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-rw-r--r--scumm/actor.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp
index e8b82103de..e733324805 100644
--- a/scumm/actor.cpp
+++ b/scumm/actor.cpp
@@ -33,9 +33,9 @@
#include "usage_bits.h"
byte Actor::kInvalidBox = 0;
-Scumm *Actor::_vm = 0;
+ScummEngine *Actor::_vm = 0;
-void Actor::initActorClass(Scumm *scumm) {
+void Actor::initActorClass(ScummEngine *scumm) {
_vm = scumm;
if (_vm->_features & GF_SMALL_HEADER) {
kInvalidBox = 255;
@@ -141,7 +141,7 @@ void Actor::setActorWalkSpeed(uint newSpeedX, uint newSpeedY) {
}
}
-int Scumm::getAngleFromPos(int x, int y) const {
+int ScummEngine::getAngleFromPos(int x, int y) const {
if (_gameId == GID_DIG || _gameId == GID_CMI) {
double temp = atan2((double)x, (double)-y);
return normalizeAngle((int)(temp * 180 / 3.1415926535));
@@ -783,7 +783,7 @@ void Actor::showActor() {
needRedraw = true;
}
-void Scumm::showActors() {
+void ScummEngine::showActors() {
int i;
for (i = 1; i < _numActors; i++) {
@@ -792,7 +792,7 @@ void Scumm::showActors() {
}
}
-void Scumm::walkActors() {
+void ScummEngine::walkActors() {
int i;
for (i = 1; i < _numActors; i++) {
@@ -805,7 +805,7 @@ void Scumm::walkActors() {
}
/* Used in Scumm v5 only. Play sounds associated with actors */
-void Scumm::playActorSounds() {
+void ScummEngine::playActorSounds() {
int i;
for (i = 1; i < _numActors; i++) {
@@ -820,7 +820,7 @@ void Scumm::playActorSounds() {
}
}
-Actor *Scumm::derefActor(int id, const char *errmsg) const {
+Actor *ScummEngine::derefActor(int id, const char *errmsg) const {
if (id == 0)
debug(3, "derefActor(0, \"%s\") in script %d, opcode 0x%x", errmsg, vm.slot[_curExecScript].number, _opcode);
if (id < 0 || id >= _numActors || _actors[id].number != id) {
@@ -832,7 +832,7 @@ Actor *Scumm::derefActor(int id, const char *errmsg) const {
return &_actors[id];
}
-Actor *Scumm::derefActorSafe(int id, const char *errmsg) const {
+Actor *ScummEngine::derefActorSafe(int id, const char *errmsg) const {
if (id == 0)
debug(3, "derefActorSafe(0, \"%s\") in script %d, opcode 0x%x", errmsg, vm.slot[_curExecScript].number, _opcode);
if (id < 0 || id >= _numActors || _actors[id].number != id) {
@@ -871,7 +871,7 @@ static int compareDrawOrder(const void* a, const void* b)
return actor1->number - actor2->number;
}
-void Scumm::processActors() {
+void ScummEngine::processActors() {
int numactors = 0;
// TODO : put this actors as a member array. It never has to grow or shrink
@@ -912,7 +912,7 @@ void Scumm::processActors() {
// Used in Scumm v8, to allow the verb coin to be drawn over the inventory
// chest. I'm assuming that draw order won't matter here.
-void Scumm::processUpperActors() {
+void ScummEngine::processUpperActors() {
int i;
for (i = 1; i < _numActors; i++) {
@@ -1069,7 +1069,7 @@ void Actor::animateLimb(int limb, int f) {
}
}
-void Scumm::setActorRedrawFlags() {
+void ScummEngine::setActorRedrawFlags() {
int i, j;
if (_fullRedraw) {
@@ -1090,7 +1090,7 @@ void Scumm::setActorRedrawFlags() {
}
}
-void Scumm::resetActorBgs() {
+void ScummEngine::resetActorBgs() {
int i, j;
for (i = 0; i < gdi._numStrips; i++) {
@@ -1112,7 +1112,7 @@ void Scumm::resetActorBgs() {
}
}
-int Scumm::getActorFromPos(int x, int y) {
+int ScummEngine::getActorFromPos(int x, int y) {
int i;
if (!testGfxAnyUsageBits(x >> 3))
@@ -1127,7 +1127,7 @@ int Scumm::getActorFromPos(int x, int y) {
return 0;
}
-void Scumm::actorTalk() {
+void ScummEngine::actorTalk() {
Actor *a;
_msgPtrToAdd = _charsetBuffer;
@@ -1179,7 +1179,7 @@ void Scumm::actorTalk() {
CHARSET_1();
}
-void Scumm::stopTalk() {
+void ScummEngine::stopTalk() {
int act;
_sound->stopTalkSound();
@@ -1200,7 +1200,7 @@ void Scumm::stopTalk() {
restoreCharsetBg();
}
-void Scumm::clearMsgQueue() {
+void ScummEngine::clearMsgQueue() {
_messagePtr = (const byte *)" ";
stopTalk();
}