diff options
Diffstat (limited to 'engines/bladerunner/actor_walk.cpp')
-rw-r--r-- | engines/bladerunner/actor_walk.cpp | 16 |
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; |