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Diffstat (limited to 'engines/scumm/actor.cpp')
-rw-r--r--engines/scumm/actor.cpp52
1 files changed, 26 insertions, 26 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index 59c4110348..ee655dec33 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -175,7 +175,7 @@ void Actor_v2::initActor(int mode) {
_talkStopFrame = 4;
}
-void ActorC64::initActor(int mode) {
+void Actor_v0::initActor(int mode) {
Actor_v2::initActor(mode);
_costCommandNew = 0xFF;
@@ -251,7 +251,7 @@ void Actor::stopActorMoving() {
_moving = 0;
if(_vm->_game.version == 0)
- ((ActorC64 *)this)->setDirection(_facing);
+ ((Actor_v0 *)this)->setDirection(_facing);
}
void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
@@ -340,7 +340,7 @@ int Actor::actorWalkStep() {
int nextFacing;
if(_vm->_game.version == 0)
- ((ActorC64 *)this)->_animFrameRepeat = -1;
+ ((Actor_v0 *)this)->_animFrameRepeat = -1;
_needRedraw = true;
@@ -584,7 +584,7 @@ void Actor_v2::walkActor() {
actorWalkStep();
if(_vm->_game.version == 0)
- ((ActorC64 *)this)->animateActor(newDirToOldDir(_facing));
+ ((Actor_v0 *)this)->animateActor(newDirToOldDir(_facing));
} else {
if (_moving & MF_LAST_LEG) {
_moving = 0;
@@ -805,7 +805,7 @@ int Actor::remapDirection(int dir, bool is_walking) {
return 180;
}
- // MM C64 stores flags as a part of the mask
+ // MM v0 stores flags as a part of the mask
if (_vm->_game.version == 0) {
mask = _vm->getMaskFromBox(_walkbox);
// face the wall if climbing/descending a ladder
@@ -893,7 +893,7 @@ void Actor::setDirection(int direction) {
_needRedraw = true;
}
-void ActorC64::setDirection(int direction) {
+void Actor_v0::setDirection(int direction) {
int dir = newDirToOldDir( direction );
int res = 0;
@@ -1329,7 +1329,7 @@ void Actor::showActor() {
_vm->ensureResourceLoaded(rtCostume, _costume);
if (_vm->_game.version == 0) {
- ActorC64 *a = ((ActorC64 *)this);
+ Actor_v0 *a = ((Actor_v0 *)this);
a->_costCommand = a->_costCommandNew = 0xFF;
@@ -1556,7 +1556,7 @@ void ScummEngine::processActors() {
if (_game.version == 0) {
// 0x057B
- ActorC64 *A = (ActorC64*) a;
+ Actor_v0 *A = (Actor_v0*) a;
if (A->_speaking & 1)
A->_speaking ^= 0xFE;
@@ -1869,7 +1869,7 @@ void Actor::startAnimActor(int f) {
}
}
-void ActorC64::startAnimActor(int f) {
+void Actor_v0::startAnimActor(int f) {
if (f == _talkStartFrame) {
if (v0ActorTalkArray[_number] & 0x40)
return;
@@ -1952,7 +1952,7 @@ void Actor::animateCostume() {
}
}
-void ActorC64::limbFrameCheck(int limb) {
+void Actor_v0::limbFrameCheck(int limb) {
if (_cost.frame[limb] == 0xFFFF)
return;
@@ -1965,20 +1965,20 @@ void ActorC64::limbFrameCheck(int limb) {
_limbFrameRepeat[limb] = _limbFrameRepeatNew[limb];
// 0x25C3
- _cost.active[limb] = ((C64CostumeLoader*)_vm->_costumeLoader)->getFrame(this, limb);
+ _cost.active[limb] = ((V0CostumeLoader*)_vm->_costumeLoader)->getFrame(this, limb);
_cost.curpos[limb] = 0;
_needRedraw = true;
}
-void ActorC64::animateCostume() {
+void Actor_v0::animateCostume() {
speakCheck();
if (_vm->_costumeLoader->increaseAnims(this))
_needRedraw = true;
}
-void ActorC64::speakCheck() {
+void Actor_v0::speakCheck() {
if (v0ActorTalkArray[_number] & 0x80)
return;
@@ -2146,7 +2146,7 @@ void ScummEngine::setTalkingActor(int i) {
VAR(VAR_TALK_ACTOR) = i;
}
-static const int c64MMActorTalkColor[25] = {
+static const int v0MMActorTalkColor[25] = {
1, 7, 2, 14, 8, 15, 3, 7, 7, 15, 1, 13, 1, 4, 5, 5, 4, 3, 1, 5, 1, 1, 1, 1, 7
};
static const int v1MMActorTalkColor[25] = {
@@ -2158,7 +2158,7 @@ void ScummEngine::resetV1ActorTalkColor() {
for (i = 1; i < _numActors; i++) {
if (_game.version == 0) {
- _actors[i]->_talkColor = c64MMActorTalkColor[i];
+ _actors[i]->_talkColor = v0MMActorTalkColor[i];
} else {
_actors[i]->_talkColor = v1MMActorTalkColor[i];
}
@@ -2777,7 +2777,7 @@ void ScummEngine_v71he::queueAuxEntry(int actorNum, int subIndex) {
}
#endif
-void ActorC64::animateActor(int anim) {
+void Actor_v0::animateActor(int anim) {
int dir = -1;
switch (anim) {
@@ -2822,19 +2822,19 @@ void ActorC64::animateActor(int anim) {
}
}
-void ActorC64::saveLoadWithSerializer(Serializer *ser) {
+void Actor_v0::saveLoadWithSerializer(Serializer *ser) {
Actor::saveLoadWithSerializer(ser);
static const SaveLoadEntry actorEntries[] = {
- MKLINE(ActorC64, _costCommand, sleByte, VER(84)),
- MK_OBSOLETE(ActorC64, _costFrame, sleByte, VER(84), VER(89)),
- MKLINE(ActorC64, _miscflags, sleByte, VER(84)),
- MKLINE(ActorC64, _speaking, sleByte, VER(84)),
- MK_OBSOLETE(ActorC64, _speakingPrev, sleByte, VER(84), VER(89)),
- MK_OBSOLETE(ActorC64, _limbTemp, sleByte, VER(89), VER(89)),
- MKLINE(ActorC64, _animFrameRepeat, sleByte, VER(89)),
- MKARRAY(ActorC64, _limbFrameRepeatNew[0], sleInt8, 8, VER(89)),
- MKARRAY(ActorC64, _limbFrameRepeat[0], sleInt8, 8, VER(90)),
+ MKLINE(Actor_v0, _costCommand, sleByte, VER(84)),
+ MK_OBSOLETE(Actor_v0, _costFrame, sleByte, VER(84), VER(89)),
+ MKLINE(Actor_v0, _miscflags, sleByte, VER(84)),
+ MKLINE(Actor_v0, _speaking, sleByte, VER(84)),
+ MK_OBSOLETE(Actor_v0, _speakingPrev, sleByte, VER(84), VER(89)),
+ MK_OBSOLETE(Actor_v0, _limbTemp, sleByte, VER(89), VER(89)),
+ MKLINE(Actor_v0, _animFrameRepeat, sleByte, VER(89)),
+ MKARRAY(Actor_v0, _limbFrameRepeatNew[0], sleInt8, 8, VER(89)),
+ MKARRAY(Actor_v0, _limbFrameRepeat[0], sleInt8, 8, VER(90)),
MKEND()
};