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Searched refs:kSceneObjectOffsetActors (Results 1 – 20 of 20) sorted by relevance

/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/
H A Dactor_walk.cpp88 _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()
H A Dmouse.cpp347 if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { in tick()
371 if (sceneObjectId == kActorMcCoy + kSceneObjectOffsetActors in tick()
H A Dbladerunner.cpp1449 …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()
H A Dcombat.cpp171 _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); in shoot()
H A Dscene.cpp175 i + kSceneObjectOffsetActors, in open()
H A Dactor.cpp419 _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()
H A Ddebugger.cpp1941 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()
H A Dactor_combat.cpp689 …if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, tru… in findClosestPositionToEnemy()
H A Dgame_constants.h1986 kSceneObjectOffsetActors = 0, enumerator
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/
H A Dactor_walk.cpp88 _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()
H A Dactor.cpp505 _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 …]
H A Dmouse.cpp356 if (sceneObjectId >= kSceneObjectOffsetActors && sceneObjectId < kSceneObjectOffsetItems) { in tick()
382 if (sceneObjectId == kActorMcCoy + kSceneObjectOffsetActors in tick()
H A Dbladerunner.cpp1563 …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()
H A Dcombat.cpp171 _vm->_sceneObjects->setRetired(actorId + kSceneObjectOffsetActors, true); in shoot()
H A Dscene.cpp188 i + kSceneObjectOffsetActors, in open()
H A Ddebugger.cpp2045 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()
H A Dactor_combat.cpp691 …if (!_vm->_sceneObjects->existsOnXZ(_actorId + kSceneObjectOffsetActors, test.x, test.z, true, tru… in findClosestPositionToEnemy()
H A Dgame_constants.h2770 kSceneObjectOffsetActors = 0, enumerator
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/bladerunner/script/
H A Dscript.cpp435 …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()
/dports/games/scummvm/scummvm-2.5.1/engines/bladerunner/script/
H A Dscript.cpp441 …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()