/dports/games/libretro-scummvm/scummvm-7b1e929/engines/scumm/insane/ |
H A D | insane_ben.cpp | 67 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 …]
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H A D | insane_enemy.cpp | 231 !_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 …]
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H A D | insane_scenes.cpp | 68 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 …]
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H A D | insane.cpp | 380 _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 …]
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H A D | insane_iact.cpp | 70 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() [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/scumm/insane/ |
H A D | insane_ben.cpp | 67 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 …]
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H A D | insane_enemy.cpp | 235 !_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 …]
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H A D | insane_scenes.cpp | 68 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() [all …]
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H A D | insane.cpp | 380 _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 …]
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H A D | insane_iact.cpp | 72 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() [all …]
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/pink/ |
H A D | gui.cpp | 165 _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() [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/illusions/ |
H A D | actor.cpp | 204 _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() [all …]
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H A D | sequenceopcodes.cpp | 132 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() [all …]
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H A D | cursor.cpp | 50 _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()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/illusions/ |
H A D | actor.cpp | 204 _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() [all …]
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H A D | sequenceopcodes.cpp | 132 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() [all …]
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H A D | cursor.cpp | 50 _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()
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/dports/games/scummvm/scummvm-2.5.1/engines/dragons/ |
H A D | cursor.cpp | 50 _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() [all …]
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H A D | inventory.cpp | 73 _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() [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/tinsel/ |
H A D | play.cpp | 137 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() [all …]
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/dports/games/allacrost/allacrost-1.0.2/src/modes/battle/ |
H A D | battle_indicators.cpp | 53 _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() [all …]
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/pink/objects/sequences/ |
H A D | sequence_item.cpp | 38 _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()
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/dports/games/scummvm/scummvm-2.5.1/engines/pink/objects/sequences/ |
H A D | sequence_item.cpp | 38 _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()
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/dports/games/libretro-scummvm/scummvm-7b1e929/engines/saga/ |
H A D | sfuncs.cpp | 183 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() [all …]
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/dports/games/scummvm/scummvm-2.5.1/engines/saga/ |
H A D | sfuncs.cpp | 183 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() [all …]
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