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Diffstat (limited to 'engines/hugo/object_v3d.cpp')
-rw-r--r--engines/hugo/object_v3d.cpp18
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);