[Scummvm-cvs-logs] CVS: scummvm/saga actor.cpp,1.170,1.171 actor.h,1.91,1.92 interface.cpp,1.127,1.128 isomap.cpp,1.58,1.59 objectmap.cpp,1.44,1.45 puzzle.cpp,1.13,1.14 rscfile.cpp,1.37,1.38 saga.cpp,1.126,1.127 script.cpp,1.77,1.78 sfuncs.cpp,1.148,1.149 sthread.cpp,1.100,1.101

Eugene Sandulenko sev at users.sourceforge.net
Wed Aug 10 07:57:19 CEST 2005


Update of /cvsroot/scummvm/scummvm/saga
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv28054

Modified Files:
	actor.cpp actor.h interface.cpp isomap.cpp objectmap.cpp 
	puzzle.cpp rscfile.cpp saga.cpp script.cpp sfuncs.cpp 
	sthread.cpp 
Log Message:
Rename Actor class members to _members.


Index: actor.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/actor.cpp,v
retrieving revision 1.170
retrieving revision 1.171
diff -u -d -r1.170 -r1.171
--- actor.cpp	10 Aug 2005 14:11:22 -0000	1.170
+++ actor.cpp	10 Aug 2005 14:53:17 -0000	1.171
@@ -47,8 +47,8 @@
 namespace Saga {
 
 static int commonObjectCompare(const CommonObjectDataPointer& obj1, const CommonObjectDataPointer& obj2) {
-	int p1 = obj1->location.y - obj1->location.z;
-	int p2 = obj2->location.y - obj2->location.z;
+	int p1 = obj1->_location.y - obj1->_location.z;
+	int p2 = obj2->_location.y - obj2->_location.z;
 	if (p1 == p2)
 		return 0;
 	if (p1 < p2)
@@ -57,8 +57,8 @@
[...1775 lines suppressed...]
+		actor->_dragonStepCycle++;
+		if (actor->_dragonStepCycle >= 3) {
+			actor->_dragonStepCycle = 3;
 		}
 	}
 
-	actor->frameNumber = actor->dragonBaseFrame + actor->dragonStepCycle;
+	actor->_frameNumber = actor->_dragonBaseFrame + actor->_dragonStepCycle;
 }
 
 void Actor::findActorPath(ActorData *actor, const Point &fromPoint, const Point &toPoint) {
@@ -2343,7 +2340,7 @@
 	_debugPointsCount = 0;
 #endif
 
-	actor->walkStepsCount = 0;
+	actor->_walkStepsCount = 0;
 	if (fromPoint == toPoint) {
 		actor->addWalkStepPoint(toPoint);
 		return;

Index: actor.h
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/actor.h,v
retrieving revision 1.91
retrieving revision 1.92
diff -u -d -r1.91 -r1.92
--- actor.h	7 Aug 2005 11:20:43 -0000	1.91
+++ actor.h	10 Aug 2005 14:53:17 -0000	1.92
@@ -239,43 +239,43 @@
 class CommonObjectData {
 public:
 //constant
-	bool disabled;					// disabled in init section
-	int32 index;					// index in local array
-	uint16 id;						// object id
-	int32 scriptEntrypointNumber;	// script entrypoint number
+	bool _disabled;					// disabled in init section
+	int32 _index;					// index in local array
+	uint16 _id;						// object id
+	int32 _scriptEntrypointNumber;	// script entrypoint number
 
 //variables
-	uint16 flags;				// initial flags
-	int32 nameIndex;			// index in name string list
-	int32 sceneNumber;			// scene
-	int32 spriteListResourceId;	// sprite list resource id
+	uint16 _flags;				// initial flags
+	int32 _nameIndex;			// index in name string list
+	int32 _sceneNumber;			// scene
+	int32 _spriteListResourceId;	// sprite list resource id
 
-	Location location;			// logical coordinates
-	Point screenPosition;		// screen coordinates
-	int32 screenDepth;			//
-	int32 screenScale;			//
+	Location _location;			// logical coordinates
+	Point _screenPosition;		// screen coordinates
+	int32 _screenDepth;			//
+	int32 _screenScale;			//
 	
 	void saveState(Common::OutSaveFile *out) {
-		out->writeUint16LE(flags);
-		out->writeSint32LE(nameIndex);
-		out->writeSint32LE(sceneNumber);
-		out->writeSint32LE(spriteListResourceId);
-		location.saveState(out);
-		out->writeSint16LE(screenPosition.x);
-		out->writeSint16LE(screenPosition.y);
-		out->writeSint32LE(screenDepth);
-		out->writeSint32LE(screenScale);
+		out->writeUint16LE(_flags);
+		out->writeSint32LE(_nameIndex);
+		out->writeSint32LE(_sceneNumber);
+		out->writeSint32LE(_spriteListResourceId);
+		_location.saveState(out);
+		out->writeSint16LE(_screenPosition.x);
+		out->writeSint16LE(_screenPosition.y);
+		out->writeSint32LE(_screenDepth);
+		out->writeSint32LE(_screenScale);
 	}
 	void loadState(Common::InSaveFile *in) {
-		flags = in->readUint16LE();
-		nameIndex = in->readSint32LE();
-		sceneNumber = in->readSint32LE();
-		spriteListResourceId = in->readSint32LE();
-		location.loadState(in);
-		screenPosition.x = in->readSint16LE();
-		screenPosition.y = in->readSint16LE();
-		screenDepth = in->readSint32LE();
-		screenScale = in->readSint32LE();
+		_flags = in->readUint16LE();
+		_nameIndex = in->readSint32LE();
+		_sceneNumber = in->readSint32LE();
+		_spriteListResourceId = in->readSint32LE();
+		_location.loadState(in);
+		_screenPosition.x = in->readSint16LE();
+		_screenPosition.y = in->readSint16LE();
+		_screenDepth = in->readSint32LE();
+		_screenScale = in->readSint32LE();
 	}
 };
 
@@ -286,7 +286,7 @@
 class ObjectData: public CommonObjectData {
 public:
 	//constant
-	uint16 interactBits;
+	uint16 _interactBits;
 	ObjectData() {
 		memset(this, 0, sizeof(*this));
 	}
@@ -295,179 +295,179 @@
 class ActorData: public CommonObjectData {
 public:
 	//constant
-	SpriteList spriteList;		// sprite list data
+	SpriteList _spriteList;		// sprite list data
 
-	ActorFrameSequence *frames;	// Actor's frames
-	int framesCount;			// Actor's frames count
-	int frameListResourceId;	// Actor's frame list resource id
+	ActorFrameSequence *_frames;	// Actor's frames
+	int _framesCount;			// Actor's frames count
+	int _frameListResourceId;	// Actor's frame list resource id
 
-	byte speechColor;			// Actor dialogue color
+	byte _speechColor;			// Actor dialogue color
 	//
-	bool inScene;
+	bool _inScene;
 
 	//variables
-	uint16 actorFlags;			// dynamic flags
-	int32 currentAction;			// ActorActions type
-	int32 facingDirection;		// orientation
-	int32 actionDirection;
-	int32 actionCycle;
-	uint16 targetObject;
-	const HitZone *lastZone;
+	uint16 _actorFlags;			// dynamic flags
+	int32 _currentAction;			// ActorActions type
+	int32 _facingDirection;		// orientation
+	int32 _actionDirection;
+	int32 _actionCycle;
+	uint16 _targetObject;
+	const HitZone *_lastZone;
 
-	int32 cycleFrameSequence;
-	uint8 cycleDelay;
-	uint8 cycleTimeCount;
-	uint8 cycleFlags;
+	int32 _cycleFrameSequence;
+	uint8 _cycleDelay;
+	uint8 _cycleTimeCount;
+	uint8 _cycleFlags;
 
-	int16 fallVelocity;
-	int16 fallAcceleration;
-	int16 fallPosition;
+	int16 _fallVelocity;
+	int16 _fallAcceleration;
+	int16 _fallPosition;
 
-	uint8 dragonBaseFrame;
-	uint8 dragonStepCycle;
-	uint8 dragonMoveType;
+	uint8 _dragonBaseFrame;
+	uint8 _dragonStepCycle;
+	uint8 _dragonMoveType;
 
-	int32 frameNumber;			// current frame number
+	int32 _frameNumber;			// current frame number
 
-	int32 tileDirectionsAlloced;
-	byte *tileDirections;
+	int32 _tileDirectionsAlloced;
+	byte *_tileDirections;
 
-	int32 walkStepsAlloced;
-	Point *walkStepsPoints;
+	int32 _walkStepsAlloced;
+	Point *_walkStepsPoints;
 
-	int32 walkStepsCount;
-	int32 walkStepIndex;
+	int32 _walkStepsCount;
+	int32 _walkStepIndex;
 
-	Location finalTarget;
-	Location partialTarget;
-	int32 walkFrameSequence;
+	Location _finalTarget;
+	Location _partialTarget;
+	int32 _walkFrameSequence;
 
 public:
 	void saveState(Common::OutSaveFile *out) {
 		int i = 0;
 		CommonObjectData::saveState(out);
-		out->writeUint16LE(actorFlags);
-		out->writeSint32LE(currentAction);
-		out->writeSint32LE(facingDirection);
-		out->writeSint32LE(actionDirection);
-		out->writeSint32LE(actionCycle);
-		out->writeUint16LE(targetObject);
+		out->writeUint16LE(_actorFlags);
+		out->writeSint32LE(_currentAction);
+		out->writeSint32LE(_facingDirection);
+		out->writeSint32LE(_actionDirection);
+		out->writeSint32LE(_actionCycle);
+		out->writeUint16LE(_targetObject);
 
-		out->writeSint32LE(cycleFrameSequence);
-		out->writeByte(cycleDelay);
-		out->writeByte(cycleTimeCount);
-		out->writeByte(cycleFlags);
-		out->writeSint16LE(fallVelocity);
-		out->writeSint16LE(fallAcceleration);
-		out->writeSint16LE(fallPosition);
-		out->writeByte(dragonBaseFrame);
-		out->writeByte(dragonStepCycle);
-		out->writeByte(dragonMoveType);
-		out->writeSint32LE(frameNumber);
+		out->writeSint32LE(_cycleFrameSequence);
+		out->writeByte(_cycleDelay);
+		out->writeByte(_cycleTimeCount);
+		out->writeByte(_cycleFlags);
+		out->writeSint16LE(_fallVelocity);
+		out->writeSint16LE(_fallAcceleration);
+		out->writeSint16LE(_fallPosition);
+		out->writeByte(_dragonBaseFrame);
+		out->writeByte(_dragonStepCycle);
+		out->writeByte(_dragonMoveType);
+		out->writeSint32LE(_frameNumber);
 
-		out->writeSint32LE(tileDirectionsAlloced);
-		for (i = 0; i < tileDirectionsAlloced; i++) {
-			out->writeByte(tileDirections[i]);
+		out->writeSint32LE(_tileDirectionsAlloced);
+		for (i = 0; i < _tileDirectionsAlloced; i++) {
+			out->writeByte(_tileDirections[i]);
 		}
 
-		out->writeSint32LE(walkStepsAlloced);
-		for (i = 0; i < walkStepsAlloced; i++) {
-			out->writeSint16LE(walkStepsPoints[i].x);
-			out->writeSint16LE(walkStepsPoints[i].y);
+		out->writeSint32LE(_walkStepsAlloced);
+		for (i = 0; i < _walkStepsAlloced; i++) {
+			out->writeSint16LE(_walkStepsPoints[i].x);
+			out->writeSint16LE(_walkStepsPoints[i].y);
 		}
 
-		out->writeSint32LE(walkStepsCount);
-		out->writeSint32LE(walkStepIndex);
-		finalTarget.saveState(out);
-		partialTarget.saveState(out);
-		out->writeSint32LE(walkFrameSequence);
+		out->writeSint32LE(_walkStepsCount);
+		out->writeSint32LE(_walkStepIndex);
+		_finalTarget.saveState(out);
+		_partialTarget.saveState(out);
+		out->writeSint32LE(_walkFrameSequence);
 	}
 
 	void loadState(uint32 version, Common::InSaveFile *in) {
 		int i = 0;
 		CommonObjectData::loadState(in);
-		actorFlags = in->readUint16LE();
-		currentAction = in->readSint32LE();
-		facingDirection = in->readSint32LE();
-		actionDirection = in->readSint32LE();
-		actionCycle = in->readSint32LE();
-		targetObject = in->readUint16LE();
+		_actorFlags = in->readUint16LE();
+		_currentAction = in->readSint32LE();
+		_facingDirection = in->readSint32LE();
+		_actionDirection = in->readSint32LE();
+		_actionCycle = in->readSint32LE();
+		_targetObject = in->readUint16LE();
 
-		lastZone = NULL;
-		cycleFrameSequence = in->readSint32LE();
-		cycleDelay = in->readByte();
-		cycleTimeCount = in->readByte();
-		cycleFlags = in->readByte();
+		_lastZone = NULL;
+		_cycleFrameSequence = in->readSint32LE();
+		_cycleDelay = in->readByte();
+		_cycleTimeCount = in->readByte();
+		_cycleFlags = in->readByte();
 		if (version > 1) {
-			fallVelocity = in->readSint16LE();
-			fallAcceleration = in->readSint16LE();
-			fallPosition = in->readSint16LE();
+			_fallVelocity = in->readSint16LE();
+			_fallAcceleration = in->readSint16LE();
+			_fallPosition = in->readSint16LE();
 		} else {
-			fallVelocity = fallAcceleration = fallPosition = 0;
+			_fallVelocity = _fallAcceleration = _fallPosition = 0;
 		}
 		if (version > 2) {
-			dragonBaseFrame = in->readByte();
-			dragonStepCycle = in->readByte();
-			dragonMoveType = in->readByte();
+			_dragonBaseFrame = in->readByte();
+			_dragonStepCycle = in->readByte();
+			_dragonMoveType = in->readByte();
 		} else {
-			dragonBaseFrame = dragonStepCycle = dragonMoveType = 0;
+			_dragonBaseFrame = _dragonStepCycle = _dragonMoveType = 0;
 		}
 
-		frameNumber = in->readSint32LE();
+		_frameNumber = in->readSint32LE();
 
 
 		setTileDirectionsSize(in->readSint32LE(), true);
-		for (i = 0; i < tileDirectionsAlloced; i++) {
-			tileDirections[i] = in->readByte();
+		for (i = 0; i < _tileDirectionsAlloced; i++) {
+			_tileDirections[i] = in->readByte();
 		}
 
 		setWalkStepsPointsSize(in->readSint32LE(), true);
-		for (i = 0; i < walkStepsAlloced; i++) {
-			walkStepsPoints[i].x = in->readSint16LE();
-			walkStepsPoints[i].y = in->readSint16LE();
+		for (i = 0; i < _walkStepsAlloced; i++) {
+			_walkStepsPoints[i].x = in->readSint16LE();
+			_walkStepsPoints[i].y = in->readSint16LE();
 		}
 
-		walkStepsCount = in->readSint32LE();
-		walkStepIndex = in->readSint32LE();
-		finalTarget.loadState(in);
-		partialTarget.loadState(in);
-		walkFrameSequence = in->readSint32LE();
+		_walkStepsCount = in->readSint32LE();
+		_walkStepIndex = in->readSint32LE();
+		_finalTarget.loadState(in);
+		_partialTarget.loadState(in);
+		_walkFrameSequence = in->readSint32LE();
 	}
 
 	void setTileDirectionsSize(int size, bool forceRealloc) {
-		if ((size <= tileDirectionsAlloced) && !forceRealloc) {
+		if ((size <= _tileDirectionsAlloced) && !forceRealloc) {
 			return;
 		}
-		tileDirectionsAlloced = size;
-		tileDirections = (byte*)realloc(tileDirections, tileDirectionsAlloced * sizeof(*tileDirections));
+		_tileDirectionsAlloced = size;
+		_tileDirections = (byte*)realloc(_tileDirections, _tileDirectionsAlloced * sizeof(*_tileDirections));
 	}
 
 	void cycleWrap(int cycleLimit) {
-		if (actionCycle >= cycleLimit)
-			actionCycle = 0;
+		if (_actionCycle >= cycleLimit)
+			_actionCycle = 0;
 	}
 
 	void setWalkStepsPointsSize(int size, bool forceRealloc) {
-		if ((size <= walkStepsAlloced) && !forceRealloc) {
+		if ((size <= _walkStepsAlloced) && !forceRealloc) {
 			return;
 		}
-		walkStepsAlloced = size;
-		walkStepsPoints = (Point*)realloc(walkStepsPoints, walkStepsAlloced * sizeof(*walkStepsPoints));
+		_walkStepsAlloced = size;
+		_walkStepsPoints = (Point*)realloc(_walkStepsPoints, _walkStepsAlloced * sizeof(*_walkStepsPoints));
 	}
 
 	void addWalkStepPoint(const Point &point) {
-		setWalkStepsPointsSize(walkStepsCount + 1, false);
-		walkStepsPoints[walkStepsCount++] = point;
+		setWalkStepsPointsSize(_walkStepsCount + 1, false);
+		_walkStepsPoints[_walkStepsCount++] = point;
 	}
 
 	ActorData() {
 		memset(this, 0, sizeof(*this));
 	}
 	~ActorData() {
-		free(frames);
-		free(tileDirections);
-		free(walkStepsPoints);
-		spriteList.freeMem();
+		free(_frames);
+		free(_tileDirections);
+		free(_walkStepsPoints);
+		_spriteList.freeMem();
 	}
 };
 
@@ -531,7 +531,7 @@
 		if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
 			error("Actor::getObjectScriptEntrypointNumber wrong id 0x%X", id);
 		}
-		return (objectType == kGameObjectObject) ? getObj(id)->scriptEntrypointNumber : getActor(id)->scriptEntrypointNumber;
+		return (objectType == kGameObjectObject) ? getObj(id)->_scriptEntrypointNumber : getActor(id)->_scriptEntrypointNumber;
 	}
 	int getObjectFlags(uint16 id) {
 		int objectType;
@@ -539,7 +539,7 @@
 		if (!(objectType & (kGameObjectObject | kGameObjectActor))) {
 			error("Actor::getObjectFlags wrong id 0x%X", id);
 		}
-		return (objectType == kGameObjectObject) ? getObj(id)->flags : getActor(id)->flags;
+		return (objectType == kGameObjectObject) ? getObj(id)->_flags : getActor(id)->_flags;
 	}
 
 	void direct(int msec);

Index: interface.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/interface.cpp,v
retrieving revision 1.127
retrieving revision 1.128
diff -u -d -r1.127 -r1.128
--- interface.cpp	10 Aug 2005 14:11:22 -0000	1.127
+++ interface.cpp	10 Aug 2005 14:53:17 -0000	1.128
@@ -210,7 +210,7 @@
 	if (!_active) {
 		_active = true;
 		_vm->_script->_skipSpeeches = false;
-		_vm->_actor->_protagonist->targetObject = ID_NOTHING;
+		_vm->_actor->_protagonist->_targetObject = ID_NOTHING;
 		_vm->_gfx->showCursor(true);
 		unlockMode();
 		if (_panelMode == kPanelMain){
@@ -1197,12 +1197,12 @@
 
 		case kGameObjectActor:
 			a = _vm->_actor->getActor(obj);
-			script = a->scriptEntrypointNumber;
+			script = a->_scriptEntrypointNumber;
 			break;
 
 		case kGameObjectObject:
 			o = _vm->_actor->getObj(obj);
-			script = o->scriptEntrypointNumber;
+			script = o->_scriptEntrypointNumber;
 			break;
 		}
 
@@ -1465,7 +1465,7 @@
 				_vm->_script->hitObject(_vm->leftMouseButtonPressed());
 			}
 			if (_vm->_script->_pendingVerb) {
-				_vm->_actor->_protagonist->currentAction = kActionWait;
+				_vm->_actor->_protagonist->_currentAction = kActionWait;
 				_vm->_script->doVerb();
 			}
 		}
@@ -1646,7 +1646,7 @@
 
 		if (ci < _inventoryCount) {
 			obj = _vm->_actor->getObj(_inventory[ci]);
-			_vm->_sprite->draw(backBuffer, _vm->getDisplayClip(), _vm->_sprite->_mainSprites, obj->spriteListResourceId, rect, 256);
+			_vm->_sprite->draw(backBuffer, _vm->getDisplayClip(), _vm->_sprite->_mainSprites, obj->_spriteListResourceId, rect, 256);
 		}
 
 		ci++;

Index: isomap.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/isomap.cpp,v
retrieving revision 1.58
retrieving revision 1.59
diff -u -d -r1.58 -r1.59
--- isomap.cpp	29 Jul 2005 17:57:41 -0000	1.58
+++ isomap.cpp	10 Aug 2005 14:53:17 -0000	1.59
@@ -283,7 +283,7 @@
 	Point maxScrollPos;
 
 
-	tileCoordsToScreenPoint(_vm->_actor->_centerActor->location, playerPoint);
+	tileCoordsToScreenPoint(_vm->_actor->_centerActor->_location, playerPoint);
 
 	if (_vm->_scene->currentSceneResourceId() == RID_ITE_OVERMAP_SCENE) {
 		_mapPosition.x = (playerPoint.x + _viewScroll.x) * 30 / 100 - (381);
@@ -327,7 +327,7 @@
 		uint16 objectId;
 		objectId = _vm->_actor->objIndexToId(ITE_OBJ_MAP);
 		obj = _vm->_actor->getObj(objectId);
-		if (obj->sceneNumber != ITE_SCENE_INV) {
+		if (obj->_sceneNumber != ITE_SCENE_INV) {
 			_viewScroll.x = 1552 + 8;
 			_viewScroll.y = 1456 + 8;
 		}
@@ -1093,7 +1093,7 @@
 
 #define TEST_TILE_EPILOG(index)									\
 	} else {													\
-		if (_vm->_actor->_protagonist->location.z > 0) {		\
+		if (_vm->_actor->_protagonist->_location.z > 0) {		\
 			terraComp[index] = SAGA_IMPASSABLE;					\
 		}														\
 	}
@@ -1192,16 +1192,16 @@
 	bestU = SAGA_SEARCH_CENTER;
 	bestV = SAGA_SEARCH_CENTER;
 
-	_platformHeight = _vm->_actor->_protagonist->location.z / 8;
+	_platformHeight = _vm->_actor->_protagonist->_location.z / 8;
 
 	memset( &_searchArray, 0, sizeof(_searchArray));
 
 	for (i = 0; i < _vm->_actor->_actorsCount; i++) {
 		actor = _vm->_actor->_actors[i];
-		if (!actor->inScene) continue;
+		if (!actor->_inScene) continue;
 
-		u = (actor->location.u() >> 4) - uBase;
-		v = (actor->location.v() >> 4) - vBase;
+		u = (actor->_location.u() >> 4) - uBase;
+		v = (actor->_location.v() >> 4) - vBase;
 		if ((u >= 0) && (u < SAGA_SEARCH_DIAMETER) &&
 			(v >= 0) && (v < SAGA_SEARCH_DIAMETER) &&
 			((u != SAGA_SEARCH_CENTER) || (v != SAGA_SEARCH_CENTER))) {
@@ -1360,7 +1360,7 @@
 	uFinish = (end.u() >> 4) - uBase;
 	vFinish = (end.v() >> 4) - vBase;
 
-	_platformHeight = _vm->_actor->_protagonist->location.z / 8;
+	_platformHeight = _vm->_actor->_protagonist->_location.z / 8;
 
 	memset( &_dragonSearchArray, 0, sizeof(_dragonSearchArray));
 
@@ -1475,10 +1475,10 @@
 		i = 64;
 	}*/
 
-	actor->walkStepsCount = i;
+	actor->_walkStepsCount = i;
 	if (i) {
 		actor->setTileDirectionsSize(i, false);
-		memcpy(actor->tileDirections, res, i );
+		memcpy(actor->_tileDirections, res, i );
 	}
 
 }
@@ -1516,21 +1516,21 @@
 	uFinish = (end.u() >> 4) - uBase;
 	vFinish = (end.v() >> 4) - vBase;
 
-	_platformHeight = _vm->_actor->_protagonist->location.z / 8;
+	_platformHeight = _vm->_actor->_protagonist->_location.z / 8;
 
 
 
 	memset( &_searchArray, 0, sizeof(_searchArray));
 
-	if (!(actor->actorFlags & kActorNoCollide) &&
+	if (!(actor->_actorFlags & kActorNoCollide) &&
 		(_vm->_scene->currentSceneResourceId() != RID_ITE_OVERMAP_SCENE)) {
 			for (i = 0; i < _vm->_actor->_actorsCount; i++) {
 				other = _vm->_actor->_actors[i];
-				if (!other->inScene) continue;
-				if (other==actor) continue;
+				if (!other->_inScene) continue;
+				if (other == actor) continue;
 
-				u = (other->location.u() >> 4) - uBase;
-				v = (other->location.v() >> 4) - vBase;
+				u = (other->_location.u() >> 4) - uBase;
+				v = (other->_location.v() >> 4) - vBase;
 				if ((u >= 1) && (u < SAGA_SEARCH_DIAMETER) &&
 					(v >= 1) && (v < SAGA_SEARCH_DIAMETER) &&
 					((u != SAGA_SEARCH_CENTER) || (v != SAGA_SEARCH_CENTER))) {
@@ -1607,10 +1607,10 @@
 /*	if (i > 64) {
 		i = 64;
 	}*/
-	actor->walkStepsCount = i;
+	actor->_walkStepsCount = i;
 	if (i) {
 		actor->setTileDirectionsSize(i, false);
-		memcpy(actor->tileDirections, res, i );
+		memcpy(actor->_tileDirections, res, i );
 	}
 }
 
@@ -1641,30 +1641,30 @@
 bool IsoMap::nextTileTarget(ActorData* actor) {
 	uint16 dir;
 
-	if (actor->walkStepIndex >= actor->walkStepsCount) {
+	if (actor->_walkStepIndex >= actor->_walkStepsCount) {
 		return false;
 	}
 
 
-	actor->actionDirection = dir = actor->tileDirections[actor->walkStepIndex++];
+	actor->_actionDirection = dir = actor->_tileDirections[actor->_walkStepIndex++];
 
-	actor->partialTarget.u() =
-		(actor->location.u() & ~0x0f) + 8 + directions[dir][0];
+	actor->_partialTarget.u() =
+		(actor->_location.u() & ~0x0f) + 8 + directions[dir][0];
 
-	actor->partialTarget.v() =
-		(actor->location.v() & ~0x0f) + 8 + directions[dir][1];
+	actor->_partialTarget.v() =
+		(actor->_location.v() & ~0x0f) + 8 + directions[dir][1];
 
 
 	if (dir == 0) {
-		actor->facingDirection = kDirUp;
+		actor->_facingDirection = kDirUp;
 	} else {
 		if (dir == 4) {
-			actor->facingDirection = kDirDown;
+			actor->_facingDirection = kDirDown;
 		} else {
 			if (dir < 4) {
-				actor->facingDirection = kDirRight;
+				actor->_facingDirection = kDirRight;
 			} else {
-				actor->facingDirection = kDirLeft;
+				actor->_facingDirection = kDirLeft;
 			}
 		}
 	}
@@ -1683,11 +1683,11 @@
 	}
 
 	x = mPos.x + _viewScroll.x - (128 * SAGA_TILEMAP_W) - 16;
-	y = mPos.y + _viewScroll.y - (128 * SAGA_TILEMAP_W) + _vm->_actor->_protagonist->location.z;
+	y = mPos.y + _viewScroll.y - (128 * SAGA_TILEMAP_W) + _vm->_actor->_protagonist->_location.z;
 
 	location.u() = (x - y * 2) >> 1;
 	location.v() = - (x + y * 2) >> 1;
-	location.z = _vm->_actor->_protagonist->location.z;
+	location.z = _vm->_actor->_protagonist->_location.z;
 }
 
 } // End of namespace Saga

Index: objectmap.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/objectmap.cpp,v
retrieving revision 1.44
retrieving revision 1.45
diff -u -d -r1.44 -r1.45
--- objectmap.cpp	29 Jul 2005 17:57:59 -0000	1.44
+++ objectmap.cpp	10 Aug 2005 14:53:17 -0000	1.45
@@ -227,7 +227,7 @@
 	pickPoint = testPoint;
 	if (_vm->_scene->getFlags() & kSceneFlagISO) {
 		assert(_vm->_actor->_protagonist);
-		pickPoint.y -= _vm->_actor->_protagonist->location.z;
+		pickPoint.y -= _vm->_actor->_protagonist->_location.z;
 		_vm->_isoMap->screenPointToTileCoords(pickPoint, pickLocation);
 		pickLocation.toScreenPointUV(pickPoint);
 	}

Index: puzzle.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/puzzle.cpp,v
retrieving revision 1.13
retrieving revision 1.14
diff -u -d -r1.13 -r1.14
--- puzzle.cpp	29 Jul 2005 17:57:59 -0000	1.13
+++ puzzle.cpp	10 Aug 2005 14:53:17 -0000	1.14
@@ -250,7 +250,7 @@
 	SpriteInfo *spI;
 
 	for (int i = 0; i < PUZZLE_PIECES; i++) {
-		spI = &puzzle->spriteList.infoList[i];
+		spI = &puzzle->_spriteList.infoList[i];
 		_pieceInfo[i].offX = (byte)(spI->width >> 1);
 		_pieceInfo[i].offY = (byte)(spI->height >> 1);
 
@@ -271,7 +271,7 @@
 		int num = _piecePriority[j];
 
 		if (_puzzlePiece != num) {
-			_vm->_sprite->draw(backBuffer, _vm->getDisplayClip(), puzzle->spriteList, num, Point(_pieceInfo[num].curX, _pieceInfo[num].curY), 256);
+			_vm->_sprite->draw(backBuffer, _vm->getDisplayClip(), puzzle->_spriteList, num, Point(_pieceInfo[num].curX, _pieceInfo[num].curY), 256);
 		}
 	}
 }
@@ -280,7 +280,7 @@
 	ActorData *puzzle = _vm->_actor->getActor(_vm->_actor->actorIndexToId(ITE_ACTOR_PUZZLE));
 	Surface *backBuffer = _vm->_gfx->getBackBuffer();
 
-	_vm->_sprite->draw(backBuffer, _vm->_scene->getSceneClip(), puzzle->spriteList, _puzzlePiece,
+	_vm->_sprite->draw(backBuffer, _vm->_scene->getSceneClip(), puzzle->_spriteList, _puzzlePiece,
 			   Point(_pieceInfo[_puzzlePiece].curX, _pieceInfo[_puzzlePiece].curY), 256);
 }
 
@@ -416,7 +416,7 @@
 		if (newy < boxy)
 			newy = PUZZLE_Y_OFFSET;
 
-		spI = &puzzle->spriteList.infoList[_puzzlePiece];
+		spI = &puzzle->_spriteList.infoList[_puzzlePiece];
 
 		if (newx + spI->width > boxw)
 			newx = boxw - spI->width ;

Index: rscfile.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/rscfile.cpp,v
retrieving revision 1.37
retrieving revision 1.38
diff -u -d -r1.37 -r1.38
--- rscfile.cpp	9 Aug 2005 16:01:03 -0000	1.37
+++ rscfile.cpp	10 Aug 2005 14:53:17 -0000	1.38
@@ -478,7 +478,7 @@
 						  _metaResource.actorsResourceID, _metaResource.protagStatesCount,
 						  _metaResource.protagStatesResourceID);
 
-	_vm->_actor->_protagonist->sceneNumber = _metaResource.sceneIndex;
+	_vm->_actor->_protagonist->_sceneNumber = _metaResource.sceneIndex;
 
 	// TODO: field_16
 

Index: saga.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/saga.cpp,v
retrieving revision 1.126
retrieving revision 1.127
diff -u -d -r1.126 -r1.127
--- saga.cpp	8 Aug 2005 08:15:16 -0000	1.126
+++ saga.cpp	10 Aug 2005 14:53:17 -0000	1.127
@@ -376,11 +376,11 @@
 	switch (objectTypeId(objectId)) {
 	case kGameObjectObject:
 		obj = _actor->getObj(objectId);
-		return _script->_mainStrings.getString(obj->nameIndex);
+		return _script->_mainStrings.getString(obj->_nameIndex);
 		break;
 	case kGameObjectActor:
 		actor = _actor->getActor(objectId);
-		return _actor->_actorsStrings.getString(actor->nameIndex);
+		return _actor->_actorsStrings.getString(actor->_nameIndex);
 		break;
 	case kGameObjectHitZone:
 		hitZone = _scene->_objectMap->getHitZone(objectIdToIndex(objectId));

Index: script.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/script.cpp,v
retrieving revision 1.77
retrieving revision 1.78
diff -u -d -r1.77 -r1.78
--- script.cpp	10 Aug 2005 14:11:22 -0000	1.77
+++ script.cpp	10 Aug 2005 14:53:17 -0000	1.78
@@ -514,10 +514,10 @@
 
 	_vm->_actor->abortSpeech();
 
-	if ((_vm->_actor->_protagonist->currentAction != kActionWait) &&
-		(_vm->_actor->_protagonist->currentAction != kActionFreeze) &&
-		(_vm->_actor->_protagonist->currentAction != kActionWalkToLink) &&
-		(_vm->_actor->_protagonist->currentAction != kActionWalkToPoint)) {
+	if ((_vm->_actor->_protagonist->_currentAction != kActionWait) &&
+		(_vm->_actor->_protagonist->_currentAction != kActionFreeze) &&
+		(_vm->_actor->_protagonist->_currentAction != kActionWalkToLink) &&
+		(_vm->_actor->_protagonist->_currentAction != kActionWalkToPoint)) {
 		return;
 	}
 	if (_pendingVerb > kVerbNone) {
@@ -567,7 +567,7 @@
 			if (_vm->_scene->getFlags() & kSceneFlagISO) {
 				pickLocation.u() = specialPoint.x;
 				pickLocation.v() = specialPoint.y;
-				pickLocation.z = _vm->_actor->_protagonist->location.z;
+				pickLocation.z = _vm->_actor->_protagonist->_location.z;
 			} else {
 				pickLocation.fromScreenPoint(specialPoint);
 			}
@@ -616,7 +616,7 @@
 	_leftButtonVerb = _currentVerb;
 	newRightButtonVerb = kVerbNone;
 
-	if (_vm->_actor->_protagonist->currentAction != kActionWalkDir) {
+	if (_vm->_actor->_protagonist->_currentAction != kActionWalkDir) {
 		if (_vm->getSceneHeight() >= mousePoint.y) {
 			newObjectId = _vm->_actor->hitTest(mousePoint, true);
 
@@ -640,7 +640,7 @@
 						(_currentVerb == kVerbOpen) ||
 						(_currentVerb == kVerbClose) ||
 						((_currentVerb == kVerbGive) && !_firstObjectSet) ||
-						((_currentVerb == kVerbUse) && !(actor->flags & kFollower))) {
+						((_currentVerb == kVerbUse) && !(actor->_flags & kFollower))) {
 							objectId = ID_NOTHING;
 							newObjectId = ID_NOTHING;
 						}
@@ -652,7 +652,7 @@
 				pickPoint = mousePoint;
 
 				if (_vm->_scene->getFlags() & kSceneFlagISO) {
-					pickPoint.y -= _vm->_actor->_protagonist->location.z;
+					pickPoint.y -= _vm->_actor->_protagonist->_location.z;
 					_vm->_isoMap->screenPointToTileCoords(pickPoint, pickLocation);
 					pickLocation.toScreenPointUV(pickPoint);
 				}
@@ -705,7 +705,7 @@
 					if (objectId != 0) {
 						obj = _vm->_actor->getObj(objectId);
 						newRightButtonVerb = kVerbLookAt;
-						if (obj->interactBits & kObjUseWith) {
+						if (obj->_interactBits & kObjUseWith) {
 							objectFlags = kObjUseWith;
 						}
 					}

Index: sfuncs.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/sfuncs.cpp,v
retrieving revision 1.148
retrieving revision 1.149
diff -u -d -r1.148 -r1.149
--- sfuncs.cpp	10 Aug 2005 14:11:22 -0000	1.148
+++ sfuncs.cpp	10 Aug 2005 14:53:17 -0000	1.149
@@ -273,8 +273,8 @@
 	uint16 objectId = thread->pop();
 	ObjectData *obj;
 	obj = _vm->_actor->getObj(objectId);
-	if (obj->sceneNumber != ITE_SCENE_INV) {
-		obj->sceneNumber = ITE_SCENE_INV;
+	if (obj->_sceneNumber != ITE_SCENE_INV) {
+		obj->_sceneNumber = ITE_SCENE_INV;
 		//4debug for (int j=0;j<17;j++)
 		_vm->_interface->addToInventory(objectId);
 	}
@@ -287,7 +287,7 @@
 	CommonObjectData *object;
 	if (_vm->_actor->validObjId(objectId)) {
 		object = _vm->_actor->getObj(objectId);
-		thread->_returnValue = (object->sceneNumber == ITE_SCENE_INV) ? 1 : 0;
+		thread->_returnValue = (object->_sceneNumber == ITE_SCENE_INV) ? 1 : 0;
 	} else {
 		thread->_returnValue = 0;
 	}
@@ -330,9 +330,9 @@
 	actorLocation.y = thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actorLocation.z = actor->location.z;
+	actorLocation.z = actor->_location.z;
 
-	actor->flags &= ~kFollower;
+	actor->_flags &= ~kFollower;
 
 	if (_vm->_actor->actorWalkTo(actorId, actorLocation)) {
 		thread->waitWalk(actor);
@@ -364,7 +364,7 @@
 	switch (objectTypeId(objectId)) {
 		case kGameObjectObject:
 			obj = _vm->_actor->getObj(objectId);
-			scriptEntryPointNumber = obj->scriptEntrypointNumber;
+			scriptEntryPointNumber = obj->_scriptEntrypointNumber;
 			if (scriptEntryPointNumber <= 0) {
 				return;
 			}
@@ -372,11 +372,11 @@
 			break;
 		case kGameObjectActor:
 			actor = _vm->_actor->getActor(objectId);
-			scriptEntryPointNumber = actor->scriptEntrypointNumber;
+			scriptEntryPointNumber = actor->_scriptEntrypointNumber;
 			if (scriptEntryPointNumber <= 0) {
 				return;
 			}
-			if (actor->flags & (kProtagonist | kFollower)) {
+			if (actor->_flags & (kProtagonist | kFollower)) {
 				moduleNumber = 0;
 			} else {
 				moduleNumber = _vm->_scene->getScriptModuleNumber();
@@ -422,8 +422,8 @@
 	actorDirection =  thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actor->facingDirection = actor->actionDirection = actorDirection;
-	actor->targetObject = ID_NOTHING;
+	actor->_facingDirection = actor->_actionDirection = actorDirection;
+	actor->_targetObject = ID_NOTHING;
 }
 
 // Script function #9 (0x09)
@@ -508,7 +508,7 @@
 	targetObject = thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actor->targetObject = targetObject;
+	actor->_targetObject = targetObject;
 }
 
 // Script function #15 (0x0F)
@@ -526,12 +526,12 @@
 	debug(1, "sfSetFollower(%d, %d) [%d]", actorId, targetObject, _vm->_actor->actorIdToIndex(actorId));
 
 	actor = _vm->_actor->getActor(actorId);
-	actor->targetObject = targetObject;
+	actor->_targetObject = targetObject;
 	if (targetObject != ID_NOTHING) {
-		actor->flags |= kFollower;
-		actor->actorFlags &= ~kActorNoFollow;
+		actor->_flags |= kFollower;
+		actor->_actorFlags &= ~kActorNoFollow;
 	} else {
-		actor->flags &= ~kFollower;
+		actor->_flags &= ~kFollower;
 	}
 }
 
@@ -577,7 +577,7 @@
 	spriteId = thread->pop();
 
 	obj = _vm->_actor->getObj(objectId);
-	obj->spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
+	obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
 	_vm->_interface->refreshInventory();
 }
 
@@ -593,7 +593,7 @@
 	nameIdx = thread->pop();
 
 	obj = _vm->_actor->getObj(objectId);
-	obj->nameIndex = nameIdx;
+	obj->_nameIndex = nameIdx;
 }
 
 // Script function #19 (0x13)
@@ -607,9 +607,9 @@
 	obj = _vm->_actor->getObj(objectId);
 
 	if (_vm->getGameType() == GType_IHNM)
-		thread->_returnValue = obj->spriteListResourceId;
+		thread->_returnValue = obj->_spriteListResourceId;
 	else
-		thread->_returnValue = obj->spriteListResourceId - OBJ_SPRITE_BASE;
+		thread->_returnValue = obj->_spriteListResourceId - OBJ_SPRITE_BASE;
 }
 
 // Script function #20 (0x14)
@@ -709,9 +709,9 @@
 	actorLocation.y = thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actorLocation.z = actor->location.z;
+	actorLocation.z = actor->_location.z;
 
-	actor->flags &= ~kFollower;
+	actor->_flags &= ~kFollower;
 
 	_vm->_actor->actorWalkTo(actorId, actorLocation);
 }
@@ -732,7 +732,7 @@
 		hitZone->setFlag(kHitZoneEnabled);
 	} else {
 		hitZone->clearFlag(kHitZoneEnabled);
-		_vm->_actor->_protagonist->lastZone = NULL;
+		_vm->_actor->_protagonist->_lastZone = NULL;
 	}
 }
 
@@ -752,8 +752,8 @@
 	if ((currentAction >= kActionWalkToPoint) && (currentAction <= kActionWalkToPoint)) {
 		wakeUpActorThread(kWaitTypeWalk, actor);
 	}
-	actor->currentAction = currentAction;
-	actor->actorFlags &= ~kActorBackwards;
+	actor->_currentAction = currentAction;
+	actor->_actorFlags &= ~kActorBackwards;
 }
 
 // Script function #30 (0x1E) nonblocking
@@ -773,13 +773,13 @@
 	if (_vm->_actor->validActorId(objectId)) {
 		actor = _vm->_actor->getActor(objectId);
 
-		actor->location.x = location.x;
-		actor->location.y = location.y;
+		actor->_location.x = location.x;
+		actor->_location.y = location.y;
 	} else {
 		if (_vm->_actor->validObjId(objectId)) {
 			obj = _vm->_actor->getObj(objectId);
-			obj->location.x = location.x;
-			obj->location.y = location.y;
+			obj->_location.x = location.x;
+			obj->_location.y = location.y;
 		}
 	}
 }
@@ -810,19 +810,19 @@
 
 	obj = _vm->_actor->getObj(objectId);
 
-	if (obj->sceneNumber == ITE_SCENE_INV) {
+	if (obj->_sceneNumber == ITE_SCENE_INV) {
 		_vm->_interface->removeFromInventory(objectId);
 	}
 
-	obj->sceneNumber = _vm->_scene->currentSceneNumber();
+	obj->_sceneNumber = _vm->_scene->currentSceneNumber();
 
 	if (_vm->getGameType() == GType_IHNM)
-		obj->spriteListResourceId = spriteId;
+		obj->_spriteListResourceId = spriteId;
 	else
-		obj->spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
+		obj->_spriteListResourceId = OBJ_SPRITE_BASE + spriteId;
 
-	obj->location.x = x;
-	obj->location.y = y;
+	obj->_location.x = x;
+	obj->_location.y = y;
 }
 
 // Script function #33 (0x21)
@@ -849,15 +849,15 @@
 	actor1 = _vm->_actor->getActor(actorId1);
 	actor2 = _vm->_actor->getActor(actorId2);
 
-	SWAP(actor1->location, actor2->location);
+	SWAP(actor1->_location, actor2->_location);
 
-	if (actor1->flags & kProtagonist) {
-		actor1->flags &= ~kProtagonist;
-		actor2->flags |= kProtagonist;
+	if (actor1->_flags & kProtagonist) {
+		actor1->_flags &= ~kProtagonist;
+		actor2->_flags |= kProtagonist;
 		_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2;
-	} else if (actor2->flags & kProtagonist) {
-		actor2->flags &= ~kProtagonist;
-		actor1->flags |= kProtagonist;
+	} else if (actor2->_flags & kProtagonist) {
+		actor2->_flags &= ~kProtagonist;
+		actor1->_flags |= kProtagonist;
 		_vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1;
 	}
 
@@ -922,21 +922,21 @@
 	walkFlags = thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actorLocation.z = actor->location.z;
+	actorLocation.z = actor->_location.z;
 
 	_vm->_actor->realLocation(actorLocation, ID_NOTHING, walkFlags);
 
-	actor->flags &= ~kFollower;
+	actor->_flags &= ~kFollower;
 
 	if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) {
 		thread->waitWalk(actor);
 	}
 
 	if (walkFlags & kWalkBackPedal) {
-		actor->actorFlags |= kActorBackwards;
+		actor->_actorFlags |= kActorBackwards;
 	}
 
-	actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
+	actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
 }
 
 // Script function #37 (0x25) nonblocking
@@ -959,27 +959,27 @@
 	actor = _vm->_actor->getActor(actorId);
 
 	if (flags & kCyclePong) {
-		actor->currentAction = kActionPongFrames;
+		actor->_currentAction = kActionPongFrames;
 	} else {
-		actor->currentAction = kActionCycleFrames;
+		actor->_currentAction = kActionCycleFrames;
 	}
 
-	actor->actorFlags &= ~(kActorContinuous | kActorRandom | kActorBackwards);
+	actor->_actorFlags &= ~(kActorContinuous | kActorRandom | kActorBackwards);
 
 	if (!(flags & kCycleOnce)) {
-		actor->actorFlags |= kActorContinuous;
+		actor->_actorFlags |= kActorContinuous;
 	}
 	if (flags & kCycleRandom) {
-		actor->actorFlags |= kActorRandom;
+		actor->_actorFlags |= kActorRandom;
 	}
 	if (flags & kCycleReverse) {
-		actor->actorFlags |= kActorBackwards;
+		actor->_actorFlags |= kActorBackwards;
 	}
 
-	actor->cycleFrameSequence	= cycleFrameSequence;
-	actor->cycleTimeCount = 0;
-	actor->cycleDelay = cycleDelay;
-	actor->actionCycle = 0;
+	actor->_cycleFrameSequence	= cycleFrameSequence;
+	actor->_cycleTimeCount = 0;
+	actor->_cycleDelay = cycleDelay;
+	actor->_actionCycle = 0;
 
 }
 
@@ -1002,10 +1002,10 @@
 
 	frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
 
-	actor->frameNumber = frameRange->frameIndex + frameOffset;
+	actor->_frameNumber = frameRange->frameIndex + frameOffset;
 
-	if (actor->currentAction != kActionFall) {
-		actor->currentAction = kActionFreeze;
+	if (actor->_currentAction != kActionFall) {
+		actor->_currentAction = kActionFreeze;
 	}
 }
 
@@ -1065,11 +1065,11 @@
 	walkFrameSequence =  thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actorLocation.z = actor->location.z;
+	actorLocation.z = actor->_location.z;
 
 	_vm->_actor->actorWalkTo(actorId, actorLocation);
 
-	actor->walkFrameSequence = walkFrameSequence;
+	actor->_walkFrameSequence = walkFrameSequence;
 }
 
 // Script function #43 (0x2B) nonblocking
@@ -1099,9 +1099,9 @@
 		  actorLocation.y, actorDirection, frameType, frameOffset);
 
 	actor = _vm->_actor->getActor(actorId);
-	actor->location.x = actorLocation.x;
-	actor->location.y = actorLocation.y;
-	actor->facingDirection = actor->actionDirection = actorDirection;
+	actor->_location.x = actorLocation.x;
+	actor->_location.y = actorLocation.y;
+	actor->_facingDirection = actor->_actionDirection = actorDirection;
 
 	if (frameType >= 0) {
 		frameRange = _vm->_actor->getActorFrameRange(actorId, frameType);
@@ -1110,13 +1110,13 @@
 			error("Wrong frameOffset 0x%X", frameOffset);
 		}
 
-		actor->frameNumber = frameRange->frameIndex + frameOffset;
-		actor->currentAction = kActionFreeze;
+		actor->_frameNumber = frameRange->frameIndex + frameOffset;
+		actor->_currentAction = kActionFreeze;
 	} else {
-		actor->currentAction = kActionWait;
+		actor->_currentAction = kActionWait;
 	}
 
-	actor->targetObject = ID_NOTHING;
+	actor->_targetObject = ID_NOTHING;
 
 }
 
@@ -1148,21 +1148,21 @@
 	walkFlags =  thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actorLocation.z = actor->location.z;
+	actorLocation.z = actor->_location.z;
 
 	_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
 
-	actor->flags &= ~kFollower;
+	actor->_flags &= ~kFollower;
 
 	if (_vm->_actor->actorWalkTo(actorId, actorLocation) && !(walkFlags & kWalkAsync)) {
 		thread->waitWalk(actor);
 	}
 
 	if (walkFlags & kWalkBackPedal) {
-		actor->actorFlags |= kActorBackwards;
+		actor->_actorFlags |= kActorBackwards;
 	}
 
-	actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
+	actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
 }
 
 // Script function #46 (0x2E)
@@ -1185,13 +1185,13 @@
 	walkFlags =  thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actorLocation.z = actor->location.z;
+	actorLocation.z = actor->_location.z;
 
 	_vm->_actor->realLocation(actorLocation, objectId, walkFlags);
 
 
-	actor->location = actorLocation;
-	actor->actorFlags = (actor->actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
+	actor->_location = actorLocation;
+	actor->_actorFlags = (actor->_actorFlags & ~kActorFacingMask) | (walkFlags & kActorFacingMask);
 }
 
 // Script function #47 (0x2F)
@@ -1449,15 +1449,15 @@
 	flags = thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	location.z = actor->location.z;
-	actor->currentAction = kActionFall;
-	actor->actionCycle = actionCycle;
-	actor->fallAcceleration	= -20;
-	actor->fallVelocity = - (actor->fallAcceleration * actor->actionCycle) / 2;
-	actor->fallPosition	= actor->location.z << 4;
+	location.z = actor->_location.z;
+	actor->_currentAction = kActionFall;
+	actor->_actionCycle = actionCycle;
+	actor->_fallAcceleration	= -20;
+	actor->_fallVelocity = - (actor->_fallAcceleration * actor->_actionCycle) / 2;
+	actor->_fallPosition	= actor->_location.z << 4;
 
-	actor->finalTarget = location;
-	actor->actionCycle--;
+	actor->_finalTarget = location;
+	actor->_actionCycle--;
 	if (!(flags & kWalkAsync)) {
 		thread->waitWalk(actor);
 	}
@@ -1473,9 +1473,9 @@
 	actorId = thread->pop();
 	actor = _vm->_actor->getActor(actorId);
 
-	if ((actor->currentAction == kActionWalkToPoint) ||
-		(actor->currentAction == kActionWalkToLink) ||
-		(actor->currentAction == kActionFall)) {
+	if ((actor->_currentAction == kActionWalkToPoint) ||
+		(actor->_currentAction == kActionWalkToLink) ||
+		(actor->_currentAction == kActionFall)) {
 			thread->waitWalk(actor);
 	}
 }
@@ -1496,7 +1496,7 @@
 	actorId = thread->pop();
 	sceneNumber = thread->pop();
 	actor = _vm->_actor->getActor(actorId);
-	actor->sceneNumber = sceneNumber;
+	actor->_sceneNumber = sceneNumber;
 }
 
 // Script function #56 (0x38)
@@ -1517,11 +1517,11 @@
 	flags = thread->pop();
 
 	actor = _vm->_actor->getActor(actorId);
-	actor->finalTarget.z = z;
-	actor->flags &= ~kFollower;
-	actor->actionCycle = 1;
-	actor->cycleFrameSequence = cycleFrameSequence;
-	actor->currentAction = kActionClimb;
+	actor->_finalTarget.z = z;
+	actor->_flags &= ~kFollower;
+	actor->_actionCycle = 1;
+	actor->_cycleFrameSequence = cycleFrameSequence;
+	actor->_currentAction = kActionClimb;
 	if (!(flags & kWalkAsync)) {
 		thread->waitWalk(actor);
 	}
@@ -1558,11 +1558,11 @@
 
 	if (_vm->_actor->validActorId(objectId)) {
 		actor = _vm->_actor->getActor(objectId);
-		actor->location.z = z;
+		actor->_location.z = z;
 	} else {
 		if (_vm->_actor->validObjId(objectId)) {
 			obj = _vm->_actor->getObj(objectId);
-			obj->location.z = z;
+			obj->_location.z = z;
 		}
 	}
 }
@@ -1607,7 +1607,7 @@
 	actorId = thread->pop();
 	actor = _vm->_actor->getActor(actorId);
 
-	thread->_returnValue = actor->location.x >> 2;
+	thread->_returnValue = actor->_location.x >> 2;
 }
 
 // Script function #61 (0x3D)
@@ -1619,7 +1619,7 @@
 	actorId = thread->pop();
 	actor = _vm->_actor->getActor(actorId);
 
-	thread->_returnValue = actor->location.y >> 2;
+	thread->_returnValue = actor->_location.y >> 2;
 }
 
 // Script function #62 (0x3E)
@@ -1663,9 +1663,9 @@
 		v = (_vm->_rnd.getRandomNumber(63) & 63) + 40;
 		t = _vm->_isoMap->getTileIndex(u, v, 6);
 		if (t == 65) {
-			protagonist->location.u() = (u << 4) + 4;
-			protagonist->location.v() = (v << 4) + 4;
-			protagonist->location.z = 48;
+			protagonist->_location.u() = (u << 4) + 4;
+			protagonist->_location.v() = (v << 4) + 4;
+			protagonist->_location.z = 48;
 			break;
 		}
 
@@ -1678,22 +1678,22 @@
 	uint16 direction;
 	ActorData *protagonist = _vm->_actor->_protagonist;
 
-	uc = protagonist->location.u() >> 4;
-	vc = protagonist->location.v() >> 4;
+	uc = protagonist->_location.u() >> 4;
+	vc = protagonist->_location.v() >> 4;
 	if (_vm->_isoMap->findNearestChasm(uc, vc, direction)) {
 		uc <<= 4;
 		vc <<= 4;
-		protagonist->facingDirection = direction;
+		protagonist->_facingDirection = direction;
 
-		protagonist->finalTarget.u() = uc;
-		protagonist->finalTarget.v() = vc;
-		protagonist->finalTarget.z = -40;
-		protagonist->currentAction = kActionFall;
-		protagonist->actionCycle = 24;
-		protagonist->fallAcceleration = - 20;
-		protagonist->fallVelocity = - (protagonist->fallAcceleration * 16) / 2 - (44 / 12);
-		protagonist->fallPosition = protagonist->location.z << 4;
-		protagonist->actionCycle--;
+		protagonist->_finalTarget.u() = uc;
+		protagonist->_finalTarget.v() = vc;
+		protagonist->_finalTarget.z = -40;
+		protagonist->_currentAction = kActionFall;
+		protagonist->_actionCycle = 24;
+		protagonist->_fallAcceleration = - 20;
+		protagonist->_fallVelocity = - (protagonist->_fallAcceleration * 16) / 2 - (44 / 12);
+		protagonist->_fallPosition = protagonist->_location.z << 4;
+		protagonist->_actionCycle--;
 	}
 }
 

Index: sthread.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/saga/sthread.cpp,v
retrieving revision 1.100
retrieving revision 1.101
diff -u -d -r1.100 -r1.101
--- sthread.cpp	10 Aug 2005 13:56:51 -0000	1.100
+++ sthread.cpp	10 Aug 2005 14:53:17 -0000	1.101
@@ -148,7 +148,7 @@
 				{
 					ActorData *actor;
 					actor = (ActorData *)thread->_threadObj;
-					if (actor->currentAction == kActionWait) {
+					if (actor->_currentAction == kActionWait) {
 						thread->_flags &= ~kTFlagWaiting;
 					}
 				}





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