/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/ |
H A D | actor_walk.cpp | 88 _vm->_sceneObjects->setMoving(actorId + kSceneObjectOffsetActors, true); in setup() 143 …if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, _destination.x, _destinatio… in tick() 239 _vm->_sceneObjects->setMoving(actorId + kSceneObjectOffsetActors, false); in stop() 323 return _vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, false, false); in isXYZOccupied() 356 …if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->… in findEmptyPositionAround() 363 …if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->… in findEmptyPositionAround() 453 if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, to.x, to.z, false, false)) { in nextOnPath()
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H A D | mouse.cpp | 347 if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { in tick() 371 if (sceneObjectId == kActorMcCoy + kSceneObjectOffsetActors in tick()
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H A D | bladerunner.cpp | 1449 …if ((sceneObjectId < kSceneObjectOffsetActors || sceneObjectId >= kSceneObjectOffsetItems) && exit… in handleMouseAction() 1455 if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { in handleMouseAction() 1456 debug("Clicked on Actor: %d", sceneObjectId - kSceneObjectOffsetActors); in handleMouseAction() 1466 …if ((sceneObjectId < kSceneObjectOffsetActors || sceneObjectId >= kSceneObjectOffsetItems) && exit… in handleMouseAction() 1472 } else if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { in handleMouseAction() 1473 …handleMouseClickActor(sceneObjectId - kSceneObjectOffsetActors, mainButton, buttonDown, scenePosit… in handleMouseAction()
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H A D | combat.cpp | 171 _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); in shoot()
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H A D | scene.cpp | 175 i + kSceneObjectOffsetActors, in open()
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H A D | actor.cpp | 419 _vm->_sceneObjects->remove(_id + kSceneObjectOffsetActors); in setAtXYZ() 422 …_vm->_sceneObjects->addActor(_id + kSceneObjectOffsetActors, _bbox, _screenRectangle, true, moving… in setAtXYZ() 733 …if (_vm->_sceneObjects->existsOnXZ(_id + kSceneObjectOffsetActors, _position.x, _position.z, false… in tick()
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H A D | debugger.cpp | 1941 Actor *actor = _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]; in cmdList() 1943 sceneObject->id - kSceneObjectOffsetActors, in cmdList() 1944 _vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors), in cmdList() 2273 …wn && findInDbgDrawList(debuggerObjTypeActor, sceneObject->id - kSceneObjectOffsetActors, -1, -1) … in drawSceneObjects() 2278 …>_surfaceFront, _vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors), pos.x, … in drawSceneObjects()
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H A D | actor_combat.cpp | 689 …if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, tru… in findClosestPositionToEnemy()
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H A D | game_constants.h | 1986 kSceneObjectOffsetActors = 0, enumerator
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/ |
H A D | actor_walk.cpp | 88 _vm->_sceneObjects->setMoving(actorId + kSceneObjectOffsetActors, true); in setup() 143 …if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, _destination.x, _destinatio… in tick() 239 _vm->_sceneObjects->setMoving(actorId + kSceneObjectOffsetActors, false); in stop() 323 return _vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, false, false); in isXYZOccupied() 356 …if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->… in findEmptyPositionAround() 363 …if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->… in findEmptyPositionAround() 453 if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, to.x, to.z, false, false)) { in nextOnPath()
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H A D | actor.cpp | 505 _vm->_sceneObjects->remove(_id + kSceneObjectOffsetActors); in setAtXYZ() 508 …_vm->_sceneObjects->addActor(_id + kSceneObjectOffsetActors, _bbox, _screenRectangle, true, moving… in setAtXYZ() 854 && _vm->_sceneObjects->findById(_id + kSceneObjectOffsetActors) != -1) { in tick() 855 if (_vm->_sceneObjects->isEmptyScreenRectangle(_id + kSceneObjectOffsetActors)) { in tick() 862 _vm->_sceneObjects->resetScreenRectangleAndBbox(_id + kSceneObjectOffsetActors); in tick() 864 …} else if (_vm->_sceneObjects->compareScreenRectangle(_id + kSceneObjectOffsetActors, _screenRecta… in tick() 868 _vm->_sceneObjects->synchScreenRectangle(_id + kSceneObjectOffsetActors, _screenRectangle); in tick() 871 _vm->_sceneObjects->resetScreenRectangleAndBbox(_id + kSceneObjectOffsetActors); in tick() 880 if (_vm->_sceneObjects->findById(_id + kSceneObjectOffsetActors) != -1 in tick() 881 && !_vm->_sceneObjects->isEmptyScreenRectangle(_id + kSceneObjectOffsetActors)) { in tick() [all …]
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H A D | mouse.cpp | 356 if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { in tick() 382 if (sceneObjectId == kActorMcCoy + kSceneObjectOffsetActors in tick()
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H A D | bladerunner.cpp | 1563 …if ((sceneObjectId < kSceneObjectOffsetActors || sceneObjectId >= kSceneObjectOffsetItems) && exit… in handleMouseAction() 1569 if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { in handleMouseAction() 1570 debug("Clicked on Actor: %d", sceneObjectId - kSceneObjectOffsetActors); in handleMouseAction() 1580 …if ((sceneObjectId < kSceneObjectOffsetActors || sceneObjectId >= kSceneObjectOffsetItems) && exit… in handleMouseAction() 1586 } else if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { in handleMouseAction() 1587 …handleMouseClickActor(sceneObjectId - kSceneObjectOffsetActors, mainButton, buttonDown, scenePosit… in handleMouseAction()
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H A D | combat.cpp | 171 _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); in shoot()
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H A D | scene.cpp | 188 i + kSceneObjectOffsetActors, in open()
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H A D | debugger.cpp | 2045 Actor *actor = _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]; in cmdList() 2052 sceneObject->id - kSceneObjectOffsetActors, in cmdList() 2053 _vm->_textActorNames->getText(sceneObject->id - kSceneObjectOffsetActors), in cmdList() 2385 …wn && findInDbgDrawList(debuggerObjTypeActor, sceneObject->id - kSceneObjectOffsetActors, -1, -1) … in drawSceneObjects() 2389 Actor *actor = _vm->_actors[sceneObject->id - kSceneObjectOffsetActors]; in drawSceneObjects()
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H A D | actor_combat.cpp | 691 …if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, tru… in findClosestPositionToEnemy()
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H A D | game_constants.h | 2770 kSceneObjectOffsetActors = 0, enumerator
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/script/ |
H A D | script.cpp | 435 …ects->isBetween(x1, z1, x2, z1, actorId + kSceneObjectOffsetActors) in Actor_Query_In_Between_Two_Actors() 436 …ects->isBetween(x1 - 12.0f, z1 - 12.0f, x2 - 12.0f, z2 - 12.0f, actorId + kSceneObjectOffsetActors) in Actor_Query_In_Between_Two_Actors() 437 …ects->isBetween(x1 + 12.0f, z1 - 12.0f, x2 + 12.0f, z2 - 12.0f, actorId + kSceneObjectOffsetActors) in Actor_Query_In_Between_Two_Actors() 438 …ects->isBetween(x1 + 12.0f, z1 + 12.0f, x2 + 12.0f, z2 + 12.0f, actorId + kSceneObjectOffsetActors) in Actor_Query_In_Between_Two_Actors() 439 …cts->isBetween(x1 - 12.0f, z1 + 12.0f, x2 - 12.0f, z2 + 12.0f, actorId + kSceneObjectOffsetActors); in Actor_Query_In_Between_Two_Actors() 1580 _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); in Actor_Retired_Here()
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/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/script/ |
H A D | script.cpp | 441 …ects->isBetween(x1, z1, x2, z1, actorId + kSceneObjectOffsetActors) in Actor_Query_In_Between_Two_Actors() 442 …ects->isBetween(x1 - 12.0f, z1 - 12.0f, x2 - 12.0f, z2 - 12.0f, actorId + kSceneObjectOffsetActors) in Actor_Query_In_Between_Two_Actors() 443 …ects->isBetween(x1 + 12.0f, z1 - 12.0f, x2 + 12.0f, z2 - 12.0f, actorId + kSceneObjectOffsetActors) in Actor_Query_In_Between_Two_Actors() 444 …ects->isBetween(x1 + 12.0f, z1 + 12.0f, x2 + 12.0f, z2 + 12.0f, actorId + kSceneObjectOffsetActors) in Actor_Query_In_Between_Two_Actors() 445 …cts->isBetween(x1 - 12.0f, z1 + 12.0f, x2 - 12.0f, z2 + 12.0f, actorId + kSceneObjectOffsetActors); in Actor_Query_In_Between_Two_Actors() 1611 _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); in Actor_Retired_Here()
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