[Scummvm-cvs-logs] SF.net SVN: scummvm:[55316] scummvm/trunk/engines/hugo

strangerke at users.sourceforge.net strangerke at users.sourceforge.net
Tue Jan 18 22:32:18 CET 2011


Revision: 55316
          http://scummvm.svn.sourceforge.net/scummvm/?rev=55316&view=rev
Author:   strangerke
Date:     2011-01-18 21:32:18 +0000 (Tue, 18 Jan 2011)

Log Message:
-----------
HUGO: Rename objNumb to objIndex when used as an index

Modified Paths:
--------------
    scummvm/trunk/engines/hugo/game.h
    scummvm/trunk/engines/hugo/object.h
    scummvm/trunk/engines/hugo/object_v1d.cpp
    scummvm/trunk/engines/hugo/object_v1w.cpp
    scummvm/trunk/engines/hugo/object_v3d.cpp
    scummvm/trunk/engines/hugo/schedule.cpp
    scummvm/trunk/engines/hugo/schedule_v1d.cpp
    scummvm/trunk/engines/hugo/schedule_v2d.cpp

Modified: scummvm/trunk/engines/hugo/game.h
===================================================================
--- scummvm/trunk/engines/hugo/game.h	2011-01-18 21:13:47 UTC (rev 55315)
+++ scummvm/trunk/engines/hugo/game.h	2011-01-18 21:32:18 UTC (rev 55316)
@@ -305,7 +305,7 @@
 struct act1 {                                       // Type 1 - Start an object
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      cycleNumb;                             // Number of times to cycle
 	cycle_t  cycle;                                 // Direction to start cycling
 };
@@ -313,7 +313,7 @@
 struct act2 {                                       // Type 2 - Initialise an object coords
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      x, y;                                  // Coordinates
 };
 
@@ -337,21 +337,21 @@
 struct act5 {                                       // Type 5 - Initialise an object velocity
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      vx, vy;                                // velocity
 };
 
 struct act6 {                                       // Type 6 - Initialise an object carrying
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	bool     carriedFl;                             // carrying
 };
 
 struct act7 {                                       // Type 7 - Initialise an object to hero's coords
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 };
 
 struct act8 {                                       // Type 8 - switch to new screen
@@ -363,14 +363,14 @@
 struct act9 {                                       // Type 9 - Initialise an object state
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	byte     newState;                              // New state
 };
 
 struct act10 {                                      // Type 10 - Initialise an object path type
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      newPathType;                           // New path type
 	int8     vxPath, vyPath;                        // Max delta velocities e.g. for CHASE
 };
@@ -378,7 +378,7 @@
 struct act11 {                                      // Type 11 - Conditional on object's state
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	byte     stateReq;                              // Required state
 	uint16   actPassIndex;                          // Ptr to action list if success
 	uint16   actFailIndex;                          // Ptr to action list if failure
@@ -393,14 +393,14 @@
 struct act13 {                                      // Type 13 - Swap first object image with second
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      obj1;                                  // Index of first object
-	int      obj2;                                  // 2nd
+	int      objIndex1;                             // Index of first object
+	int      objIndex2;                             // 2nd
 };
 
 struct act14 {                                      // Type 14 - Conditional on current screen
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The required object
+	int      objIndex;                              // The required object
 	int      screenReq;                             // The required screen number
 	uint16   actPassIndex;                          // Ptr to action list if success
 	uint16   actFailIndex;                          // Ptr to action list if failure
@@ -409,8 +409,8 @@
 struct act15 {                                      // Type 15 - Home in on an object
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      obj1;                                  // The object number homing in
-	int      obj2;                                  // The object number to home in on
+	int      objIndex1;                             // The object number homing in
+	int      objIndex2;                             // The object number to home in on
 	int8     dx, dy;                                // Max delta velocities
 };
 // Note: Don't set a sequence at time 0 of a new screen, it causes
@@ -418,28 +418,28 @@
 struct act16 {                                      // Type 16 - Set curr_seq_p to seq
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      seqIndex;                              // The index of seq array to set to
 };
 
 struct act17 {                                      // Type 17 - SET obj individual state bits
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      stateMask;                             // The mask to OR with current obj state
 };
 
 struct act18 {                                      // Type 18 - CLEAR obj individual state bits
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      stateMask;                             // The mask to ~AND with current obj state
 };
 
 struct act19 {                                      // Type 19 - TEST obj individual state bits
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      stateMask;                             // The mask to AND with current obj state
 	uint16   actPassIndex;                          // Ptr to action list (all bits set)
 	uint16   actFailIndex;                          // Ptr to action list (not all set)
@@ -459,7 +459,7 @@
 struct act22 {                                      // Type 22 - Initialise an object to hero's coords
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 };
 
 struct act23 {                                      // Type 23 - Exit game back to DOS
@@ -476,7 +476,7 @@
 struct act25 {                                      // Type 25 - Conditional on bounding box
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The required object number
+	int      objIndex;                              // The required object number
 	int      x1, y1, x2, y2;                        // The bounding box
 	uint16   actPassIndex;                          // Ptr to action list if success
 	uint16   actFailIndex;                          // Ptr to action list if failure
@@ -491,19 +491,19 @@
 struct act27 {                                      // Type 27 - Add object's value to score
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // object number
+	int      objIndex;                              // object number
 };
 
 struct act28 {                                      // Type 28 - Subtract object's value from score
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // object number
+	int      objIndex;                              // object number
 };
 
 struct act29 {                                      // Type 29 - Conditional on object carried
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The required object number
+	int      objIndex;                              // The required object number
 	uint16   actPassIndex;                          // Ptr to action list if success
 	uint16   actFailIndex;                          // Ptr to action list if failure
 };
@@ -525,14 +525,14 @@
 struct act32 {                                      // Type 32 - Init fbg field of object
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	byte     priority;                              // Value of foreground/background field
 };
 
 struct act33 {                                      // Type 33 - Init screen field of object
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      screenIndex;                           // Screen number
 };
 
@@ -567,8 +567,8 @@
 struct act38 {                                      // Type 38 - Position lips
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      lipsObjNumb;                           // The LIPS object
-	int      objNumb;                               // The object to speak
+	int      lipsObjIndex;                          // The LIPS object
+	int      objIndex;                              // The object to speak
 	byte     dxLips;                                // Relative offset of x
 	byte     dyLips;                                // Relative offset of y
 };
@@ -596,7 +596,7 @@
 struct act42 {                                      // Type 42 - Text box with "take" string
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object taken
+	int      objIndex;                              // The object taken
 };
 
 struct act43 {                                      // Type 43 - Prompt user for Yes or No
@@ -629,7 +629,7 @@
 struct act47 {                                      // Type 47 - Init viewx,viewy,dir
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object
+	int      objIndex;                              // The object
 	int16    viewx;                                 // object.viewx
 	int16    viewy;                                 // object.viewy
 	int16    direction;                             // object.dir
@@ -638,7 +638,7 @@
 struct act48 {                                      // Type 48 - Set curr_seq_p to frame n
 	action_t actType;                               // The type of action
 	int      timer;                                 // Time to set off the action
-	int      objNumb;                               // The object number
+	int      objIndex;                              // The object number
 	int      seqIndex;                              // The index of seq array to set to
 	int      frameIndex;                            // The index of frame to set to
 };

Modified: scummvm/trunk/engines/hugo/object.h
===================================================================
--- scummvm/trunk/engines/hugo/object.h	2011-01-18 21:13:47 UTC (rev 55315)
+++ scummvm/trunk/engines/hugo/object.h	2011-01-18 21:32:18 UTC (rev 55316)
@@ -50,7 +50,7 @@
 
 	virtual void moveObjects() = 0;
 	virtual void updateImages() = 0;
-	virtual void swapImages(int objNumb1, int objNumb2) = 0;
+	virtual void swapImages(int objIndex1, int objIndex2) = 0;
 
 	bool isCarrying(uint16 wordIndex);
 	bool findObjectSpace(object_t *obj, int16 *destx, int16 *desty);
@@ -105,7 +105,7 @@
 
 	void moveObjects();
 	void updateImages();
-	void swapImages(int objNumb1, int objNumb2);
+	void swapImages(int objIndex1, int objIndex2);
 };
 
 class ObjectHandler_v1w : public ObjectHandler {
@@ -115,7 +115,7 @@
 
 	void moveObjects();
 	void updateImages();
-	void swapImages(int objNumb1, int objNumb2);
+	void swapImages(int objIndex1, int objIndex2);
 };
 
 class ObjectHandler_v2d : public ObjectHandler_v1d {
@@ -133,7 +133,7 @@
 	~ObjectHandler_v3d();
 
 	void moveObjects();
-	void swapImages(int objNumb1, int objNumb2);
+	void swapImages(int objIndex1, int objIndex2);
 };
 
 } // End of namespace Hugo

Modified: scummvm/trunk/engines/hugo/object_v1d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/object_v1d.cpp	2011-01-18 21:13:47 UTC (rev 55315)
+++ scummvm/trunk/engines/hugo/object_v1d.cpp	2011-01-18 21:32:18 UTC (rev 55316)
@@ -353,18 +353,18 @@
 * the assumption for now that the first obj is always the HERO) to the object
 * number of the swapped image
 */
-void ObjectHandler_v1d::swapImages(int objNumb1, int objNumb2) {
-	debugC(1, kDebugObject, "swapImages(%d, %d)", objNumb1, objNumb2);
+void ObjectHandler_v1d::swapImages(int objIndex1, int objIndex2) {
+	debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
 
 	seqList_t tmpSeqList[MAX_SEQUENCES];
 	int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
 
-	memmove(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
-	memmove(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
-	memmove(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
-	_objects[objNumb1].currImagePtr = _objects[objNumb1].seqList[0].seqPtr;
-	_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
-	_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
+	memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize);
+	memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize);
+	memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize);
+	_objects[objIndex1].currImagePtr = _objects[objIndex1].seqList[0].seqPtr;
+	_objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
+	_vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO;
 }
 
 } // End of namespace Hugo

Modified: scummvm/trunk/engines/hugo/object_v1w.cpp
===================================================================
--- scummvm/trunk/engines/hugo/object_v1w.cpp	2011-01-18 21:13:47 UTC (rev 55315)
+++ scummvm/trunk/engines/hugo/object_v1w.cpp	2011-01-18 21:32:18 UTC (rev 55316)
@@ -363,23 +363,23 @@
 * the assumption for now that the first obj is always the HERO) to the object
 * number of the swapped image
 */
-void ObjectHandler_v1w::swapImages(int objNumb1, int objNumb2) {
-	debugC(1, kDebugObject, "swapImages(%d, %d)", objNumb1, objNumb2);
+void ObjectHandler_v1w::swapImages(int objIndex1, int objIndex2) {
+	debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
 
-	saveSeq(&_objects[objNumb1]);
+	saveSeq(&_objects[objIndex1]);
 
 	seqList_t tmpSeqList[MAX_SEQUENCES];
 	int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
 
-	memmove(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
-	memmove(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
-	memmove(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
-	restoreSeq(&_objects[objNumb1]);
-	_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
-	_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
+	memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize);
+	memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize);
+	memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize);
+	restoreSeq(&_objects[objIndex1]);
+	_objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
+	_vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO;
 
 	// Make sure baseline stays constant
-	_objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
+	_objects[objIndex1].y += _objects[objIndex2].currImagePtr->y2 - _objects[objIndex1].currImagePtr->y2;
 }
 
 } // End of namespace Hugo

Modified: scummvm/trunk/engines/hugo/object_v3d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/object_v3d.cpp	2011-01-18 21:13:47 UTC (rev 55315)
+++ scummvm/trunk/engines/hugo/object_v3d.cpp	2011-01-18 21:32:18 UTC (rev 55316)
@@ -248,23 +248,23 @@
 * the assumption for now that the first obj is always the HERO) to the object
 * number of the swapped image
 */
-void ObjectHandler_v3d::swapImages(int objNumb1, int objNumb2) {
-	debugC(1, kDebugObject, "swapImages(%d, %d)", objNumb1, objNumb2);
+void ObjectHandler_v3d::swapImages(int objIndex1, int objIndex2) {
+	debugC(1, kDebugObject, "swapImages(%d, %d)", objIndex1, objIndex2);
 
-	saveSeq(&_objects[objNumb1]);
+	saveSeq(&_objects[objIndex1]);
 
 	seqList_t tmpSeqList[MAX_SEQUENCES];
 	int seqListSize = sizeof(seqList_t) * MAX_SEQUENCES;
 
-	memmove(tmpSeqList, _objects[objNumb1].seqList, seqListSize);
-	memmove(_objects[objNumb1].seqList, _objects[objNumb2].seqList, seqListSize);
-	memmove(_objects[objNumb2].seqList, tmpSeqList, seqListSize);
-	restoreSeq(&_objects[objNumb1]);
-	_objects[objNumb2].currImagePtr = _objects[objNumb2].seqList[0].seqPtr;
-	_vm->_heroImage = (_vm->_heroImage == HERO) ? objNumb2 : HERO;
+	memmove(tmpSeqList, _objects[objIndex1].seqList, seqListSize);
+	memmove(_objects[objIndex1].seqList, _objects[objIndex2].seqList, seqListSize);
+	memmove(_objects[objIndex2].seqList, tmpSeqList, seqListSize);
+	restoreSeq(&_objects[objIndex1]);
+	_objects[objIndex2].currImagePtr = _objects[objIndex2].seqList[0].seqPtr;
+	_vm->_heroImage = (_vm->_heroImage == HERO) ? objIndex2 : HERO;
 
 	// Make sure baseline stays constant
-	_objects[objNumb1].y += _objects[objNumb2].currImagePtr->y2 - _objects[objNumb1].currImagePtr->y2;
+	_objects[objIndex1].y += _objects[objIndex2].currImagePtr->y2 - _objects[objIndex1].currImagePtr->y2;
 }
 
 } // End of namespace Hugo

Modified: scummvm/trunk/engines/hugo/schedule.cpp
===================================================================
--- scummvm/trunk/engines/hugo/schedule.cpp	2011-01-18 21:13:47 UTC (rev 55315)
+++ scummvm/trunk/engines/hugo/schedule.cpp	2011-01-18 21:32:18 UTC (rev 55316)
@@ -280,13 +280,13 @@
 						break;
 					case START_OBJ:          // 1
 						_actListArr[i][j].a1.timer = in.readSint16BE();
-						_actListArr[i][j].a1.objNumb = in.readSint16BE();
+						_actListArr[i][j].a1.objIndex = in.readSint16BE();
 						_actListArr[i][j].a1.cycleNumb = in.readSint16BE();
 						_actListArr[i][j].a1.cycle = (cycle_t) in.readByte();
 						break;
 					case INIT_OBJXY:         // 2
 						_actListArr[i][j].a2.timer = in.readSint16BE();
-						_actListArr[i][j].a2.objNumb = in.readSint16BE();
+						_actListArr[i][j].a2.objIndex = in.readSint16BE();
 						_actListArr[i][j].a2.x = in.readSint16BE();
 						_actListArr[i][j].a2.y = in.readSint16BE();
 						break;
@@ -307,18 +307,18 @@
 						break;
 					case INIT_OBJVXY:        // 5
 						_actListArr[i][j].a5.timer = in.readSint16BE();
-						_actListArr[i][j].a5.objNumb = in.readSint16BE();
+						_actListArr[i][j].a5.objIndex = in.readSint16BE();
 						_actListArr[i][j].a5.vx = in.readSint16BE();
 						_actListArr[i][j].a5.vy = in.readSint16BE();
 						break;
 					case INIT_CARRY:         // 6
 						_actListArr[i][j].a6.timer = in.readSint16BE();
-						_actListArr[i][j].a6.objNumb = in.readSint16BE();
+						_actListArr[i][j].a6.objIndex = in.readSint16BE();
 						_actListArr[i][j].a6.carriedFl = (in.readByte() == 1) ? true : false;
 						break;
 					case INIT_HF_COORD:      // 7
 						_actListArr[i][j].a7.timer = in.readSint16BE();
-						_actListArr[i][j].a7.objNumb = in.readSint16BE();
+						_actListArr[i][j].a7.objIndex = in.readSint16BE();
 						break;
 					case NEW_SCREEN:         // 8
 						_actListArr[i][j].a8.timer = in.readSint16BE();
@@ -326,19 +326,19 @@
 						break;
 					case INIT_OBJSTATE:      // 9
 						_actListArr[i][j].a9.timer = in.readSint16BE();
-						_actListArr[i][j].a9.objNumb = in.readSint16BE();
+						_actListArr[i][j].a9.objIndex = in.readSint16BE();
 						_actListArr[i][j].a9.newState = in.readByte();
 						break;
 					case INIT_PATH:          // 10
 						_actListArr[i][j].a10.timer = in.readSint16BE();
-						_actListArr[i][j].a10.objNumb = in.readSint16BE();
+						_actListArr[i][j].a10.objIndex = in.readSint16BE();
 						_actListArr[i][j].a10.newPathType = in.readSint16BE();
 						_actListArr[i][j].a10.vxPath = in.readByte();
 						_actListArr[i][j].a10.vyPath = in.readByte();
 						break;
 					case COND_R:             // 11
 						_actListArr[i][j].a11.timer = in.readSint16BE();
-						_actListArr[i][j].a11.objNumb = in.readSint16BE();
+						_actListArr[i][j].a11.objIndex = in.readSint16BE();
 						_actListArr[i][j].a11.stateReq = in.readByte();
 						_actListArr[i][j].a11.actPassIndex = in.readUint16BE();
 						_actListArr[i][j].a11.actFailIndex = in.readUint16BE();
@@ -349,41 +349,41 @@
 						break;
 					case SWAP_IMAGES:        // 13
 						_actListArr[i][j].a13.timer = in.readSint16BE();
-						_actListArr[i][j].a13.obj1 = in.readSint16BE();
-						_actListArr[i][j].a13.obj2 = in.readSint16BE();
+						_actListArr[i][j].a13.objIndex1 = in.readSint16BE();
+						_actListArr[i][j].a13.objIndex2 = in.readSint16BE();
 						break;
 					case COND_SCR:           // 14
 						_actListArr[i][j].a14.timer = in.readSint16BE();
-						_actListArr[i][j].a14.objNumb = in.readSint16BE();
+						_actListArr[i][j].a14.objIndex = in.readSint16BE();
 						_actListArr[i][j].a14.screenReq = in.readSint16BE();
 						_actListArr[i][j].a14.actPassIndex = in.readUint16BE();
 						_actListArr[i][j].a14.actFailIndex = in.readUint16BE();
 						break;
 					case AUTOPILOT:          // 15
 						_actListArr[i][j].a15.timer = in.readSint16BE();
-						_actListArr[i][j].a15.obj1 = in.readSint16BE();
-						_actListArr[i][j].a15.obj2 = in.readSint16BE();
+						_actListArr[i][j].a15.objIndex1 = in.readSint16BE();
+						_actListArr[i][j].a15.objIndex2 = in.readSint16BE();
 						_actListArr[i][j].a15.dx = in.readByte();
 						_actListArr[i][j].a15.dy = in.readByte();
 						break;
 					case INIT_OBJ_SEQ:       // 16
 						_actListArr[i][j].a16.timer = in.readSint16BE();
-						_actListArr[i][j].a16.objNumb = in.readSint16BE();
+						_actListArr[i][j].a16.objIndex = in.readSint16BE();
 						_actListArr[i][j].a16.seqIndex = in.readSint16BE();
 						break;
 					case SET_STATE_BITS:     // 17
 						_actListArr[i][j].a17.timer = in.readSint16BE();
-						_actListArr[i][j].a17.objNumb = in.readSint16BE();
+						_actListArr[i][j].a17.objIndex = in.readSint16BE();
 						_actListArr[i][j].a17.stateMask = in.readSint16BE();
 						break;
 					case CLEAR_STATE_BITS:   // 18
 						_actListArr[i][j].a18.timer = in.readSint16BE();
-						_actListArr[i][j].a18.objNumb = in.readSint16BE();
+						_actListArr[i][j].a18.objIndex = in.readSint16BE();
 						_actListArr[i][j].a18.stateMask = in.readSint16BE();
 						break;
 					case TEST_STATE_BITS:    // 19
 						_actListArr[i][j].a19.timer = in.readSint16BE();
-						_actListArr[i][j].a19.objNumb = in.readSint16BE();
+						_actListArr[i][j].a19.objIndex = in.readSint16BE();
 						_actListArr[i][j].a19.stateMask = in.readSint16BE();
 						_actListArr[i][j].a19.actPassIndex = in.readUint16BE();
 						_actListArr[i][j].a19.actFailIndex = in.readUint16BE();
@@ -397,7 +397,7 @@
 						break;
 					case INIT_HH_COORD:      // 22
 						_actListArr[i][j].a22.timer = in.readSint16BE();
-						_actListArr[i][j].a22.objNumb = in.readSint16BE();
+						_actListArr[i][j].a22.objIndex = in.readSint16BE();
 						break;
 					case EXIT:               // 23
 						_actListArr[i][j].a23.timer = in.readSint16BE();
@@ -408,7 +408,7 @@
 						break;
 					case COND_BOX:           // 25
 						_actListArr[i][j].a25.timer = in.readSint16BE();
-						_actListArr[i][j].a25.objNumb = in.readSint16BE();
+						_actListArr[i][j].a25.objIndex = in.readSint16BE();
 						_actListArr[i][j].a25.x1 = in.readSint16BE();
 						_actListArr[i][j].a25.y1 = in.readSint16BE();
 						_actListArr[i][j].a25.x2 = in.readSint16BE();
@@ -422,15 +422,15 @@
 						break;
 					case ADD_SCORE:          // 27
 						_actListArr[i][j].a27.timer = in.readSint16BE();
-						_actListArr[i][j].a27.objNumb = in.readSint16BE();
+						_actListArr[i][j].a27.objIndex = in.readSint16BE();
 						break;
 					case SUB_SCORE:          // 28
 						_actListArr[i][j].a28.timer = in.readSint16BE();
-						_actListArr[i][j].a28.objNumb = in.readSint16BE();
+						_actListArr[i][j].a28.objIndex = in.readSint16BE();
 						break;
 					case COND_CARRY:         // 29
 						_actListArr[i][j].a29.timer = in.readSint16BE();
-						_actListArr[i][j].a29.objNumb = in.readSint16BE();
+						_actListArr[i][j].a29.objIndex = in.readSint16BE();
 						_actListArr[i][j].a29.actPassIndex = in.readUint16BE();
 						_actListArr[i][j].a29.actFailIndex = in.readUint16BE();
 						break;
@@ -450,12 +450,12 @@
 						break;
 					case INIT_PRIORITY:      // 32
 						_actListArr[i][j].a32.timer = in.readSint16BE();
-						_actListArr[i][j].a32.objNumb = in.readSint16BE();
+						_actListArr[i][j].a32.objIndex = in.readSint16BE();
 						_actListArr[i][j].a32.priority = in.readByte();
 						break;
 					case INIT_SCREEN:        // 33
 						_actListArr[i][j].a33.timer = in.readSint16BE();
-						_actListArr[i][j].a33.objNumb = in.readSint16BE();
+						_actListArr[i][j].a33.objIndex = in.readSint16BE();
 						_actListArr[i][j].a33.screenIndex = in.readSint16BE();
 						break;
 					case AGSCHEDULE:         // 34
@@ -480,8 +480,8 @@
 						break;
 					case INIT_LIPS:          // 38
 						_actListArr[i][j].a38.timer = in.readSint16BE();
-						_actListArr[i][j].a38.lipsObjNumb = in.readSint16BE();
-						_actListArr[i][j].a38.objNumb = in.readSint16BE();
+						_actListArr[i][j].a38.lipsObjIndex = in.readSint16BE();
+						_actListArr[i][j].a38.objIndex = in.readSint16BE();
 						_actListArr[i][j].a38.dxLips = in.readByte();
 						_actListArr[i][j].a38.dyLips = in.readByte();
 						break;
@@ -501,7 +501,7 @@
 						break;
 					case TEXT_TAKE:          // 42
 						_actListArr[i][j].a42.timer = in.readSint16BE();
-						_actListArr[i][j].a42.objNumb = in.readSint16BE();
+						_actListArr[i][j].a42.objIndex = in.readSint16BE();
 						break;
 					case YESNO:              // 43
 						_actListArr[i][j].a43.timer = in.readSint16BE();
@@ -524,14 +524,14 @@
 						break;
 					case INIT_VIEW:          // 47
 						_actListArr[i][j].a47.timer = in.readSint16BE();
-						_actListArr[i][j].a47.objNumb = in.readSint16BE();
+						_actListArr[i][j].a47.objIndex = in.readSint16BE();
 						_actListArr[i][j].a47.viewx = in.readSint16BE();
 						_actListArr[i][j].a47.viewy = in.readSint16BE();
 						_actListArr[i][j].a47.direction = in.readSint16BE();
 						break;
 					case INIT_OBJ_FRAME:     // 48
 						_actListArr[i][j].a48.timer = in.readSint16BE();
-						_actListArr[i][j].a48.objNumb = in.readSint16BE();
+						_actListArr[i][j].a48.objIndex = in.readSint16BE();
 						_actListArr[i][j].a48.seqIndex = in.readSint16BE();
 						_actListArr[i][j].a48.frameIndex = in.readSint16BE();
 						break;

Modified: scummvm/trunk/engines/hugo/schedule_v1d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/schedule_v1d.cpp	2011-01-18 21:13:47 UTC (rev 55315)
+++ scummvm/trunk/engines/hugo/schedule_v1d.cpp	2011-01-18 21:32:18 UTC (rev 55316)
@@ -106,12 +106,12 @@
 		insertActionList(action->a0.actIndex);
 		break;
 	case START_OBJ:                                 // act1: Start an object cycling
-		_vm->_object->_objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
-		_vm->_object->_objects[action->a1.objNumb].cycling = action->a1.cycle;
+		_vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb;
+		_vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle;
 		break;
 	case INIT_OBJXY:                                // act2: Initialise an object
-		_vm->_object->_objects[action->a2.objNumb].x = action->a2.x;          // Coordinates
-		_vm->_object->_objects[action->a2.objNumb].y = action->a2.y;
+		_vm->_object->_objects[action->a2.objIndex].x = action->a2.x;          // Coordinates
+		_vm->_object->_objects[action->a2.objIndex].y = action->a2.y;
 		break;
 	case PROMPT: {                                  // act3: Prompt user for key phrase
 		response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
@@ -137,27 +137,27 @@
 		_vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
 		break;
 	case INIT_OBJVXY:                               // act5: Initialise an object velocity
-		_vm->_object->setVelocity(action->a5.objNumb, action->a5.vx, action->a5.vy);
+		_vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy);
 		break;
 	case INIT_CARRY:                                // act6: Initialise an object
-		_vm->_object->setCarry(action->a6.objNumb, action->a6.carriedFl);  // carried status
+		_vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl);  // carried status
 		break;
 	case INIT_HF_COORD:                             // act7: Initialise an object to hero's "feet" coords
-		_vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1;
-		_vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
-		_vm->_object->_objects[action->a7.objNumb].screenIndex = *_vm->_screen_p;  // Don't forget screen!
+		_vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1;
+		_vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
+		_vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p;  // Don't forget screen!
 		break;
 	case NEW_SCREEN:                                // act8: Start new screen
 		newScreen(action->a8.screenIndex);
 		break;
 	case INIT_OBJSTATE:                             // act9: Initialise an object state
-		_vm->_object->_objects[action->a9.objNumb].state = action->a9.newState;
+		_vm->_object->_objects[action->a9.objIndex].state = action->a9.newState;
 		break;
 	case INIT_PATH:                                 // act10: Initialise an object path and velocity
-		_vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
+		_vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
 		break;
 	case COND_R:                                    // act11: action lists conditional on object state
-		if (_vm->_object->_objects[action->a11.objNumb].state == action->a11.stateReq)
+		if (_vm->_object->_objects[action->a11.objIndex].state == action->a11.stateReq)
 			insertActionList(action->a11.actPassIndex);
 		else
 			insertActionList(action->a11.actFailIndex);
@@ -166,18 +166,18 @@
 		Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex));   // Fetch string from file
 		break;
 	case SWAP_IMAGES:                               // act13: Swap 2 object images
-		_vm->_object->swapImages(action->a13.obj1, action->a13.obj2);
+		_vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2);
 		break;
 	case COND_SCR:                                  // act14: Conditional on current screen
-		if (_vm->_object->_objects[action->a14.objNumb].screenIndex == action->a14.screenReq)
+		if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq)
 			insertActionList(action->a14.actPassIndex);
 		else
 			insertActionList(action->a14.actFailIndex);
 		break;
 	case AUTOPILOT:                                 // act15: Home in on a (stationary) object
 		// object p1 will home in on object p2
-		obj1 = &_vm->_object->_objects[action->a15.obj1];
-		obj2 = &_vm->_object->_objects[action->a15.obj2];
+		obj1 = &_vm->_object->_objects[action->a15.objIndex1];
+		obj2 = &_vm->_object->_objects[action->a15.objIndex2];
 		obj1->pathType = AUTO;
 		dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
 		dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
@@ -198,16 +198,16 @@
 	case INIT_OBJ_SEQ:                              // act16: Set sequence number to use
 		// Note: Don't set a sequence at time 0 of a new screen, it causes
 		// problems clearing the boundary bits of the object!  t>0 is safe
-		_vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
+		_vm->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr;
 		break;
 	case SET_STATE_BITS:                            // act17: OR mask with curr obj state
-		_vm->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask;
+		_vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask;
 		break;
 	case CLEAR_STATE_BITS:                          // act18: AND ~mask with curr obj state
-		_vm->_object->_objects[action->a18.objNumb].state &= ~action->a18.stateMask;
+		_vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask;
 		break;
 	case TEST_STATE_BITS:                           // act19: If all bits set, do apass else afail
-		if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
+		if ((_vm->_object->_objects[action->a19.objIndex].state & action->a19.stateMask) == action->a19.stateMask)
 			insertActionList(action->a19.actPassIndex);
 		else
 			insertActionList(action->a19.actFailIndex);
@@ -227,9 +227,9 @@
 		gameStatus.gameOverFl = true;
 		break;
 	case INIT_HH_COORD:                             // act22: Initialise an object to hero's actual coords
-		_vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x;
-		_vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y;
-		_vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen!
+		_vm->_object->_objects[action->a22.objIndex].x = _vm->_hero->x;
+		_vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y;
+		_vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen!
 		break;
 	case EXIT:                                      // act23: Exit game back to DOS
 		_vm->endGame();
@@ -238,7 +238,7 @@
 		processBonus(action->a24.pointIndex);
 		break;
 	case COND_BOX:                                  // act25: Conditional on bounding box
-		obj1 = &_vm->_object->_objects[action->a25.objNumb];
+		obj1 = &_vm->_object->_objects[action->a25.objIndex];
 		dx = obj1->x + obj1->currImagePtr->x1;
 		dy = obj1->y + obj1->currImagePtr->y2;
 		if ((dx >= action->a25.x1) && (dx <= action->a25.x2) &&
@@ -248,13 +248,13 @@
 			insertActionList(action->a25.actFailIndex);
 		break;
 	case ADD_SCORE:                                 // act27: Add object's value to score
-		_vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue);
+		_vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue);
 		break;
 	case SUB_SCORE:                                 // act28: Subtract object's value from score
-		_vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue);
+		_vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue);
 		break;
 	case COND_CARRY:                                // act29: Conditional on object being carried
-		if (_vm->_object->isCarried(action->a29.objNumb))
+		if (_vm->_object->isCarried(action->a29.objIndex))
 			insertActionList(action->a29.actPassIndex);
 		else
 			insertActionList(action->a29.actFailIndex);

Modified: scummvm/trunk/engines/hugo/schedule_v2d.cpp
===================================================================
--- scummvm/trunk/engines/hugo/schedule_v2d.cpp	2011-01-18 21:13:47 UTC (rev 55315)
+++ scummvm/trunk/engines/hugo/schedule_v2d.cpp	2011-01-18 21:32:18 UTC (rev 55316)
@@ -114,12 +114,12 @@
 		insertActionList(action->a0.actIndex);
 		break;
 	case START_OBJ:                                 // act1: Start an object cycling
-		_vm->_object->_objects[action->a1.objNumb].cycleNumb = action->a1.cycleNumb;
-		_vm->_object->_objects[action->a1.objNumb].cycling = action->a1.cycle;
+		_vm->_object->_objects[action->a1.objIndex].cycleNumb = action->a1.cycleNumb;
+		_vm->_object->_objects[action->a1.objIndex].cycling = action->a1.cycle;
 		break;
 	case INIT_OBJXY:                                // act2: Initialise an object
-		_vm->_object->_objects[action->a2.objNumb].x = action->a2.x;          // Coordinates
-		_vm->_object->_objects[action->a2.objNumb].y = action->a2.y;
+		_vm->_object->_objects[action->a2.objIndex].x = action->a2.x;          // Coordinates
+		_vm->_object->_objects[action->a2.objIndex].y = action->a2.y;
 		break;
 	case PROMPT: {                                  // act3: Prompt user for key phrase
 		response = Utils::Box(BOX_PROMPT, "%s", _vm->_file->fetchString(action->a3.promptIndex));
@@ -151,27 +151,27 @@
 		_vm->_screen->setBackgroundColor(action->a4.newBackgroundColor);
 		break;
 	case INIT_OBJVXY:                               // act5: Initialise an object velocity
-		_vm->_object->setVelocity(action->a5.objNumb, action->a5.vx, action->a5.vy);
+		_vm->_object->setVelocity(action->a5.objIndex, action->a5.vx, action->a5.vy);
 		break;
 	case INIT_CARRY:                                // act6: Initialise an object
-		_vm->_object->setCarry(action->a6.objNumb, action->a6.carriedFl);  // carried status
+		_vm->_object->setCarry(action->a6.objIndex, action->a6.carriedFl);  // carried status
 		break;
 	case INIT_HF_COORD:                             // act7: Initialise an object to hero's "feet" coords
-		_vm->_object->_objects[action->a7.objNumb].x = _vm->_hero->x - 1;
-		_vm->_object->_objects[action->a7.objNumb].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
-		_vm->_object->_objects[action->a7.objNumb].screenIndex = *_vm->_screen_p;  // Don't forget screen!
+		_vm->_object->_objects[action->a7.objIndex].x = _vm->_hero->x - 1;
+		_vm->_object->_objects[action->a7.objIndex].y = _vm->_hero->y + _vm->_hero->currImagePtr->y2 - 1;
+		_vm->_object->_objects[action->a7.objIndex].screenIndex = *_vm->_screen_p;  // Don't forget screen!
 		break;
 	case NEW_SCREEN:                                // act8: Start new screen
 		newScreen(action->a8.screenIndex);
 		break;
 	case INIT_OBJSTATE:                             // act9: Initialise an object state
-		_vm->_object->_objects[action->a9.objNumb].state = action->a9.newState;
+		_vm->_object->_objects[action->a9.objIndex].state = action->a9.newState;
 		break;
 	case INIT_PATH:                                 // act10: Initialise an object path and velocity
-		_vm->_object->setPath(action->a10.objNumb, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
+		_vm->_object->setPath(action->a10.objIndex, (path_t) action->a10.newPathType, action->a10.vxPath, action->a10.vyPath);
 		break;
 	case COND_R:                                    // act11: action lists conditional on object state
-		if (_vm->_object->_objects[action->a11.objNumb].state == action->a11.stateReq)
+		if (_vm->_object->_objects[action->a11.objIndex].state == action->a11.stateReq)
 			insertActionList(action->a11.actPassIndex);
 		else
 			insertActionList(action->a11.actFailIndex);
@@ -180,18 +180,18 @@
 		Utils::Box(BOX_ANY, "%s", _vm->_file->fetchString(action->a12.stringIndex));   // Fetch string from file
 		break;
 	case SWAP_IMAGES:                               // act13: Swap 2 object images
-		_vm->_object->swapImages(action->a13.obj1, action->a13.obj2);
+		_vm->_object->swapImages(action->a13.objIndex1, action->a13.objIndex2);
 		break;
 	case COND_SCR:                                  // act14: Conditional on current screen
-		if (_vm->_object->_objects[action->a14.objNumb].screenIndex == action->a14.screenReq)
+		if (_vm->_object->_objects[action->a14.objIndex].screenIndex == action->a14.screenReq)
 			insertActionList(action->a14.actPassIndex);
 		else
 			insertActionList(action->a14.actFailIndex);
 		break;
 	case AUTOPILOT:                                 // act15: Home in on a (stationary) object
 		// object p1 will home in on object p2
-		obj1 = &_vm->_object->_objects[action->a15.obj1];
-		obj2 = &_vm->_object->_objects[action->a15.obj2];
+		obj1 = &_vm->_object->_objects[action->a15.objIndex1];
+		obj2 = &_vm->_object->_objects[action->a15.objIndex2];
 		obj1->pathType = AUTO;
 		dx = obj1->x + obj1->currImagePtr->x1 - obj2->x - obj2->currImagePtr->x1;
 		dy = obj1->y + obj1->currImagePtr->y1 - obj2->y - obj2->currImagePtr->y1;
@@ -212,16 +212,16 @@
 	case INIT_OBJ_SEQ:                              // act16: Set sequence number to use
 		// Note: Don't set a sequence at time 0 of a new screen, it causes
 		// problems clearing the boundary bits of the object!  t>0 is safe
-		_vm->_object->_objects[action->a16.objNumb].currImagePtr = _vm->_object->_objects[action->a16.objNumb].seqList[action->a16.seqIndex].seqPtr;
+		_vm->_object->_objects[action->a16.objIndex].currImagePtr = _vm->_object->_objects[action->a16.objIndex].seqList[action->a16.seqIndex].seqPtr;
 		break;
 	case SET_STATE_BITS:                            // act17: OR mask with curr obj state
-		_vm->_object->_objects[action->a17.objNumb].state |= action->a17.stateMask;
+		_vm->_object->_objects[action->a17.objIndex].state |= action->a17.stateMask;
 		break;
 	case CLEAR_STATE_BITS:                          // act18: AND ~mask with curr obj state
-		_vm->_object->_objects[action->a18.objNumb].state &= ~action->a18.stateMask;
+		_vm->_object->_objects[action->a18.objIndex].state &= ~action->a18.stateMask;
 		break;
 	case TEST_STATE_BITS:                           // act19: If all bits set, do apass else afail
-		if ((_vm->_object->_objects[action->a19.objNumb].state & action->a19.stateMask) == action->a19.stateMask)
+		if ((_vm->_object->_objects[action->a19.objIndex].state & action->a19.stateMask) == action->a19.stateMask)
 			insertActionList(action->a19.actPassIndex);
 		else
 			insertActionList(action->a19.actFailIndex);
@@ -242,9 +242,9 @@
 		gameStatus.gameOverFl = true;
 		break;
 	case INIT_HH_COORD:                             // act22: Initialise an object to hero's actual coords
-		_vm->_object->_objects[action->a22.objNumb].x = _vm->_hero->x;
-		_vm->_object->_objects[action->a22.objNumb].y = _vm->_hero->y;
-		_vm->_object->_objects[action->a22.objNumb].screenIndex = *_vm->_screen_p;// Don't forget screen!
+		_vm->_object->_objects[action->a22.objIndex].x = _vm->_hero->x;
+		_vm->_object->_objects[action->a22.objIndex].y = _vm->_hero->y;
+		_vm->_object->_objects[action->a22.objIndex].screenIndex = *_vm->_screen_p;// Don't forget screen!
 		break;
 	case EXIT:                                      // act23: Exit game back to DOS
 		_vm->endGame();
@@ -253,7 +253,7 @@
 		processBonus(action->a24.pointIndex);
 		break;
 	case COND_BOX:                                  // act25: Conditional on bounding box
-		obj1 = &_vm->_object->_objects[action->a25.objNumb];
+		obj1 = &_vm->_object->_objects[action->a25.objIndex];
 		dx = obj1->x + obj1->currImagePtr->x1;
 		dy = obj1->y + obj1->currImagePtr->y2;
 		if ((dx >= action->a25.x1) && (dx <= action->a25.x2) &&
@@ -269,13 +269,13 @@
 			_vm->_sound->playSound(action->a26.soundIndex, BOTH_CHANNELS, MED_PRI);
 		break;
 	case ADD_SCORE:                                 // act27: Add object's value to score
-		_vm->adjustScore(_vm->_object->_objects[action->a27.objNumb].objValue);
+		_vm->adjustScore(_vm->_object->_objects[action->a27.objIndex].objValue);
 		break;
 	case SUB_SCORE:                                 // act28: Subtract object's value from score
-		_vm->adjustScore(-_vm->_object->_objects[action->a28.objNumb].objValue);
+		_vm->adjustScore(-_vm->_object->_objects[action->a28.objIndex].objValue);
 		break;
 	case COND_CARRY:                                // act29: Conditional on object being carried
-		if (_vm->_object->isCarried(action->a29.objNumb))
+		if (_vm->_object->isCarried(action->a29.objIndex))
 			insertActionList(action->a29.actPassIndex);
 		else
 			insertActionList(action->a29.actFailIndex);
@@ -295,10 +295,10 @@
 		_maze.enabledFl = false;
 		break;
 	case INIT_PRIORITY:
-		_vm->_object->_objects[action->a32.objNumb].priority = action->a32.priority;
+		_vm->_object->_objects[action->a32.objIndex].priority = action->a32.priority;
 		break;
 	case INIT_SCREEN:
-		_vm->_object->_objects[action->a33.objNumb].screenIndex = action->a33.screenIndex;
+		_vm->_object->_objects[action->a33.objIndex].screenIndex = action->a33.screenIndex;
 		break;
 	case AGSCHEDULE:                                // act34: Schedule a (global) action list
 		insertActionList(action->a34.actIndex);
@@ -316,10 +316,10 @@
 		_vm->_screenStates[action->a37.screenIndex] = action->a37.newState;
 		break;
 	case INIT_LIPS:                                 // act38: Position lips on object
-		_vm->_object->_objects[action->a38.lipsObjNumb].x = _vm->_object->_objects[action->a38.objNumb].x + action->a38.dxLips;
-		_vm->_object->_objects[action->a38.lipsObjNumb].y = _vm->_object->_objects[action->a38.objNumb].y + action->a38.dyLips;
-		_vm->_object->_objects[action->a38.lipsObjNumb].screenIndex = *_vm->_screen_p; // Don't forget screen!
-		_vm->_object->_objects[action->a38.lipsObjNumb].cycling = CYCLE_FORWARD;
+		_vm->_object->_objects[action->a38.lipsObjIndex].x = _vm->_object->_objects[action->a38.objIndex].x + action->a38.dxLips;
+		_vm->_object->_objects[action->a38.lipsObjIndex].y = _vm->_object->_objects[action->a38.objIndex].y + action->a38.dyLips;
+		_vm->_object->_objects[action->a38.lipsObjIndex].screenIndex = *_vm->_screen_p; // Don't forget screen!
+		_vm->_object->_objects[action->a38.lipsObjIndex].cycling = CYCLE_FORWARD;
 		break;
 	case INIT_STORY_MODE:                           // act39: Init story_mode flag
 		// This is similar to the QUIET path mode, except that it is
@@ -340,7 +340,7 @@
 			insertActionList(action->a41.actFailIndex);
 		break;
 	case TEXT_TAKE:                                 // act42: Text box with "take" message
-		Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_objects[action->a42.objNumb].nounIndex][TAKE_NAME]);
+		Utils::Box(BOX_ANY, TAKE_TEXT, _vm->_arrayNouns[_vm->_object->_objects[action->a42.objIndex].nounIndex][TAKE_NAME]);
 		break;
 	case YESNO:                                     // act43: Prompt user for Yes or No
 		if (Utils::Box(BOX_YESNO, "%s", _vm->_file->fetchString(action->a43.promptIndex)) != 0)
@@ -364,16 +364,16 @@
 		gameStatus.jumpExitFl = action->a46.jumpExitFl;
 		break;
 	case INIT_VIEW:                                 // act47: Init object.viewx, viewy, dir
-		_vm->_object->_objects[action->a47.objNumb].viewx = action->a47.viewx;
-		_vm->_object->_objects[action->a47.objNumb].viewy = action->a47.viewy;
-		_vm->_object->_objects[action->a47.objNumb].direction = action->a47.direction;
+		_vm->_object->_objects[action->a47.objIndex].viewx = action->a47.viewx;
+		_vm->_object->_objects[action->a47.objIndex].viewy = action->a47.viewy;
+		_vm->_object->_objects[action->a47.objIndex].direction = action->a47.direction;
 		break;
 	case INIT_OBJ_FRAME:                            // act48: Set seq,frame number to use
 		// Note: Don't set a sequence at time 0 of a new screen, it causes
 		// problems clearing the boundary bits of the object!  t>0 is safe
-		_vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].seqList[action->a48.seqIndex].seqPtr;
+		_vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].seqList[action->a48.seqIndex].seqPtr;
 		for (dx = 0; dx < action->a48.frameIndex; dx++)
-			_vm->_object->_objects[action->a48.objNumb].currImagePtr = _vm->_object->_objects[action->a48.objNumb].currImagePtr->nextSeqPtr;
+			_vm->_object->_objects[action->a48.objIndex].currImagePtr = _vm->_object->_objects[action->a48.objIndex].currImagePtr->nextSeqPtr;
 		break;
 	case OLD_SONG:
 		// Replaces ACT26 for DOS games.


This was sent by the SourceForge.net collaborative development platform, the world's largest Open Source development site.




More information about the Scummvm-git-logs mailing list