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Diffstat (limited to 'engines/bladerunner/actor.cpp')
-rw-r--r--engines/bladerunner/actor.cpp36
1 files changed, 18 insertions, 18 deletions
diff --git a/engines/bladerunner/actor.cpp b/engines/bladerunner/actor.cpp
index 3f66899d5d..8462de836f 100644
--- a/engines/bladerunner/actor.cpp
+++ b/engines/bladerunner/actor.cpp
@@ -28,7 +28,7 @@
#include "bladerunner/actor_walk.h"
#include "bladerunner/audio_speech.h"
#include "bladerunner/boundingbox.h"
-#include "bladerunner/gameinfo.h"
+#include "bladerunner/game_info.h"
#include "bladerunner/items.h"
#include "bladerunner/mouse.h"
#include "bladerunner/movement_track.h"
@@ -345,10 +345,10 @@ void Actor::setAtXYZ(const Vector3 &position, int facing, bool snapFacing, bool
setBoundingBox(_position, retired);
- _vm->_sceneObjects->remove(_id + SCENE_OBJECTS_ACTORS_OFFSET);
+ _vm->_sceneObjects->remove(_id + kSceneObjectOffsetActors);
if (_vm->_scene->getSetId() == _setId) {
- _vm->_sceneObjects->addActor(_id + SCENE_OBJECTS_ACTORS_OFFSET, _bbox, &_screenRectangle, 1, moving, _isTargetable, retired);
+ _vm->_sceneObjects->addActor(_id + kSceneObjectOffsetActors, _bbox, &_screenRectangle, 1, moving, _isTargetable, retired);
}
}
@@ -650,7 +650,7 @@ bool Actor::tick(bool forceDraw, Common::Rect *screenRect) {
this->_position.z = this->_position.z + positionChange.x * sinx + positionChange.y * cosx;
this->_position.y = this->_position.y + positionChange.z;
- if (_vm->_sceneObjects->existsOnXZ(this->_id + SCENE_OBJECTS_ACTORS_OFFSET, this->_position.x, this->_position.z, false, false) == 1 && !this->_isImmuneToObstacles) {
+ if (_vm->_sceneObjects->existsOnXZ(this->_id + kSceneObjectOffsetActors, this->_position.x, this->_position.z, false, false) == 1 && !this->_isImmuneToObstacles) {
this->_position.x = originalX;
this->_position.y = originalY;
this->_position.z = originalZ;
@@ -691,13 +691,13 @@ bool Actor::draw(Common::Rect *screenRect) {
// TODO: Handle SHORTY mode
- _vm->_sliceRenderer->drawInWorld(_animationId, _animationFrame, drawPosition, drawAngle, drawScale, _vm->_surfaceGame, _vm->_zbuffer->getData());
+ _vm->_sliceRenderer->drawInWorld(_animationId, _animationFrame, drawPosition, drawAngle, drawScale, _vm->_surfaceFront, _vm->_zbuffer->getData());
_vm->_sliceRenderer->getScreenRectangle(screenRect, _animationId, _animationFrame, drawPosition, drawAngle, drawScale);
return !screenRect->isEmpty();
}
-int Actor::getSetId() {
+int Actor::getSetId() const {
return _setId;
}
@@ -943,7 +943,7 @@ void Actor::setFlagDamageAnimIfMoving(bool value) {
_damageAnimIfMoving = value;
}
-bool Actor::getFlagDamageAnimIfMoving() {
+bool Actor::getFlagDamageAnimIfMoving() const {
return _damageAnimIfMoving;
}
@@ -1009,29 +1009,29 @@ float Actor::distanceFromActor(int otherActorId) {
return (_position - _vm->_actors[otherActorId]->_position).length();
}
-float Actor::getX() {
+float Actor::getX() const {
return _position.x;
}
-float Actor::getY() {
+float Actor::getY() const {
return _position.y;
}
-float Actor::getZ() {
+float Actor::getZ() const {
return _position.z;
}
-void Actor::getXYZ(float *x, float *y, float *z) {
+void Actor::getXYZ(float *x, float *y, float *z) const {
*x = _position.x;
*y = _position.y;
*z = _position.z;
}
-int Actor::getFacing() {
+int Actor::getFacing() const {
return _facing;
}
-int Actor::getAnimationMode() {
+int Actor::getAnimationMode() const {
return _animationMode;
}
@@ -1046,7 +1046,7 @@ void Actor::setGoal(int goalNumber) {
_vm->_sceneScript->ActorChangedGoal(_id, goalNumber, oldGoalNumber, _vm->_scene->getSetId() == _setId);
}
-int Actor::getGoal() {
+int Actor::getGoal() const {
return _goalNumber;
}
@@ -1055,7 +1055,7 @@ void Actor::speechPlay(int sentenceId, bool voiceOver) {
sprintf(name, "%02d-%04d%s.AUD", _id, sentenceId, _vm->_languageCode);
int balance;
- if (voiceOver || _id == VOICEOVER_ACTOR) {
+ if (voiceOver || _id == BladeRunnerEngine::kActorVoiceOver) {
balance = 0;
} else {
// Vector3 pos = _vm->_view->_frameViewMatrix * _position;
@@ -1092,16 +1092,16 @@ void Actor::loseClue(int clueId) {
_clues->lose(clueId);
}
-bool Actor::hasClue(int clueId) {
+bool Actor::hasClue(int clueId) const {
return _clues->isAcquired(clueId);
}
void Actor::copyClues(int actorId) {
Actor *otherActor = _vm->_actors[actorId];
for (int i = 0; i < (int)_vm->_gameInfo->getClueCount(); i++) {
- if (hasClue(i) && !_clues->isFlag4(i) && !otherActor->hasClue(i)) {
+ if (hasClue(i) && !_clues->isPrivate(i) && !otherActor->hasClue(i)) {
int fromActorId = _id;
- if (_id == VOICEOVER_ACTOR) {
+ if (_id == BladeRunnerEngine::kActorVoiceOver) {
fromActorId = _clues->getFromActorId(i);
}
otherActor->acquireClue(i, false, fromActorId);