diff options
Diffstat (limited to 'engines/bladerunner/scene.cpp')
-rw-r--r-- | engines/bladerunner/scene.cpp | 26 |
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 |