diff options
Diffstat (limited to 'engines/hugo/object_v3d.cpp')
-rw-r--r-- | engines/hugo/object_v3d.cpp | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/engines/hugo/object_v3d.cpp b/engines/hugo/object_v3d.cpp index 15d5fcd936..13c9c8c93d 100644 --- a/engines/hugo/object_v3d.cpp +++ b/engines/hugo/object_v3d.cpp @@ -64,8 +64,8 @@ void ObjectHandler_v3d::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: @@ -166,13 +166,13 @@ void ObjectHandler_v3d::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 @@ -220,15 +220,15 @@ void ObjectHandler_v3d::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 @@ -249,8 +249,8 @@ void ObjectHandler_v3d::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); |