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Searched refs:_actor (Results 1 – 25 of 239) sorted by relevance

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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/scumm/insane/
H A Dinsane_ben.cpp67 if (!_actor[0].lost && !_actor[1].lost) { in turnBen()
88 _actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state); in turnBen()
153 _actor[0].x += _actor[0].speed; in actionBen()
162 if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) { in actionBen()
164 _actor[0].x = _actor[1].x - 90; in actionBen()
167 _actor[1].speed = _actor[0].speed; in actionBen()
197 _actor[0].x1 = -_actor[0].x1; in actionBen()
213 _actor[0].speed = _actor[0].tilt; in processBenOnRoad()
221 _actor[0].x += _actor[0].speed / 2 + _actor[0].speed; in processBenOnRoad()
468 smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1, in drawSpeedyActor()
[all …]
H A Dinsane_enemy.cpp231 !_actor[0].lost && !_actor[1].lost) { in enemy0handler()
379 !_actor[0].lost && !_actor[1].lost) { in enemy1handler()
529 !_actor[0].lost && !_actor[1].lost) { in enemy2handler()
1456 tmpy = _actor[1].y + _actor[1].y1; in actor11Reaction()
2719 tmpx = _actor[1].x + _actor[1].x1; in actor10Reaction()
2720 tmpy = _actor[1].y + _actor[1].y1; in actor10Reaction()
2751 _actor[1].x += _actor[0].speed; in actionEnemy()
2761 _actor[1].x1 = -_actor[1].x1; in actionEnemy()
2769 _actor[1].x = _actor[0].x + 90; in actionEnemy()
2774 _actor[1].x1 = -_actor[1].x1; in actionEnemy()
[all …]
H A Dinsane_scenes.cpp68 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); in runScene()
702 smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, in setEnemyCostumes()
703 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); in setEnemyCostumes()
714 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); in setEnemyCostumes()
736 _actor[1].y + _actor[1].y1 - 98, in setEnemyCostumes()
741 smlayer_putActor(1, 1, _actor[1].x, _actor[1].y + _actor[1].y1, in setEnemyCostumes()
745 smlayer_putActor(1, 0, _actor[1].x, _actor[1].y + _actor[1].y1, in setEnemyCostumes()
802 _actor[0].damage, _actor[1].probability); in setEnemyCostumes()
1144 if (_actor[0].x >= 158 && _actor[0].x <= 168) { in postCase3()
1188 if (_actor[0].x >= 158 && _actor[0].x <= 168) { in postCase5()
[all …]
H A Dinsane.cpp380 _actor[0].x = 160; in initvars()
381 _actor[0].y = 0; in initvars()
382 _actor[0].y1 = -1; in initvars()
383 _actor[0].x1 = -1; in initvars()
420 _actor[1].y = 0; in initvars()
637 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
638 smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
639 smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
640 smlayer_putActor(1, 2, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
641 smlayer_putActor(1, 0, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
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H A Dinsane_iact.cpp70 if (_actor[0].field_8 == 112) { in iactScene1()
109 if (par13 > _actor[0].x || par11 < _actor[0].x) { in iactScene1()
111 _actor[0].x1 = -_actor[0].x1; in iactScene1()
112 _actor[0].damage++; // PATCH in iactScene1()
115 if (par9 < _actor[0].x || par7 > _actor[0].x) { in iactScene1()
130 _actor[0].y1 = -_actor[0].y1; in iactScene1()
153 if (par5 - 8 > _actor[0].x || par5 + 8 < _actor[0].x) { in iactScene1()
303 _actor[0].y1 = -_actor[0].y1; in iactScene3()
304 _actor[1].y1 = -_actor[1].y1; in iactScene3()
396 if (par5 >= _actor[0].x) in iactScene6()
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/dports/games/scummvm/scummvm-2.5.1/engines/scumm/insane/
H A Dinsane_ben.cpp67 if (!_actor[0].lost && !_actor[1].lost) { in turnBen()
88 _actor[0].act[1].state, _actor[0].act[2].state, _actor[0].act[3].state); in turnBen()
153 _actor[0].x += _actor[0].speed; in actionBen()
162 if (_actor[1].x - 90 <= _actor[0].x && !_actor[0].lost && !_actor[1].lost) { in actionBen()
164 _actor[0].x = _actor[1].x - 90; in actionBen()
167 _actor[1].speed = _actor[0].speed; in actionBen()
197 _actor[0].x1 = -_actor[0].x1; in actionBen()
213 _actor[0].speed = _actor[0].tilt; in processBenOnRoad()
221 _actor[0].x += _actor[0].speed / 2 + _actor[0].speed; in processBenOnRoad()
468 smlayer_putActor(0, 2, _actor[0].x + _actor[0].x1, _actor[0].y + _actor[0].y1, in drawSpeedyActor()
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H A Dinsane_enemy.cpp235 !_actor[0].lost && !_actor[1].lost) { in enemy0handler()
385 !_actor[0].lost && !_actor[1].lost) { in enemy1handler()
537 !_actor[0].lost && !_actor[1].lost) { in enemy2handler()
1486 tmpy = _actor[1].y + _actor[1].y1; in actor11Reaction()
2756 tmpx = _actor[1].x + _actor[1].x1; in actor10Reaction()
2757 tmpy = _actor[1].y + _actor[1].y1; in actor10Reaction()
2788 _actor[1].x += _actor[0].speed; in actionEnemy()
2798 _actor[1].x1 = -_actor[1].x1; in actionEnemy()
2806 _actor[1].x = _actor[0].x + 90; in actionEnemy()
2811 _actor[1].x1 = -_actor[1].x1; in actionEnemy()
[all …]
H A Dinsane_scenes.cpp68 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1 + 190, _smlayer_room2); in runScene()
706 smlayer_putActor(1, 2, _actor[1].x + _actor[1].act[2].tilt - 17, in setEnemyCostumes()
707 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); in setEnemyCostumes()
718 _actor[1].y + _actor[1].y1 - 98, _smlayer_room2); in setEnemyCostumes()
740 _actor[1].y + _actor[1].y1 - 98, in setEnemyCostumes()
745 smlayer_putActor(1, 1, _actor[1].x, _actor[1].y + _actor[1].y1, in setEnemyCostumes()
749 smlayer_putActor(1, 0, _actor[1].x, _actor[1].y + _actor[1].y1, in setEnemyCostumes()
806 _actor[0].damage, _actor[1].probability); in setEnemyCostumes()
1149 if (_actor[0].x >= 158 && _actor[0].x <= 168) { in postCase3()
1193 if (_actor[0].x >= 158 && _actor[0].x <= 168) { in postCase5()
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H A Dinsane.cpp380 _actor[0].x = 160; in initvars()
381 _actor[0].y = 0; in initvars()
382 _actor[0].y1 = -1; in initvars()
383 _actor[0].x1 = -1; in initvars()
420 _actor[1].y = 0; in initvars()
637 smlayer_putActor(0, 2, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
638 smlayer_putActor(0, 0, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
639 smlayer_putActor(0, 1, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
640 smlayer_putActor(1, 2, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
641 smlayer_putActor(1, 0, _actor[0].x, _actor[0].y1, _smlayer_room); in putActors()
[all …]
H A Dinsane_iact.cpp72 if (_actor[0].field_8 == 112) { in iactScene1()
111 if (par13 > _actor[0].x || par11 < _actor[0].x) { in iactScene1()
113 _actor[0].x1 = -_actor[0].x1; in iactScene1()
114 _actor[0].damage++; // PATCH in iactScene1()
117 if (par9 < _actor[0].x || par7 > _actor[0].x) { in iactScene1()
132 _actor[0].y1 = -_actor[0].y1; in iactScene1()
158 if (par5 - 8 > _actor[0].x || par5 + 8 < _actor[0].x) { in iactScene1()
312 _actor[0].y1 = -_actor[0].y1; in iactScene3()
313 _actor[1].y1 = -_actor[1].y1; in iactScene3()
411 if (par5 >= _actor[0].x) in iactScene6()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/pink/
H A Dgui.cpp165 _actor->loadPDA("AUSART"); in executeMenuCommand()
168 _actor->loadPDA("AUSCLO"); in executeMenuCommand()
171 _actor->loadPDA("AUSFOO"); in executeMenuCommand()
174 _actor->loadPDA("AUSHIS"); in executeMenuCommand()
177 _actor->loadPDA("AUSNAT"); in executeMenuCommand()
180 _actor->loadPDA("AUSPEO"); in executeMenuCommand()
183 _actor->loadPDA("AUSPLA"); in executeMenuCommand()
186 _actor->loadPDA("AUSREL"); in executeMenuCommand()
190 _actor->loadPDA("BHUART"); in executeMenuCommand()
193 _actor->loadPDA("BHUCLO"); in executeMenuCommand()
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/dports/games/scummvm/scummvm-2.5.1/engines/illusions/
H A Dactor.cpp204 _actor = 0; in Control()
299 if (_actor) { in activateObject()
346 if (_actor) in getActorPosition()
492 if (_actor && _actor->_frameIndex) { in getCollisionRectAccurate()
620 _actor->_seqCodeValue3 -= _actor->_seqCodeValue1; in sequenceActor()
641 _actor->_seqCodeValue3 += _actor->_seqCodeValue2; in sequenceActor()
746 _actor->_posXShl = _actor->_position.x << 16; in startMoveActor()
747 _actor->_posYShl = _actor->_position.y << 16; in startMoveActor()
794 _actor->_pathInitialPos = _actor->_position; in updateActorMovement()
884 _actor->_posXShl = _actor->_position.x << 16; in updateActorMovement()
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H A Dsequenceopcodes.cpp132 control->_actor->_entryTblPtr += 2; in opSetFrameIndex()
135 control->_actor->_entryTblPtr = 0; in opSetFrameIndex()
150 control->_actor->_seqCodeIp = 0; in opEndSequence()
153 control->_actor->_frames = 0; in opEndSequence()
154 control->_actor->_frameIndex = 0; in opEndSequence()
155 control->_actor->_newFrameIndex = 0; in opEndSequence()
197 if (control->_actor->_pathNode) { in opGotoSequence()
251 control->_actor->_newFrameIndex = 0; in opDisappearActor()
287 control->_actor->_facing = facing; in opFaceActor()
326 int scale = control->_actor->_scaleLayer->getScale(control->_actor->_position); in opSetScaleLayer()
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H A Dcursor.cpp50 _vm->_input->setCursorPosition(_control->_actor->_position); in place()
69 _control->_actor->_actorIndex = kCursorMap[actorIndex - 1][b][a - 1]; in setActorIndex()
80 _control->_actor->_flags |= Illusions::ACTOR_FLAG_IS_VISIBLE; in show()
81 if (_control->_actor->_frameIndex) { in show()
82 _control->_actor->_flags |= Illusions::ACTOR_FLAG_2000; in show()
83 _control->_actor->_flags |= Illusions::ACTOR_FLAG_4000; in show()
93 _control->_actor->_flags &= ~Illusions::ACTOR_FLAG_IS_VISIBLE; in hide()
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/illusions/
H A Dactor.cpp204 _actor = 0; in Control()
299 if (_actor) { in activateObject()
346 if (_actor) in getActorPosition()
492 if (_actor && _actor->_frameIndex) { in getCollisionRectAccurate()
620 _actor->_seqCodeValue3 -= _actor->_seqCodeValue1; in sequenceActor()
641 _actor->_seqCodeValue3 += _actor->_seqCodeValue2; in sequenceActor()
746 _actor->_posXShl = _actor->_position.x << 16; in startMoveActor()
747 _actor->_posYShl = _actor->_position.y << 16; in startMoveActor()
794 _actor->_pathInitialPos = _actor->_position; in updateActorMovement()
884 _actor->_posXShl = _actor->_position.x << 16; in updateActorMovement()
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H A Dsequenceopcodes.cpp132 control->_actor->_entryTblPtr += 2; in opSetFrameIndex()
135 control->_actor->_entryTblPtr = 0; in opSetFrameIndex()
150 control->_actor->_seqCodeIp = 0; in opEndSequence()
153 control->_actor->_frames = 0; in opEndSequence()
154 control->_actor->_frameIndex = 0; in opEndSequence()
155 control->_actor->_newFrameIndex = 0; in opEndSequence()
197 if (control->_actor->_pathNode) { in opGotoSequence()
251 control->_actor->_newFrameIndex = 0; in opDisappearActor()
287 control->_actor->_facing = facing; in opFaceActor()
326 int scale = control->_actor->_scaleLayer->getScale(control->_actor->_position); in opSetScaleLayer()
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H A Dcursor.cpp50 _vm->_input->setCursorPosition(_control->_actor->_position); in place()
69 _control->_actor->_actorIndex = kCursorMap[actorIndex - 1][b][a - 1]; in setActorIndex()
80 _control->_actor->_flags |= Illusions::ACTOR_FLAG_IS_VISIBLE; in show()
81 if (_control->_actor->_frameIndex) { in show()
82 _control->_actor->_flags |= Illusions::ACTOR_FLAG_2000; in show()
83 _control->_actor->_flags |= Illusions::ACTOR_FLAG_4000; in show()
93 _control->_actor->_flags &= ~Illusions::ACTOR_FLAG_IS_VISIBLE; in hide()
/dports/games/scummvm/scummvm-2.5.1/engines/dragons/
H A Dcursor.cpp50 _actor->_x_pos = _x = 160; in init()
51 _actor->_y_pos = _y = 100; in init()
52 _actor->_priorityLayer = 6; in init()
53 _actor->_flags = 0; in init()
81 _actor->_x_pos = _x; in update()
82 _actor->_y_pos = _y; in update()
144 _actor->_priorityLayer = 9; in updateVisibility()
146 _actor->_priorityLayer = 0; in updateVisibility()
340 _actor->setFlag(ACTOR_FLAG_400); in setActorFlag400()
353 _actor->_x_pos = _x; in updateActorPosition()
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H A Dinventory.cpp73 _actor = nullptr; in Inventory()
83 _actor->_x_pos = 2; in init()
84 _actor->_y_pos = 0; in init()
85 _actor->_priorityLayer = 6; in init()
86 _actor->_flags = 0; in init()
88 _actor->updateSequence(0); in init()
110 _actor->updateSequence(5); in loadScene()
127 _actor->setFlag(ACTOR_FLAG_400); in setActorFlag400()
249 _actor->_x_pos += 0x32; in closeInventory()
290 _actor->updateSequence(2); in openInventionBook()
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/dports/games/scummvm/scummvm-2.5.1/engines/tinsel/
H A Dplay.cpp137 switch (_vm->_actor->actorMaskType(actorID)) { in NoNameFunc()
148 retval = _vm->_actor->actorMaskType(actorID); in NoNameFunc()
221 return _vm->_actor->GetActorZfactor(actorID); in GetZfactor()
486 if (_vm->_actor->ActorIsTalking(_ctx->reelActor)) in t1PlayReel()
644 …if (_vm->_actor->ActorEsc(_ctx->reelActor) && _vm->_actor->ActorEev(_ctx->reelActor) != GetEscEven… in t1PlayReel()
665 _vm->_actor->restoreMovement(_ctx->reelActor); in t1PlayReel()
741 if (_vm->_actor->ActorIsTalking(_ctx->reelActor)) in t2PlayReel()
777 if (_vm->_actor->ActorIsGhost(_ctx->reelActor)) { in t2PlayReel()
886 _vm->_actor->IncLoopCount(_ctx->reelActor); in t2PlayReel()
915 …if (_vm->_actor->ActorEsc(_ctx->reelActor) == true && _vm->_actor->ActorEev(_ctx->reelActor) != Ge… in t2PlayReel()
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/dports/games/allacrost/allacrost-1.0.2/src/modes/battle/
H A Dbattle_indicators.cpp53 _actor(actor), in IndicatorElement()
112 VideoManager->Move(_actor->GetXLocation(), _actor->GetYLocation()); in Draw()
115 if (_actor->IsEnemy() == false) { in Draw()
154 VideoManager->Move(_actor->GetXLocation(), _actor->GetYLocation()); in Draw()
157 if (_actor->IsEnemy() == false) { in Draw()
201 VideoManager->Move(_actor->GetXLocation(), _actor->GetYLocation()); in Draw()
204 if (_actor->IsEnemy() == false) { in Draw()
249 _actor(actor) in IndicatorSupervisor()
332 _wait_queue.push_back(new IndicatorText(_actor, text, style)); in AddDamageIndicator()
364 _wait_queue.push_back(new IndicatorText(_actor, text, style)); in AddHealingIndicator()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/pink/objects/sequences/
H A Dsequence_item.cpp38 _actor = archive.readString(); in deserialize()
43 …debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItem: _actor=%s, _action=%s", _actor.c_str(),… in toConsole()
47 Actor *actor = sequence->getSequencer()->getPage()->findActor(_actor); in execute()
55 SequenceActorState *state = context->findState(_actor); in execute()
72 …debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItemLeader: _actor=%s, _action=%s", _actor.c_… in toConsole()
82 …ts, "\t\t\t\tSequenceItemLeaderAudio: _actor=%s, _action=%s _sample=%d", _actor.c_str(), _action.c… in toConsole()
86 SequenceActorState *state = sequence->getContext()->findState(_actor); in execute()
93 …dingObjects, "\t\t\t\tSequenceItemDefaultAction: _actor=%s, _action=%s", _actor.c_str(), _action.c… in toConsole()
/dports/games/scummvm/scummvm-2.5.1/engines/pink/objects/sequences/
H A Dsequence_item.cpp38 _actor = archive.readString(); in deserialize()
43 …debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItem: _actor=%s, _action=%s", _actor.c_str(),… in toConsole()
47 Actor *actor = sequence->getSequencer()->getPage()->findActor(_actor); in execute()
55 SequenceActorState *state = context->findState(_actor); in execute()
72 …debugC(6, kPinkDebugLoadingObjects, "\t\t\t\tSequenceItemLeader: _actor=%s, _action=%s", _actor.c_… in toConsole()
82 …ts, "\t\t\t\tSequenceItemLeaderAudio: _actor=%s, _action=%s _sample=%d", _actor.c_str(), _action.c… in toConsole()
86 SequenceActorState *state = sequence->getContext()->findState(_actor); in execute()
93 …dingObjects, "\t\t\t\tSequenceItemDefaultAction: _actor=%s, _action=%s", _actor.c_str(), _action.c… in toConsole()
/dports/games/libretro-scummvm/scummvm-7b1e929/engines/saga/
H A Dsfuncs.cpp183 if (_vm->_actor->validObjId(objectId)) { in sfIsCarried()
184 object = _vm->_actor->getObj(objectId); in sfIsCarried()
200 _vm->_actor->_centerActor = _vm->_actor->_protagonist; in sfMainMode()
275 obj = _vm->_actor->getObj(objectId); in sfScriptDoAction()
285 actor = _vm->_actor->getActor(objectId); in sfScriptDoAction()
583 _vm->_actor->_centerActor = _vm->_actor->getActor(thread->pop()); in sfDoCenterActor()
675 obj = _vm->_actor->getObj(objectId); in sfScriptMoveTo()
743 _vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2; in sfSwapActors()
747 _vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1; in sfSwapActors()
1262 obj = _vm->_actor->getObj(objectId); in sfSetActorZ()
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/dports/games/scummvm/scummvm-2.5.1/engines/saga/
H A Dsfuncs.cpp183 if (_vm->_actor->validObjId(objectId)) { in sfIsCarried()
184 object = _vm->_actor->getObj(objectId); in sfIsCarried()
200 _vm->_actor->_centerActor = _vm->_actor->_protagonist; in sfMainMode()
275 obj = _vm->_actor->getObj(objectId); in sfScriptDoAction()
285 actor = _vm->_actor->getActor(objectId); in sfScriptDoAction()
583 _vm->_actor->_centerActor = _vm->_actor->getActor(thread->pop()); in sfDoCenterActor()
675 obj = _vm->_actor->getObj(objectId); in sfScriptMoveTo()
743 _vm->_actor->_protagonist = _vm->_actor->_centerActor = actor2; in sfSwapActors()
747 _vm->_actor->_protagonist = _vm->_actor->_centerActor = actor1; in sfSwapActors()
1262 obj = _vm->_actor->getObj(objectId); in sfSetActorZ()
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