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authorTobias Gunkel2012-01-22 22:58:10 +0100
committerTobias Gunkel2012-02-11 08:29:13 +0100
commit96f8fc6ca9889d30db11b854c95ffd65bb88034d (patch)
treee8c765f1f68123433f6f36063b7e4e2479c83d58 /engines/scumm/debugger.cpp
parentfd4a3501ede75d87c06980b5ac563402da834f25 (diff)
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SCUMM: Fix actor ID handling in v0
Some object functions allow actor IDs and object IDs as parameters. They are easily distinguishable in engines > 0 as actor IDs are < _numActors and object IDs are bigger. In v0 this is not the case as there are objects with IDs like 3 and 5 (e.g. the hamster). So object ID handling was unified for v0 and the other engines by introducing objIsActor(), objToActor() and ActorToObj().
Diffstat (limited to 'engines/scumm/debugger.cpp')
-rw-r--r--engines/scumm/debugger.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/engines/scumm/debugger.cpp b/engines/scumm/debugger.cpp
index 5d1396633f..edcf2e6fea 100644
--- a/engines/scumm/debugger.cpp
+++ b/engines/scumm/debugger.cpp
@@ -382,8 +382,8 @@ bool ScummDebugger::Cmd_Actor(int argc, const char **argv) {
DebugPrintf("Actor[%d].costume = %d\n", actnum, a->_costume);
}
} else if (!strcmp(argv[2], "name")) {
- int actor = (_vm->_game.version != 0 ? actnum : OBJECT_V0(actnum, kObjectV0TypeActor));
- DebugPrintf("Name of actor %d: %s\n", actnum, _vm->getObjOrActorName(actor));
+ DebugPrintf("Name of actor %d: %s\n", actnum,
+ _vm->getObjOrActorName(_vm->actorToObj(actnum)));
} else if (!strcmp(argv[2], "condmask")) {
if (argc > 3) {
a->_heCondMask = value;