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authorPaul Gilbert2010-01-30 09:21:07 +0000
committerPaul Gilbert2010-01-30 09:21:07 +0000
commit3285a4ba4d585739577176baddd8f48478d2f229 (patch)
tree86f8e10aab8e619116721398918bca88abf4ce5d /engines/m4/actor.h
parent28aee9c5f3462cd72db0b91b7f578649869738d5 (diff)
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Beginnings of a separation of the MADS and M4 engines into separate classes. This will be cleaner then having checks everywhere for whether the game mode is MADS or M4.
svn-id: r47705
Diffstat (limited to 'engines/m4/actor.h')
-rw-r--r--engines/m4/actor.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/m4/actor.h b/engines/m4/actor.h
index 4bf212b2cc..96299ab629 100644
--- a/engines/m4/actor.h
+++ b/engines/m4/actor.h
@@ -61,7 +61,7 @@ enum WalkerDirection {
class Actor {
public:
- Actor(M4Engine *vm);
+ Actor(MadsM4Engine *vm);
~Actor();
void placeWalkerSpriteAt(int spriteNum, int x, int y);
void setWalkerScaling(int scaling) { _scaling = scaling; }
@@ -72,7 +72,7 @@ public:
int getWalkerWidth();
int getWalkerHeight();
private:
- M4Engine *_vm;
+ MadsM4Engine *_vm;
int _scaling;
uint8 _direction;
Common::Array<SpriteAsset*> _walkerSprites;
@@ -90,7 +90,7 @@ private:
// the normal strcmp method instead
class Inventory {
public:
- Inventory(M4Engine *vm);
+ Inventory(MadsM4Engine *vm);
~Inventory();
void clear();
void registerObject(char* name, int32 scene, int32 icon);
@@ -107,7 +107,7 @@ public:
int getTotalItems() { return _inventory.size(); }
private:
- M4Engine *_vm;
+ MadsM4Engine *_vm;
Common::Array<InventoryObject *> _inventory;
};