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-rw-r--r--src/game.cpp26
1 files changed, 13 insertions, 13 deletions
diff --git a/src/game.cpp b/src/game.cpp
index 262d1bb69..9b6b5a339 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -24,7 +24,7 @@
#include "main.h"
-#include "actorspritemanager.h"
+#include "actormanager.h"
#include "auctionmanager.h"
#include "animatedsprite.h"
#include "client.h"
@@ -150,7 +150,7 @@ SocialWindow *socialWindow = nullptr;
QuestsWindow *questsWindow = nullptr;
WindowMenu *windowMenu = nullptr;
-ActorSpriteManager *actorSpriteManager = nullptr;
+ActorManager *actorManager = nullptr;
CommandHandler *commandHandler = nullptr;
#ifdef USE_MUMBLE
MumbleManager *mumbleManager = nullptr;
@@ -176,7 +176,7 @@ const unsigned adjustDelay = 10;
*/
static void initEngines()
{
- actorSpriteManager = new ActorSpriteManager;
+ actorManager = new ActorManager;
commandHandler = new CommandHandler;
effectManager = new EffectManager;
AuctionManager::init();
@@ -441,8 +441,8 @@ Game::Game():
initEngines();
// Initialize beings
- if (actorSpriteManager)
- actorSpriteManager->setPlayer(player_node);
+ if (actorManager)
+ actorManager->setPlayer(player_node);
Net::getGameHandler()->ping(tick_time);
@@ -467,7 +467,7 @@ Game::~Game()
AnimatedSprite::setEnableCache(false);
- del_0(actorSpriteManager)
+ del_0(actorManager)
if (client->getState() != STATE_CHANGE_MAP)
del_0(player_node)
del_0(commandHandler)
@@ -578,8 +578,8 @@ void Game::logic()
// Handle all necessary game logic
ActorSprite::actorLogic();
- if (actorSpriteManager)
- actorSpriteManager->logic();
+ if (actorManager)
+ actorManager->logic();
if (particleEngine)
particleEngine->update();
if (mCurrentMap)
@@ -955,8 +955,8 @@ void Game::changeMap(const std::string &mapPath)
viewport->clearPopup();
// Clean up floor items, beings and particles
- if (actorSpriteManager)
- actorSpriteManager->clear();
+ if (actorManager)
+ actorManager->clear();
// Close the popup menu on map change so that invalid options can't be
// executed.
@@ -996,11 +996,11 @@ void Game::changeMap(const std::string &mapPath)
if (socialWindow)
socialWindow->setMap(newMap);
- // Notify the minimap and actorSpriteManager about the map change
+ // Notify the minimap and actorManager about the map change
if (minimap)
minimap->setMap(newMap);
- if (actorSpriteManager)
- actorSpriteManager->setMap(newMap);
+ if (actorManager)
+ actorManager->setMap(newMap);
if (particleEngine)
particleEngine->setMap(newMap);
if (viewport)