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Diffstat (limited to 'engines/bladerunner/scene.cpp')
-rw-r--r--engines/bladerunner/scene.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/engines/bladerunner/scene.cpp b/engines/bladerunner/scene.cpp
index ebf8ed34ba..1c1952d742 100644
--- a/engines/bladerunner/scene.cpp
+++ b/engines/bladerunner/scene.cpp
@@ -23,10 +23,10 @@
#include "bladerunner/scene.h"
#include "bladerunner/actor.h"
-#include "bladerunner/adq.h"
+#include "bladerunner/actor_dialogue_queue.h"
#include "bladerunner/bladerunner.h"
#include "bladerunner/chapters.h"
-#include "bladerunner/gameinfo.h"
+#include "bladerunner/game_info.h"
#include "bladerunner/items.h"
#include "bladerunner/overlays.h"
#include "bladerunner/regions.h"
@@ -35,9 +35,9 @@
#include "bladerunner/set.h"
#include "bladerunner/settings.h"
#include "bladerunner/slice_renderer.h"
-#include "bladerunner/vqa_player.h"
#include "bladerunner/script/scene.h"
-#include "bladerunner/spinner.h"
+#include "bladerunner/ui/spinner.h"
+#include "bladerunner/vqa_player.h"
#include "common/str.h"
@@ -73,7 +73,7 @@ Scene::~Scene() {
bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
if (!isLoadingGame) {
- _vm->_adq->flush(1, false);
+ _vm->_actorDialogueQueue->flush(1, false);
}
_setId = setId;
@@ -108,7 +108,7 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
delete _vqaPlayer;
}
- _vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceInterface);
+ _vqaPlayer = new VQAPlayer(_vm, &_vm->_surfaceBack);
Common::String sceneName = _vm->_gameInfo->getSceneName(sceneId);
if (!_vm->_sceneScript->Open(sceneName)) {
@@ -157,7 +157,7 @@ bool Scene::open(int setId, int sceneId, bool isLoadingGame) {
Actor *actor = _vm->_actors[i];
if (actor->getSetId() == setId) {
_vm->_sceneObjects->addActor(
- i + SCENE_OBJECTS_ACTORS_OFFSET,
+ i + kSceneObjectOffsetActors,
actor->getBoundingBox(),
actor->getScreenRectangle(),
1,
@@ -208,7 +208,7 @@ bool Scene::close(bool isLoadingGame) {
int Scene::advanceFrame() {
int frame = _vqaPlayer->update();
if (frame >= 0) {
- blit(_vm->_surfaceInterface, _vm->_surfaceGame);
+ blit(_vm->_surfaceBack, _vm->_surfaceFront);
_vqaPlayer->updateZBuffer(_vm->_zbuffer);
_vqaPlayer->updateView(_vm->_view);
_vqaPlayer->updateScreenEffects(_vm->_screenEffects);
@@ -288,14 +288,14 @@ bool Scene::objectGetBoundingBox(int objectId, BoundingBox *boundingBox) {
void Scene::objectSetIsClickable(int objectId, bool isClickable, bool sceneLoaded) {
_set->objectSetIsClickable(objectId, isClickable);
if (sceneLoaded) {
- _vm->_sceneObjects->setIsClickable(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isClickable);
+ _vm->_sceneObjects->setIsClickable(objectId + kSceneObjectOffsetObjects, isClickable);
}
}
void Scene::objectSetIsObstacle(int objectId, bool isObstacle, bool sceneLoaded, bool updateWalkpath) {
_set->objectSetIsObstacle(objectId, isObstacle);
if (sceneLoaded) {
- _vm->_sceneObjects->setIsObstacle(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isObstacle);
+ _vm->_sceneObjects->setIsObstacle(objectId + kSceneObjectOffsetObjects, isObstacle);
if (updateWalkpath) {
_vm->_sceneObjects->updateObstacles();
}
@@ -307,7 +307,7 @@ void Scene::objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded) {
for (i = 0; i < (int)_set->getObjectCount(); i++) {
_set->objectSetIsObstacle(i, isObstacle);
if (sceneLoaded) {
- _vm->_sceneObjects->setIsObstacle(i + SCENE_OBJECTS_OBJECTS_OFFSET, isObstacle);
+ _vm->_sceneObjects->setIsObstacle(i + kSceneObjectOffsetObjects, isObstacle);
}
}
}
@@ -315,7 +315,7 @@ void Scene::objectSetIsObstacleAll(bool isObstacle, bool sceneLoaded) {
void Scene::objectSetIsTarget(int objectId, bool isTarget, bool sceneLoaded) {
_set->objectSetIsTarget(objectId, isTarget);
if (sceneLoaded) {
- _vm->_sceneObjects->setIsTarget(objectId + SCENE_OBJECTS_OBJECTS_OFFSET, isTarget);
+ _vm->_sceneObjects->setIsTarget(objectId + kSceneObjectOffsetObjects, isTarget);
}
}
@@ -353,6 +353,6 @@ void Scene::loopEnded(int frame, int loopId) {
}
void Scene::loopEndedStatic(void *data, int frame, int loopId) {
- ((Scene*)data)->loopEnded(frame, loopId);
+ ((Scene *)data)->loopEnded(frame, loopId);
}
} // End of namespace BladeRunner