aboutsummaryrefslogtreecommitdiff
path: root/engines/bladerunner/actor_walk.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/bladerunner/actor_walk.cpp')
-rw-r--r--engines/bladerunner/actor_walk.cpp16
1 files changed, 8 insertions, 8 deletions
diff --git a/engines/bladerunner/actor_walk.cpp b/engines/bladerunner/actor_walk.cpp
index ddf8b4c61b..70624221f5 100644
--- a/engines/bladerunner/actor_walk.cpp
+++ b/engines/bladerunner/actor_walk.cpp
@@ -25,7 +25,7 @@
#include "bladerunner/bladerunner.h"
#include "bladerunner/actor.h"
-#include "bladerunner/gameinfo.h"
+#include "bladerunner/game_info.h"
#include "bladerunner/obstacles.h"
#include "bladerunner/scene.h"
#include "bladerunner/scene_objects.h"
@@ -71,7 +71,7 @@ bool ActorWalk::setup(int actorId, bool run, const Vector3 &from, const Vector3
}
_nearActors.clear();
- _vm->_sceneObjects->setMoving(actorId + SCENE_OBJECTS_ACTORS_OFFSET, true);
+ _vm->_sceneObjects->setMoving(actorId + kSceneObjectOffsetActors, true);
_vm->_actors[actorId]->setMoving(true);
if (_running) {
@@ -124,7 +124,7 @@ bool ActorWalk::tick(int actorId, float stepDistance, bool inWalkLoop) {
bool nearActorExists = addNearActors(actorId);
if (_nearActors.size() > 0) {
nearActorExists = true;
- if (_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, _destination.x, _destination.z, true, true)) {
+ if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, _destination.x, _destination.z, true, true)) {
if (actorId > 0) {
if (_vm->_actors[actorId]->inWalkLoop()) {
stop(actorId, true, kAnimationModeCombatIdle, kAnimationModeIdle);
@@ -207,7 +207,7 @@ void ActorWalk::getCurrentPosition(int actorId, Vector3 *pos, int *facing) const
}
void ActorWalk::stop(int actorId, bool immediately, int combatAnimationMode, int animationMode) {
- _vm->_sceneObjects->setMoving(actorId + SCENE_OBJECTS_ACTORS_OFFSET, false);
+ _vm->_sceneObjects->setMoving(actorId + kSceneObjectOffsetActors, false);
_vm->_actors[actorId]->setMoving(false);
if (_vm->_actors[actorId]->inCombat()) {
@@ -234,7 +234,7 @@ bool ActorWalk::isXYZEmpty(float x, float y, float z, int actorId) const {
if (_vm->_actors[actorId]->isImmuneToObstacles()) {
return false;
}
- return _vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, false, false);
+ return _vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, false, false);
}
bool ActorWalk::findNearestEmptyPosition(int actorId, const Vector3 &destination, int dist, Vector3 &out) const {
@@ -267,14 +267,14 @@ bool ActorWalk::findNearestEmptyPosition(int actorId, const Vector3 &destination
x = destination.x + sin_1024(facingRight) * dist;
z = destination.z - cos_1024(facingRight) * dist;
- if (!_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
+ if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
break;
}
x = destination.x + sin_1024(facingLeft) * dist;
z = destination.z - cos_1024(facingLeft) * dist;
- if (!_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
+ if (!_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, x, z, true, true) && _vm->_scene->_set->findWalkbox(x, z) >= 0) {
break;
}
@@ -361,7 +361,7 @@ int ActorWalk::nextOnPath(int actorId, const Vector3 &from, const Vector3 &to, V
if (_vm->_scene->_set->findWalkbox(to.x, to.z) == -1) {
return 0;
}
- if (_vm->_sceneObjects->existsOnXZ(actorId + SCENE_OBJECTS_ACTORS_OFFSET, to.x, to.z, false, false)) {
+ if (_vm->_sceneObjects->existsOnXZ(actorId + kSceneObjectOffsetActors, to.x, to.z, false, false)) {
return 0;
}
Vector3 next1;