moved Actor x/y to _pos.x/_pos.y -> this makes it much easier to grep for access of the actor position

svn-id: r10253
This commit is contained in:
Max Horn 2003-09-14 18:16:45 +00:00
parent fd7727e9d2
commit 6512592d0f
13 changed files with 162 additions and 106 deletions

View file

@ -512,7 +512,7 @@ void Scumm_v5::o5_actorSet() {
a->ignoreBoxes = !(_opcode & 1);
a->forceClip = 0;
if (a->isInCurrentRoom())
a->putActor(a->x, a->y, a->room);
a->putActor(a->_pos.x, a->_pos.y, a->room);
break;
case 22: /* animspeed */
@ -1327,7 +1327,7 @@ void Scumm_v5::o5_isActorInBox() {
int box = getVarOrDirectByte(0x40);
Actor *a = derefActor(act, "o5_isActorInBox");
if (!checkXYInBoxBounds(box, a->x, a->y))
if (!checkXYInBoxBounds(box, a->_pos.x, a->_pos.y))
o5_jumpRelative();
else
ignoreScriptWord();
@ -1489,9 +1489,9 @@ void Scumm_v5::o5_loadRoomWithEgo() {
}
// FIXME: Can this be removed?
camera._cur.x = a->x;
camera._cur.x = a->_pos.x;
setCameraAt(a->x, a->y);
setCameraAt(a->_pos.x, a->_pos.y);
setCameraFollows(a);
_fullRedraw = 1;
@ -2662,9 +2662,9 @@ void Scumm_v5::o5_walkActorToActor() {
dist = a->scalex * a->width / 0xFF;
dist += (a2->scalex * a2->width / 0xFF) / 2;
}
x = a2->x;
y = a2->y;
if (x < a->x)
x = a2->_pos.x;
y = a2->_pos.y;
if (x < a->_pos.x)
x += dist;
else
x -= dist;