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path: root/engines/hugo/object_v1w.cpp
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Diffstat (limited to 'engines/hugo/object_v1w.cpp')
-rw-r--r--engines/hugo/object_v1w.cpp38
1 files changed, 19 insertions, 19 deletions
diff --git a/engines/hugo/object_v1w.cpp b/engines/hugo/object_v1w.cpp
index dd3de5fe40..e1e8496d9d 100644
--- a/engines/hugo/object_v1w.cpp
+++ b/engines/hugo/object_v1w.cpp
@@ -59,21 +59,21 @@ void ObjectHandler_v1w::updateImages() {
debugC(5, kDebugObject, "updateImages");
// Initialize the index array to visible objects in current screen
- int num_objs = 0;
+ int objNumb = 0;
byte objindex[kMaxObjNumb]; // Array of indeces to objects
for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i];
+ Object *obj = &_objects[i];
if ((obj->_screenIndex == *_vm->_screen_p) && (obj->_cycling >= kCycleAlmostInvisible))
- objindex[num_objs++] = i;
+ objindex[objNumb++] = i;
}
// Sort the objects into increasing y+y2 (painter's algorithm)
- qsort(objindex, num_objs, sizeof(objindex[0]), y2comp);
+ qsort(objindex, objNumb, sizeof(objindex[0]), y2comp);
// Add each visible object to display list
- for (int i = 0; i < num_objs; i++) {
- object_t *obj = &_objects[objindex[i]];
+ for (int i = 0; i < objNumb; i++) {
+ Object *obj = &_objects[objindex[i]];
// Count down inter-frame timer
if (obj->_frameTimer)
obj->_frameTimer--;
@@ -90,7 +90,7 @@ void ObjectHandler_v1w::updateImages() {
_vm->_screen->displayFrame(obj->_x, obj->_y, obj->_currImagePtr->_nextSeqPtr, obj->_priority == kPriorityOverOverlay);
break;
case kCycleBackward: {
- seq_t *seqPtr = obj->_currImagePtr;
+ Seq *seqPtr = obj->_currImagePtr;
if (!obj->_frameTimer) { // Show next frame
while (seqPtr->_nextSeqPtr != obj->_currImagePtr)
seqPtr = seqPtr->_nextSeqPtr;
@@ -105,8 +105,8 @@ void ObjectHandler_v1w::updateImages() {
}
// Cycle any animating objects
- for (int i = 0; i < num_objs; i++) {
- object_t *obj = &_objects[objindex[i]];
+ for (int i = 0; i < objNumb; i++) {
+ Object *obj = &_objects[objindex[i]];
if (obj->_cycling != kCycleInvisible) {
// Only if it's visible
if (obj->_cycling == kCycleAlmostInvisible)
@@ -138,7 +138,7 @@ void ObjectHandler_v1w::updateImages() {
case kCycleBackward: {
if (!obj->_frameTimer) {
// Time to step to prev frame
- seq_t *seqPtr = obj->_currImagePtr;
+ Seq *seqPtr = obj->_currImagePtr;
while (obj->_currImagePtr->_nextSeqPtr != seqPtr)
obj->_currImagePtr = obj->_currImagePtr->_nextSeqPtr;
// Find out if this is first frame of sequence
@@ -180,8 +180,8 @@ void ObjectHandler_v1w::moveObjects() {
// and store all (visible) object baselines into the boundary file.
// Don't store foreground or background objects
for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
- seq_t *currImage = obj->_currImagePtr; // Get ptr to current image
+ Object *obj = &_objects[i]; // Get pointer to object
+ Seq *currImage = obj->_currImagePtr; // Get ptr to current image
if (obj->_screenIndex == *_vm->_screen_p) {
switch (obj->_pathType) {
case kPathChase:
@@ -281,13 +281,13 @@ void ObjectHandler_v1w::moveObjects() {
// Move objects, allowing for boundaries
for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
+ Object *obj = &_objects[i]; // Get pointer to object
if ((obj->_screenIndex == *_vm->_screen_p) && (obj->_vx || obj->_vy)) {
// Only process if it's moving
// Do object movement. Delta_x,y return allowed movement in x,y
// to move as close to a boundary as possible without crossing it.
- seq_t *currImage = obj->_currImagePtr; // Get ptr to current image
+ Seq *currImage = obj->_currImagePtr; // Get ptr to current image
// object coordinates
int x1 = obj->_x + currImage->_x1; // Left edge of object
int x2 = obj->_x + currImage->_x2; // Right edge
@@ -335,15 +335,15 @@ void ObjectHandler_v1w::moveObjects() {
// Clear all object baselines from the boundary file.
for (int i = 0; i < _numObj; i++) {
- object_t *obj = &_objects[i]; // Get pointer to object
- seq_t *currImage = obj->_currImagePtr; // Get ptr to current image
+ Object *obj = &_objects[i]; // Get pointer to object
+ Seq *currImage = obj->_currImagePtr; // Get ptr to current image
if ((obj->_screenIndex == *_vm->_screen_p) && (obj->_cycling > kCycleAlmostInvisible) && (obj->_priority == kPriorityFloating))
clearBoundary(obj->_oldx + currImage->_x1, obj->_oldx + currImage->_x2, obj->_oldy + currImage->_y2);
}
// If maze mode is enabled, do special maze processing
if (_vm->_maze._enabledFl) {
- seq_t *currImage = _vm->_hero->_currImagePtr; // Get ptr to current image
+ Seq *currImage = _vm->_hero->_currImagePtr; // Get ptr to current image
// hero coordinates
int x1 = _vm->_hero->_x + currImage->_x1; // Left edge of object
int x2 = _vm->_hero->_x + currImage->_x2; // Right edge
@@ -364,8 +364,8 @@ void ObjectHandler_v1w::swapImages(int objIndex1, int objIndex2) {
saveSeq(&_objects[objIndex1]);
- seqList_t tmpSeqList[kMaxSeqNumb];
- int seqListSize = sizeof(seqList_t) * kMaxSeqNumb;
+ SeqList tmpSeqList[kMaxSeqNumb];
+ int seqListSize = sizeof(SeqList) * kMaxSeqNumb;
memmove(tmpSeqList, _objects[objIndex1]._seqList, seqListSize);
memmove(_objects[objIndex1]._seqList, _objects[objIndex2]._seqList, seqListSize);