].a29.objNumb = in.readSint16BE();
+ _actListArr[i][j].a29.objIndex = in.readSint16BE();
_actListArr[i][j].a29.actPassIndex = in.readUint16BE();
_actListArr[i][j].a29.actFailIndex = in.readUint16BE();
break;
@@ -450,12 +450,12 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case INIT_PRIORITY: // 32
_actListArr[i][j].a32.timer = in.readSint16BE();
- _actListArr[i][j].a32.objNumb = in.readSint16BE();
+ _actListArr[i][j].a32.objIndex = in.readSint16BE();
_actListArr[i][j].a32.priority = in.readByte();
break;
case INIT_SCREEN: // 33
_actListArr[i][j].a33.timer = in.readSint16BE();
- _actListArr[i][j].a33.objNumb = in.readSint16BE();
+ _actListArr[i][j].a33.objIndex = in.readSint16BE();
_actListArr[i][j].a33.screenIndex = in.readSint16BE();
break;
case AGSCHEDULE: // 34
@@ -480,8 +480,8 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case INIT_LIPS: // 38
_actListArr[i][j].a38.timer = in.readSint16BE();
- _actListArr[i][j].a38.lipsObjNumb = in.readSint16BE();
- _actListArr[i][j].a38.objNumb = in.readSint16BE();
+ _actListArr[i][j].a38.lipsObjIndex = in.readSint16BE();
+ _actListArr[i][j].a38.objIndex = in.readSint16BE();
_actListArr[i][j].a38.dxLips = in.readByte();
_actListArr[i][j].a38.dyLips = in.readByte();
break;
@@ -501,7 +501,7 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case TEXT_TAKE: // 42
_actListArr[i][j].a42.timer = in.readSint16BE();
- _actListArr[i][j].a42.objNumb = in.readSint16BE();
+ _actListArr[i][j].a42.objIndex = in.readSint16BE();
break;
case YESNO: // 43
_actListArr[i][j].a43.timer = in.readSint16BE();
@@ -524,14 +524,14 @@ void Scheduler::loadActListArr(Common::File &in) {
break;
case INIT_VIEW: // 47
_actListArr[i][j].a47.timer = in.readSint16BE();
- _actListArr[i][j].a47.objNumb = in.readSint16BE();
+ _actListArr[i][j].a47.objIndex = in.readSint16BE();
_actListArr[i][j].a47.viewx = in.readSint16BE();
_actListArr[i][j].a47.viewy = in.readSint16BE();
_actListArr[i][j].a47.direction = in.readSint16BE();
break;
case INIT_OBJ_FRAME: // 48
_actListArr[i][j].a48.timer = in.readSint16BE();
- _actListArr[i][j].a48.objNumb = in.readSint16BE();
+ _actListArr[i][j].a48.objIndex = in.readSint16BE();
_actListArr[i][j].a48.seqIndex = in.readSint16BE();
_actListArr[i][j].a48.frameIndex = in.readSint16BE();
break;
diff --git a/engines/hugo/schedule_v1d.cpp b/engines/hugo/schedule_v1d.cpp
index f49ce1b238..966085260b 100644
--- a/engines/hugo/schedule_v1d.cpp
+++ b/engines/hugo/schedule_v1d.cpp
@@ -106,12 +106,12 @@ event_t *Scheduler_v1d::doAction(event_t *curEvent) {
insertActionList(action->a0.actIndex);
break;
case START_OBJ: // act1: Start an object cycling
- _vm->_object->_objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
- _vm->_object->_objects[action->a1.objNumb].cycling = action->a1.cycle;
+ _vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb;
+ _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle;
break;
case INIT_OBJXY: // act2: Initialise an object
- _vm->_object->_objects[action->a2.objNumb].x = action->a2.x; // Coordinates
- _vm->_object->_objects[action->a2.objNumb].y = action->a2.y;
+ _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates
+ _vm->_object->_objects[action->a2.objIndex].y = action->a2.y;
break;
case PROMPT: { // act3: Prompt user for key phrase
response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
@@ -137,27 +137,27 @@ event_t *Scheduler_v1d::doAction(event_t *curEvent) {
_vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
break;
case INIT_OBJVXY: // act5: Initialise an object velocity
- _vm->_object->setVelocity(action->a5.objNumb, action->a5.vx, action->a5.vy);
+ _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy);
break;
case INIT_CARRY: // act6: Initialise an object
- _vm->_object->setCarry(action->a6.objNumb, action->a6.carriedFl); // carried status
+ _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status
break;
case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
- _vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1;
- _vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
- _vm->_object->_objects[action->a7.objNumb].screenIndex = *_vm->_screen_p; // Don't forget screen!
+ _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1;
+ _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
+ _vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p; // Don't forget screen!
break;
case NEW_SCREEN: // act8: Start new screen
newScreen(action->a8.screenIndex);
break;
case INIT_OBJSTATE: // act9: Initialise an object state
- _vm->_object->_objects[action->a9.objNumb].state = action->a9.newState;
+ _vm->_object->_objects[action->a9.objIndex].state = action->a9.newState;
break;
case INIT_PATH: // act10: Initialise an object path and velocity
- _vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
+ _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
break;
case COND_R: // act11: action lists conditional on object state
- if (_vm->_object->_objects[action->a11.objNumb].state == action->a11.stateReq)
+ if (_vm->_object->_objects[action->a11.objIndex].state == action->a11.stateReq)
insertActionList(action->a11.actPassIndex);
else
insertActionList(action->a11.actFailIndex);
@@ -166,18 +166,18 @@ event_t *Scheduler_v1d::doAction(event_t *curEvent) {
Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file
break;
case SWAP_IMAGES: // act13: Swap 2 object images
- _vm->_object->swapImages(action->a13.obj1, action->a13.obj2);
+ _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2);
break;
case COND_SCR: // act14: Conditional on current screen
- if (_vm->_object->_objects[action->a14.objNumb].screenIndex == action->a14.screenReq)
+ if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq)
insertActionList(action->a14.actPassIndex);
else
insertActionList(action->a14.actFailIndex);
break;
case AUTOPILOT: // act15: Home in on a (stationary) object
// object p1 will home in on object p2
- obj1 = &_vm->_object->_objects[action->a15.obj1];
- obj2 = &_vm->_object->_objects[action->a15.obj2];
+ obj1 = &_vm->_object->_objects[action->a15.objIndex1];
+ obj2 = &_vm->_object->_objects[action->a15.objIndex2];
obj1->pathType = AUTO;
dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
@@ -198,16 +198,16 @@ event_t *Scheduler_v1d::doAction(event_t *curEvent) {
case INIT_OBJ_SEQ: // act16: Set sequence number to use
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! t>0 is safe
- _vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
+ _vm->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr;
break;
case SET_STATE_BITS: // act17: OR mask with curr obj state
- _vm->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask;
+ _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask;
break;
case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
- _vm->_object->_objects[action->a18.objNumb].state &= ~action->a18.stateMask;
+ _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask;
break;
case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
- if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
+ if ((_vm->_object->_objects[action->a19.objIndex].state & action->a19.stateMask) == action->a19.stateMask)
insertActionList(action->a19.actPassIndex);
else
insertActionList(action->a19.actFailIndex);
@@ -227,9 +227,9 @@ event_t *Scheduler_v1d::doAction(event_t *curEvent) {
gameStatus.gameOverFl = true;
break;
case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords
- _vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x;
- _vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y;
- _vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen!
+ _vm->_object->_objects[action->a22.objIndex].x = _vm->_hero->x;
+ _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y;
+ _vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen!
break;
case EXIT: // act23: Exit game back to DOS
_vm->endGame();
@@ -238,7 +238,7 @@ event_t *Scheduler_v1d::doAction(event_t *curEvent) {
processBonus(action->a24.pointIndex);
break;
case COND_BOX: // act25: Conditional on bounding box
- obj1 = &_vm->_object->_objects[action->a25.objNumb];
+ obj1 = &_vm->_object->_objects[action->a25.objIndex];
dx = obj1->x + obj1->currImagePtr->x1;
dy = obj1->y + obj1->currImagePtr->y2;
if ((dx >= action->a25.x1) && (dx <= action->a25.x2) &&
@@ -248,13 +248,13 @@ event_t *Scheduler_v1d::doAction(event_t *curEvent) {
insertActionList(action->a25.actFailIndex);
break;
case ADD_SCORE: // act27: Add object's value to score
- _vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue);
+ _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue);
break;
case SUB_SCORE: // act28: Subtract object's value from score
- _vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue);
+ _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue);
break;
case COND_CARRY: // act29: Conditional on object being carried
- if (_vm->_object->isCarried(action->a29.objNumb))
+ if (_vm->_object->isCarried(action->a29.objIndex))
insertActionList(action->a29.actPassIndex);
else
insertActionList(action->a29.actFailIndex);
diff --git a/engines/hugo/schedule_v2d.cpp b/engines/hugo/schedule_v2d.cpp
index 8764826e52..191b33ed4a 100644
--- a/engines/hugo/schedule_v2d.cpp
+++ b/engines/hugo/schedule_v2d.cpp
@@ -114,12 +114,12 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
insertActionList(action->a0.actIndex);
break;
case START_OBJ: // act1: Start an object cycling
- _vm->_object->_objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
- _vm->_object->_objects[action->a1.objNumb].cycling = action->a1.cycle;
+ _vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb;
+ _vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle;
break;
case INIT_OBJXY: // act2: Initialise an object
- _vm->_object->_objects[action->a2.objNumb].x = action->a2.x; // Coordinates
- _vm->_object->_objects[action->a2.objNumb].y = action->a2.y;
+ _vm->_object->_objects[action->a2.objIndex].x = action->a2.x; // Coordinates
+ _vm->_object->_objects[action->a2.objIndex].y = action->a2.y;
break;
case PROMPT: { // act3: Prompt user for key phrase
response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
@@ -151,27 +151,27 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
_vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
break;
case INIT_OBJVXY: // act5: Initialise an object velocity
- _vm->_object->setVelocity(action->a5.objNumb, action->a5.vx, action->a5.vy);
+ _vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy);
break;
case INIT_CARRY: // act6: Initialise an object
- _vm->_object->setCarry(action->a6.objNumb, action->a6.carriedFl); // carried status
+ _vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl); // carried status
break;
case INIT_HF_COORD: // act7: Initialise an object to hero's "feet" coords
- _vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1;
- _vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
- _vm->_object->_objects[action->a7.objNumb].screenIndex = *_vm->_screen_p; // Don't forget screen!
+ _vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1;
+ _vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
+ _vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p; // Don't forget screen!
break;
case NEW_SCREEN: // act8: Start new screen
newScreen(action->a8.screenIndex);
break;
case INIT_OBJSTATE: // act9: Initialise an object state
- _vm->_object->_objects[action->a9.objNumb].state = action->a9.newState;
+ _vm->_object->_objects[action->a9.objIndex].state = action->a9.newState;
break;
case INIT_PATH: // act10: Initialise an object path and velocity
- _vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
+ _vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
break;
case COND_R: // act11: action lists conditional on object state
- if (_vm->_object->_objects[action->a11.objNumb].state == action->a11.stateReq)
+ if (_vm->_object->_objects[action->a11.objIndex].state == action->a11.stateReq)
insertActionList(action->a11.actPassIndex);
else
insertActionList(action->a11.actFailIndex);
@@ -180,18 +180,18 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex)); // Fetch string from file
break;
case SWAP_IMAGES: // act13: Swap 2 object images
- _vm->_object->swapImages(action->a13.obj1, action->a13.obj2);
+ _vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2);
break;
case COND_SCR: // act14: Conditional on current screen
- if (_vm->_object->_objects[action->a14.objNumb].screenIndex == action->a14.screenReq)
+ if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq)
insertActionList(action->a14.actPassIndex);
else
insertActionList(action->a14.actFailIndex);
break;
case AUTOPILOT: // act15: Home in on a (stationary) object
// object p1 will home in on object p2
- obj1 = &_vm->_object->_objects[action->a15.obj1];
- obj2 = &_vm->_object->_objects[action->a15.obj2];
+ obj1 = &_vm->_object->_objects[action->a15.objIndex1];
+ obj2 = &_vm->_object->_objects[action->a15.objIndex2];
obj1->pathType = AUTO;
dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
@@ -212,16 +212,16 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
case INIT_OBJ_SEQ: // act16: Set sequence number to use
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! t>0 is safe
- _vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
+ _vm->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr;
break;
case SET_STATE_BITS: // act17: OR mask with curr obj state
- _vm->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask;
+ _vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask;
break;
case CLEAR_STATE_BITS: // act18: AND ~mask with curr obj state
- _vm->_object->_objects[action->a18.objNumb].state &= ~action->a18.stateMask;
+ _vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask;
break;
case TEST_STATE_BITS: // act19: If all bits set, do apass else afail
- if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
+ if ((_vm->_object->_objects[action->a19.objIndex].state & action->a19.stateMask) == action->a19.stateMask)
insertActionList(action->a19.actPassIndex);
else
insertActionList(action->a19.actFailIndex);
@@ -242,9 +242,9 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
gameStatus.gameOverFl = true;
break;
case INIT_HH_COORD: // act22: Initialise an object to hero's actual coords
- _vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x;
- _vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y;
- _vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen!
+ _vm->_object->_objects[action->a22.objIndex].x = _vm->_hero->x;
+ _vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y;
+ _vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen!
break;
case EXIT: // act23: Exit game back to DOS
_vm->endGame();
@@ -253,7 +253,7 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
processBonus(action->a24.pointIndex);
break;
case COND_BOX: // act25: Conditional on bounding box
- obj1 = &_vm->_object->_objects[action->a25.objNumb];
+ obj1 = &_vm->_object->_objects[action->a25.objIndex];
dx = obj1->x + obj1->currImagePtr->x1;
dy = obj1->y + obj1->currImagePtr->y2;
if ((dx >= action->a25.x1) && (dx <= action->a25.x2) &&
@@ -269,13 +269,13 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
_vm->_sound->playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI);
break;
case ADD_SCORE: // act27: Add object's value to score
- _vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue);
+ _vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue);
break;
case SUB_SCORE: // act28: Subtract object's value from score
- _vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue);
+ _vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue);
break;
case COND_CARRY: // act29: Conditional on object being carried
- if (_vm->_object->isCarried(action->a29.objNumb))
+ if (_vm->_object->isCarried(action->a29.objIndex))
insertActionList(action->a29.actPassIndex);
else
insertActionList(action->a29.actFailIndex);
@@ -295,10 +295,10 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
_maze.enabledFl = false;
break;
case INIT_PRIORITY:
- _vm->_object->_objects[action->a32.objNumb].priority = action->a32.priority;
+ _vm->_object->_objects[action->a32.objIndex].priority = action->a32.priority;
break;
case INIT_SCREEN:
- _vm->_object->_objects[action->a33.objNumb].screenIndex = action->a33.screenIndex;
+ _vm->_object->_objects[action->a33.objIndex].screenIndex = action->a33.screenIndex;
break;
case AGSCHEDULE: // act34: Schedule a (global) action list
insertActionList(action->a34.actIndex);
@@ -316,10 +316,10 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
_vm->_screenStates[action->a37.screenIndex] = action->a37.newState;
break;
case INIT_LIPS: // act38: Position lips on object
- _vm->_object->_objects[action->a38.lipsObjNumb].x = _vm->_object->_objects[action->a38.objNumb].x + action->a38.dxLips;
- _vm->_object->_objects[action->a38.lipsObjNumb].y = _vm->_object->_objects[action->a38.objNumb].y + action->a38.dyLips;
- _vm->_object->_objects[action->a38.lipsObjNumb].screenIndex = *_vm->_screen_p; // Don't forget screen!
- _vm->_object->_objects[action->a38.lipsObjNumb].cycling = CYCLE_FORWARD;
+ _vm->_object->_objects[action->a38.lipsObjIndex].x = _vm->_object->_objects[action->a38.objIndex].x + action->a38.dxLips;
+ _vm->_object->_objects[action->a38.lipsObjIndex].y = _vm->_object->_objects[action->a38.objIndex].y + action->a38.dyLips;
+ _vm->_object->_objects[action->a38.lipsObjIndex].screenIndex = *_vm->_screen_p; // Don't forget screen!
+ _vm->_object->_objects[action->a38.lipsObjIndex].cycling = CYCLE_FORWARD;
break;
case INIT_STORY_MODE: // act39: Init story_mode flag
// This is similar to the QUIET path mode, except that it is
@@ -340,7 +340,7 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
insertActionList(action->a41.actFailIndex);
break;
case TEXT_TAKE: // act42: Text box with "take" message
- Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_objects[action->a42.objNumb].nounIndex][TAKE_NAME]);
+ Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_objects[action->a42.objIndex].nounIndex][TAKE_NAME]);
break;
case YESNO: // act43: Prompt user for Yes or No
if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0)
@@ -364,16 +364,16 @@ event_t *Scheduler_v2d::doAction(event_t *curEvent) {
gameStatus.jumpExitFl = action->a46.jumpExitFl;
break;
case INIT_VIEW: // act47: Init object.viewx, viewy, dir
- _vm->_object->_objects[action->a47.objNumb].viewx = action->a47.viewx;
- _vm->_object->_objects[action->a47.objNumb].viewy = action->a47.viewy;
- _vm->_object->_objects[action->a47.objNumb].direction = action->a47.direction;
+ _vm->_object->_objects[action->a47.objIndex].viewx = action->a47.viewx;
+ _vm->_object->_objects[action->a47.objIndex].viewy = action->a47.viewy;
+ _vm->_object->_objects[action->a47.objIndex].direction = action->a47.direction;
break;
case INIT_OBJ_FRAME: // act48: Set seq,frame number to use
// Note: Don't set a sequence at time 0 of a new screen, it causes
// problems clearing the boundary bits of the object! t>0 is safe
- _vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].seqList[action->a48.seqIndex].seqPtr;
+ _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].seqList[action->a48.seqIndex].seqPtr;
for (dx = 0; dx < action->a48.frameIndex; dx++)
- _vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].currImagePtr->nextSeqPtr;
+ _vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].currImagePtr->nextSeqPtr;
break;
case OLD_SONG:
// Replaces ACT26 for DOS games.