diff options
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r-- | scumm/actor.cpp | 32 |
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(); } |