diff options
Diffstat (limited to 'saga/actor.cpp')
-rw-r--r-- | saga/actor.cpp | 306 |
1 files changed, 153 insertions, 153 deletions
diff --git a/saga/actor.cpp b/saga/actor.cpp index 7a9f6cb883..f99c3acce2 100644 --- a/saga/actor.cpp +++ b/saga/actor.cpp @@ -51,21 +51,21 @@ static void CF_actor_moverel(int argc, char *argv[], void *refCon); static void CF_actor_seto(int argc, char *argv[], void *refCon); static void CF_actor_setact(int argc, char *argv[], void *refCon); -R_ACTIONTIMES ActionTDeltas[] = { +ACTIONTIMES ActionTDeltas[] = { { ACTION_IDLE, 80 }, { ACTION_WALK, 80 }, { ACTION_SPEAK, 200 } }; int Actor::reg() { - CVAR_RegisterFunc(CF_actor_add, "actor_add", "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3, this); - CVAR_RegisterFunc(CF_actor_del, "actor_del", "<Actor id>", R_CVAR_NONE, 1, 1, this); - CVAR_RegisterFunc(CF_actor_move, "actor_move", "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3, this); - CVAR_RegisterFunc(CF_actor_moverel, "actor_moverel", "<Actor id> <lx> <ly>", R_CVAR_NONE, 3, 3, this); - CVAR_RegisterFunc(CF_actor_seto, "actor_seto", "<Actor id> <Orientation>", R_CVAR_NONE, 2, 2, this); - CVAR_RegisterFunc(CF_actor_setact, "actor_setact", "<Actor id> <Action #>", R_CVAR_NONE, 2, 2, this); - - return R_SUCCESS; + CVAR_RegisterFunc(CF_actor_add, "actor_add", "<Actor id> <lx> <ly>", CVAR_NONE, 3, 3, this); + CVAR_RegisterFunc(CF_actor_del, "actor_del", "<Actor id>", CVAR_NONE, 1, 1, this); + CVAR_RegisterFunc(CF_actor_move, "actor_move", "<Actor id> <lx> <ly>", CVAR_NONE, 3, 3, this); + CVAR_RegisterFunc(CF_actor_moverel, "actor_moverel", "<Actor id> <lx> <ly>", CVAR_NONE, 3, 3, this); + CVAR_RegisterFunc(CF_actor_seto, "actor_seto", "<Actor id> <Orientation>", CVAR_NONE, 2, 2, this); + CVAR_RegisterFunc(CF_actor_setact, "actor_setact", "<Actor id> <Action #>", CVAR_NONE, 2, 2, this); + + return SUCCESS; } Actor::Actor(SagaEngine *vm) : _vm(vm), _initialized(false) { @@ -73,24 +73,24 @@ Actor::Actor(SagaEngine *vm) : _vm(vm), _initialized(false) { int i; // Get actor resource file context - result = GAME_GetFileContext(&_actorContext, R_GAME_RESOURCEFILE, 0); - if (result != R_SUCCESS) { + result = GAME_GetFileContext(&_actorContext, GAME_RESOURCEFILE, 0); + if (result != SUCCESS) { error("Actor::Actor(): Couldn't load actor module resource context."); } // Create actor lookup table - _tbl = (YS_DL_NODE **)malloc(R_ACTORCOUNT * sizeof(*_tbl)); + _tbl = (YS_DL_NODE **)malloc(ACTORCOUNT * sizeof(*_tbl)); if (_tbl == NULL) { error("Actor::Actor(): Memory allocation error."); return; } - for (i = 0; i < R_ACTORCOUNT; i++) { + for (i = 0; i < ACTORCOUNT; i++) { _tbl[i] = NULL; } // Create actor alias table - _aliasTbl = (int *)malloc(R_ACTORCOUNT * sizeof *_aliasTbl); + _aliasTbl = (int *)malloc(ACTORCOUNT * sizeof *_aliasTbl); if (_aliasTbl == NULL) { free(_tbl); error("Actor::Actor(): Memory allocation error."); @@ -98,7 +98,7 @@ Actor::Actor(SagaEngine *vm) : _vm(vm), _initialized(false) { } // Initialize alias table so each index contains itself - for (i = 0; i < R_ACTORCOUNT; i++) { + for (i = 0; i < ACTORCOUNT; i++) { _aliasTbl[i] = i; } @@ -121,21 +121,21 @@ Actor::~Actor() { int Actor::direct(int msec) { YS_DL_NODE *walk_p; - R_ACTOR *actor; + ACTOR *actor; YS_DL_NODE *a_inode; - R_ACTORINTENT *a_intent; + ACTORINTENT *a_intent; int o_idx; int action_tdelta; // Walk down the actor list and direct each actor for (walk_p = ys_dll_head(_list); walk_p != NULL; walk_p = ys_dll_next(walk_p)) { - actor = (R_ACTOR *)ys_dll_get_data(walk_p); + actor = (ACTOR *)ys_dll_get_data(walk_p); // Process the actor intent list a_inode = ys_dll_head(actor->a_intentlist); if (a_inode != NULL) { - a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode); + a_intent = (ACTORINTENT *)ys_dll_get_data(a_inode); switch (a_intent->a_itype) { case INTENT_NONE: // Actor doesn't really feel like doing anything at all @@ -143,16 +143,16 @@ int Actor::direct(int msec) { case INTENT_PATH: // Actor intends to go somewhere. Well good for him { - R_WALKINTENT *a_walkint; - a_walkint = (R_WALKINTENT *)a_intent->a_data; + WALKINTENT *a_walkint; + a_walkint = (WALKINTENT *)a_intent->a_data; handleWalkIntent(actor, a_walkint, &a_intent->a_idone, msec); } break; case INTENT_SPEAK: // Actor wants to blab { - R_SPEAKINTENT *a_speakint; - a_speakint = (R_SPEAKINTENT *)a_intent->a_data; + SPEAKINTENT *a_speakint; + a_speakint = (SPEAKINTENT *)a_intent->a_data; handleSpeakIntent(actor, a_speakint, &a_intent->a_idone, msec); } break; @@ -198,31 +198,31 @@ int Actor::direct(int msec) { } } - return R_SUCCESS; + return SUCCESS; } int Actor::drawList() { YS_DL_NODE *walk_p; - R_ACTOR *actor; + ACTOR *actor; YS_DL_NODE *a_inode; - R_ACTORINTENT *a_intent; - R_SPEAKINTENT *a_speakint; + ACTORINTENT *a_intent; + SPEAKINTENT *a_speakint; YS_DL_NODE *a_dnode; - R_ACTORDIALOGUE *a_dialogue; + ACTORDIALOGUE *a_dialogue; int o_idx; //Orientation index int sprite_num; int diag_x, diag_y; // dialog coordinates - R_SURFACE *back_buf; + SURFACE *back_buf; back_buf = _vm->_gfx->getBackBuffer(); for (walk_p = ys_dll_head(_list); walk_p != NULL; walk_p = ys_dll_next(walk_p)) { - actor = (R_ACTOR *)ys_dll_get_data(walk_p); + actor = (ACTOR *)ys_dll_get_data(walk_p); o_idx = ActorOrientationLUT[actor->orient]; sprite_num = actor->act_tbl[actor->action].dir[o_idx].frame_index; sprite_num += actor->action_frame; @@ -232,12 +232,12 @@ int Actor::drawList() { // displaying his dialogue a_inode = ys_dll_head(actor->a_intentlist); if (a_inode != NULL) { - a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode); + a_intent = (ACTORINTENT *)ys_dll_get_data(a_inode); if (a_intent->a_itype == INTENT_SPEAK) { - a_speakint = (R_SPEAKINTENT *)a_intent->a_data; + a_speakint = (SPEAKINTENT *)a_intent->a_data; a_dnode = ys_dll_head(a_speakint->si_diaglist); if (a_dnode != NULL) { - a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode); + a_dialogue = (ACTORDIALOGUE *)ys_dll_get_data(a_dnode); diag_x = actor->s_pt.x; diag_y = actor->s_pt.y; diag_y -= ACTOR_DIALOGUE_HEIGHT; @@ -248,7 +248,7 @@ int Actor::drawList() { } } - return R_SUCCESS; + return SUCCESS; } // Called if the user wishes to skip a line of dialogue (spacebar in the @@ -257,32 +257,32 @@ int Actor::drawList() { int Actor::skipDialogue() { YS_DL_NODE *walk_p; - R_ACTOR *actor; + ACTOR *actor; YS_DL_NODE *a_inode; - R_ACTORINTENT *a_intent; - R_SPEAKINTENT *a_speakint; + ACTORINTENT *a_intent; + SPEAKINTENT *a_speakint; YS_DL_NODE *a_dnode; - R_ACTORDIALOGUE *a_dialogue; + ACTORDIALOGUE *a_dialogue; if (!_initialized) { - return R_FAILURE; + return FAILURE; } for (walk_p = ys_dll_head(_list); walk_p != NULL; walk_p = ys_dll_next(walk_p)) { - actor = (R_ACTOR *)ys_dll_get_data(walk_p); + actor = (ACTOR *)ys_dll_get_data(walk_p); // Check the actor's current intent for a speak intent a_inode = ys_dll_head(actor->a_intentlist); if (a_inode != NULL) { - a_intent = (R_ACTORINTENT *)ys_dll_get_data(a_inode); + a_intent = (ACTORINTENT *)ys_dll_get_data(a_inode); if (a_intent->a_itype == INTENT_SPEAK) { // Okay, found a speak intent. Remove one dialogue entry // from it, releasing any semaphore */ - a_speakint = (R_SPEAKINTENT *)a_intent->a_data; + a_speakint = (SPEAKINTENT *)a_intent->a_data; a_dnode = ys_dll_head(a_speakint->si_diaglist); if (a_dnode != NULL) { - a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode); + a_dialogue = (ACTORDIALOGUE *)ys_dll_get_data(a_dnode); if (a_dialogue->d_sem != NULL) { _vm->_script->SThreadReleaseSem(a_dialogue->d_sem); } @@ -294,11 +294,11 @@ int Actor::skipDialogue() { } } - return R_SUCCESS; + return SUCCESS; } int Actor::create(int actor_id, int x, int y) { - R_ACTOR actor; + ACTOR actor; if (actor_id == 1) { actor_id = 0; @@ -310,29 +310,29 @@ int Actor::create(int actor_id, int x, int y) { actor.a_pt.x = x; actor.a_pt.y = y; - if (addActor(&actor) != R_SUCCESS) { + if (addActor(&actor) != SUCCESS) { - return R_FAILURE; + return FAILURE; } - return R_SUCCESS; + return SUCCESS; } -int Actor::addActor(R_ACTOR * actor) { +int Actor::addActor(ACTOR * actor) { YS_DL_NODE *new_node; int last_frame; int i; if (!_initialized) { - return R_FAILURE; + return FAILURE; } - if ((actor->id < 0) || (actor->id >= R_ACTORCOUNT)) { - return R_FAILURE; + if ((actor->id < 0) || (actor->id >= ACTORCOUNT)) { + return FAILURE; } if (_tbl[actor->id] != NULL) { - return R_FAILURE; + return FAILURE; } AtoS(&actor->s_pt, &actor->a_pt); @@ -344,15 +344,15 @@ int Actor::addActor(R_ACTOR * actor) { loadActorSpriteIndex(actor, actor->si_rn, &last_frame); - if (_vm->_sprite->loadList(actor->sl_rn, &actor->sl_p) != R_SUCCESS) { - return R_FAILURE; + if (_vm->_sprite->loadList(actor->sl_rn, &actor->sl_p) != SUCCESS) { + return FAILURE; } if (last_frame >= _vm->_sprite->getListLen(actor->sl_p)) { debug(0, "Appending to sprite list %d.", actor->sl_rn); if (_vm->_sprite->appendList(actor->sl_rn + 1, - actor->sl_p) != R_SUCCESS) { - return R_FAILURE; + actor->sl_p) != SUCCESS) { + return FAILURE; } } @@ -370,16 +370,16 @@ int Actor::addActor(R_ACTOR * actor) { new_node = ys_dll_insert(_list, actor, sizeof *actor, zCompare); if (new_node == NULL) { - return R_FAILURE; + return FAILURE; } - actor = (R_ACTOR *)ys_dll_get_data(new_node); + actor = (ACTOR *)ys_dll_get_data(new_node); actor->node = new_node; _tbl[i] = new_node; _count++; - return R_SUCCESS; + return SUCCESS; } int Actor::getActorIndex(uint16 actor_id) { @@ -414,15 +414,15 @@ int Actor::actorExists(uint16 actor_id) { return 1; } -int Actor::speak(int index, const char *d_string, uint16 d_voice_rn, R_SEMAPHORE *sem) { +int Actor::speak(int index, const char *d_string, uint16 d_voice_rn, SEMAPHORE *sem) { YS_DL_NODE *node; - R_ACTOR *actor; + ACTOR *actor; YS_DL_NODE *a_inode; - R_ACTORINTENT *a_intent_p = NULL; - R_SPEAKINTENT *a_speakint; - R_ACTORINTENT a_intent; + ACTORINTENT *a_intent_p = NULL; + SPEAKINTENT *a_speakint; + ACTORINTENT a_intent; int use_existing_ai = 0; - R_ACTORDIALOGUE a_dialogue; + ACTORDIALOGUE a_dialogue; a_dialogue.d_string = d_string; a_dialogue.d_voice_rn = d_voice_rn; @@ -432,10 +432,10 @@ int Actor::speak(int index, const char *d_string, uint16 d_voice_rn, R_SEMAPHORE node = _tbl[index]; if (node == NULL) { - return R_FAILURE; + return FAILURE; } - actor = (R_ACTOR *)ys_dll_get_data(node); + actor = (ACTOR *)ys_dll_get_data(node); // If actor's last registered intent is to speak, we can queue the // requested dialogue on that intent context; so examine the last @@ -443,7 +443,7 @@ int Actor::speak(int index, const char *d_string, uint16 d_voice_rn, R_SEMAPHORE a_inode = ys_dll_tail(actor->a_intentlist); if (a_inode != NULL) { - a_intent_p = (R_ACTORINTENT *)ys_dll_get_data(a_inode); + a_intent_p = (ACTORINTENT *)ys_dll_get_data(a_inode); if (a_intent_p->a_itype == INTENT_SPEAK) { use_existing_ai = 1; } @@ -451,7 +451,7 @@ int Actor::speak(int index, const char *d_string, uint16 d_voice_rn, R_SEMAPHORE if (use_existing_ai) { // Store the current dialogue off the existing actor intent - a_speakint = (R_SPEAKINTENT *)a_intent_p->a_data; + a_speakint = (SPEAKINTENT *)a_intent_p->a_data; ys_dll_add_tail(a_speakint->si_diaglist, &a_dialogue, sizeof a_dialogue); } else { // Create a new actor intent @@ -459,9 +459,9 @@ int Actor::speak(int index, const char *d_string, uint16 d_voice_rn, R_SEMAPHORE a_intent.a_idone = 0; a_intent.a_iflags = 0; - a_speakint = (R_SPEAKINTENT *)malloc(sizeof *a_speakint); + a_speakint = (SPEAKINTENT *)malloc(sizeof *a_speakint); if (a_speakint == NULL) { - return R_FAILURE; + return FAILURE; } a_speakint->si_init = 0; @@ -477,14 +477,14 @@ int Actor::speak(int index, const char *d_string, uint16 d_voice_rn, R_SEMAPHORE _vm->_script->SThreadHoldSem(sem); } - return R_SUCCESS; + return SUCCESS; } -int Actor::handleSpeakIntent(R_ACTOR *actor, R_SPEAKINTENT *a_speakint, int *complete_p, int msec) { +int Actor::handleSpeakIntent(ACTOR *actor, SPEAKINTENT *a_speakint, int *complete_p, int msec) { YS_DL_NODE *a_dnode; YS_DL_NODE *a_dnext; - R_ACTORDIALOGUE *a_dialogue; - R_ACTORDIALOGUE *a_dialogue2; + ACTORDIALOGUE *a_dialogue; + ACTORDIALOGUE *a_dialogue2; long carry_time; int intent_complete = 0; @@ -500,7 +500,7 @@ int Actor::handleSpeakIntent(R_ACTOR *actor, R_SPEAKINTENT *a_speakint, int *com // Process actor dialogue list a_dnode = ys_dll_head(a_speakint->si_diaglist); if (a_dnode != NULL) { - a_dialogue = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode); + a_dialogue = (ACTORDIALOGUE *)ys_dll_get_data(a_dnode); if (!a_dialogue->d_playing) { // Dialogue voice hasn't played yet - play it now _vm->_sndRes->playVoice(a_dialogue->d_voice_rn); @@ -523,7 +523,7 @@ int Actor::handleSpeakIntent(R_ACTOR *actor, R_SPEAKINTENT *a_speakint, int *com a_dnext = ys_dll_next(a_dnode); if (a_dnext != NULL) { - a_dialogue2 = (R_ACTORDIALOGUE *)ys_dll_get_data(a_dnode); + a_dialogue2 = (ACTORDIALOGUE *)ys_dll_get_data(a_dnode); a_dialogue2->d_time -= carry_time; } @@ -545,7 +545,7 @@ int Actor::handleSpeakIntent(R_ACTOR *actor, R_SPEAKINTENT *a_speakint, int *com *complete_p = 1; } - return R_SUCCESS; + return SUCCESS; } int Actor::getSpeechTime(const char *d_string, uint16 d_voice_rn) { @@ -561,41 +561,41 @@ int Actor::getSpeechTime(const char *d_string, uint16 d_voice_rn) { } int Actor::setOrientation(int index, int orient) { - R_ACTOR *actor; + ACTOR *actor; if (!_initialized) { - return R_FAILURE; + return FAILURE; } if ((orient < 0) || (orient > 7)) { - return R_FAILURE; + return FAILURE; } actor = lookupActor(index); if (actor == NULL) { - return R_FAILURE; + return FAILURE; } actor->orient = orient; - return R_SUCCESS; + return SUCCESS; } int Actor::setAction(int index, int action_n, uint16 action_flags) { - R_ACTOR *actor; + ACTOR *actor; if (!_initialized) { - return R_FAILURE; + return FAILURE; } actor = lookupActor(index); if (actor == NULL) { - return R_FAILURE; + return FAILURE; } if ((action_n < 0) || (action_n >= actor->action_ct)) { - return R_FAILURE; + return FAILURE; } actor->action = action_n; @@ -603,40 +603,40 @@ int Actor::setAction(int index, int action_n, uint16 action_flags) { actor->action_frame = 0; actor->action_time = 0; - return R_SUCCESS; + return SUCCESS; } int Actor::setDefaultAction(int index, int action_n, uint16 action_flags) { - R_ACTOR *actor; + ACTOR *actor; if (!_initialized) { - return R_FAILURE; + return FAILURE; } actor = lookupActor(index); if (actor == NULL) { - return R_FAILURE; + return FAILURE; } if ((action_n < 0) || (action_n >= actor->action_ct)) { - return R_FAILURE; + return FAILURE; } actor->def_action = action_n; actor->def_action_flags = action_flags; - return R_SUCCESS; + return SUCCESS; } -R_ACTOR *Actor::lookupActor(int index) { +ACTOR *Actor::lookupActor(int index) { YS_DL_NODE *node; - R_ACTOR *actor; + ACTOR *actor; if (!_initialized) { return NULL; } - if ((index < 0) || (index >= R_ACTORCOUNT)) { + if ((index < 0) || (index >= ACTORCOUNT)) { return NULL; } @@ -645,36 +645,36 @@ R_ACTOR *Actor::lookupActor(int index) { } node = _tbl[index]; - actor = (R_ACTOR *)ys_dll_get_data(node); + actor = (ACTOR *)ys_dll_get_data(node); return actor; } -int Actor::loadActorSpriteIndex(R_ACTOR * actor, int si_rn, int *last_frame_p) { +int Actor::loadActorSpriteIndex(ACTOR * actor, int si_rn, int *last_frame_p) { byte *res_p; size_t res_len; int s_action_ct; - R_ACTORACTION *action_p; + ACTORACTION *action_p; int last_frame; int i, orient; int result; result = RSC_LoadResource(_actorContext, si_rn, &res_p, &res_len); - if (result != R_SUCCESS) { + if (result != SUCCESS) { warning("Couldn't load sprite action index resource"); - return R_FAILURE; + return FAILURE; } s_action_ct = res_len / 16; debug(0, "Sprite resource contains %d sprite actions.", s_action_ct); - action_p = (R_ACTORACTION *)malloc(sizeof(R_ACTORACTION) * s_action_ct); + action_p = (ACTORACTION *)malloc(sizeof(ACTORACTION) * s_action_ct); MemoryReadStream readS(res_p, res_len); if (action_p == NULL) { warning("Couldn't allocate memory for sprite actions"); RSC_FreeResource(res_p); - return R_MEM; + return MEM; } last_frame = 0; @@ -699,27 +699,27 @@ int Actor::loadActorSpriteIndex(R_ACTOR * actor, int si_rn, int *last_frame_p) { *last_frame_p = last_frame; } - return R_SUCCESS; + return SUCCESS; } int Actor::deleteActor(int index) { YS_DL_NODE *node; - R_ACTOR *actor; + ACTOR *actor; if (!_initialized) { - return R_FAILURE; + return FAILURE; } - if ((index < 0) || (index >= R_ACTORCOUNT)) { - return R_FAILURE; + if ((index < 0) || (index >= ACTORCOUNT)) { + return FAILURE; } if (_tbl[index] == NULL) { - return R_FAILURE; + return FAILURE; } node = _tbl[index]; - actor = (R_ACTOR *)ys_dll_get_data(node); + actor = (ACTOR *)ys_dll_get_data(node); _vm->_sprite->freeSprite(actor->sl_p); @@ -727,33 +727,33 @@ int Actor::deleteActor(int index) { _tbl[index] = NULL; - return R_SUCCESS; + return SUCCESS; } -int Actor::walkTo(int id, const Point *walk_pt, uint16 flags, R_SEMAPHORE *sem) { - R_ACTORINTENT actor_intent; - R_WALKINTENT *walk_intent; - R_WALKINTENT zero_intent; +int Actor::walkTo(int id, const Point *walk_pt, uint16 flags, SEMAPHORE *sem) { + ACTORINTENT actor_intent; + WALKINTENT *walk_intent; + WALKINTENT zero_intent; YS_DL_NODE *node; - R_ACTOR *actor; + ACTOR *actor; assert(_initialized); assert(walk_pt != NULL); - if ((id < 0) || (id >= R_ACTORCOUNT)) { - return R_FAILURE; + if ((id < 0) || (id >= ACTORCOUNT)) { + return FAILURE; } if (_tbl[id] == NULL) { - return R_FAILURE; + return FAILURE; } node = _tbl[id]; - actor = (R_ACTOR *)ys_dll_get_data(node); + actor = (ACTOR *)ys_dll_get_data(node); - walk_intent = (R_WALKINTENT *)malloc(sizeof *walk_intent); + walk_intent = (WALKINTENT *)malloc(sizeof *walk_intent); if (walk_intent == NULL) { - return R_MEM; + return MEM; } *walk_intent = zero_intent; @@ -776,11 +776,11 @@ int Actor::walkTo(int id, const Point *walk_pt, uint16 flags, R_SEMAPHORE *sem) _vm->_script->SThreadHoldSem(sem); } - return R_SUCCESS; + return SUCCESS; } -int Actor::setPathNode(R_WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, R_SEMAPHORE *sem) { - R_WALKNODE new_node; +int Actor::setPathNode(WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, SEMAPHORE *sem) { + WALKNODE new_node; walk_int->wi_active = 1; walk_int->org = *src_pt; @@ -793,14 +793,14 @@ int Actor::setPathNode(R_WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, R_S ys_dll_add_tail(walk_int->nodelist, &new_node, sizeof new_node); - return R_SUCCESS; + return SUCCESS; } -int Actor::handleWalkIntent(R_ACTOR *actor, R_WALKINTENT *a_walkint, int *complete_p, int delta_time) { +int Actor::handleWalkIntent(ACTOR *actor, WALKINTENT *a_walkint, int *complete_p, int delta_time) { YS_DL_NODE *walk_p; YS_DL_NODE *next_p; - R_WALKNODE *node_p; + WALKNODE *node_p; int dx; int dy; @@ -833,7 +833,7 @@ int Actor::handleWalkIntent(R_ACTOR *actor, R_WALKINTENT *a_walkint, int *comple walk_p = ys_dll_head(a_walkint->nodelist); next_p = ys_dll_next(walk_p); - node_p = (R_WALKNODE *)ys_dll_get_data(walk_p); + node_p = (WALKNODE *)ys_dll_get_data(walk_p); if (node_p->calc_flag == 0) { @@ -855,7 +855,7 @@ int Actor::handleWalkIntent(R_ACTOR *actor, R_WALKINTENT *a_walkint, int *comple } *complete_p = 1; - return R_FAILURE; + return FAILURE; } a_walkint->slope = (float)dy / dx; @@ -926,14 +926,14 @@ int Actor::handleWalkIntent(R_ACTOR *actor, R_WALKINTENT *a_walkint, int *comple actor->action_frame = 0; actor->action = ACTION_IDLE; - endpoint.x = (int)new_a_x / R_ACTOR_LMULT; - endpoint.y = (int)new_a_y / R_ACTOR_LMULT; + endpoint.x = (int)new_a_x / ACTOR_LMULT; + endpoint.y = (int)new_a_y / ACTOR_LMULT; if ((exitNum = _vm->_scene->_actionMap->hitTest(endpoint)) != -1) { if (actor->flags & kProtagonist) _vm->_scene->changeScene(_vm->_scene->_actionMap->getExitScene(exitNum)); } *complete_p = 1; - return R_FAILURE; + return FAILURE; } actor_x = (int)new_a_x; @@ -952,21 +952,21 @@ int Actor::handleWalkIntent(R_ACTOR *actor, R_WALKINTENT *a_walkint, int *comple ys_dll_reorder_down(_list, actor->node, zCompare); } - return R_SUCCESS; + return SUCCESS; } int Actor::move(int index, const Point *move_pt) { YS_DL_NODE *node; - R_ACTOR *actor; + ACTOR *actor; int move_up = 0; node = _tbl[index]; if (node == NULL) { - return R_FAILURE; + return FAILURE; } - actor = (R_ACTOR *)ys_dll_get_data(node); + actor = (ACTOR *)ys_dll_get_data(node); if (move_pt->y < actor->a_pt.y) { move_up = 1; @@ -984,19 +984,19 @@ int Actor::move(int index, const Point *move_pt) { ys_dll_reorder_down(_list, actor->node, zCompare); } - return R_SUCCESS; + return SUCCESS; } int Actor::moveRelative(int index, const Point *move_pt) { YS_DL_NODE *node; - R_ACTOR *actor; + ACTOR *actor; node = _tbl[index]; if (node == NULL) { - return R_FAILURE; + return FAILURE; } - actor = (R_ACTOR *)ys_dll_get_data(node); + actor = (ACTOR *)ys_dll_get_data(node); actor->a_pt.x += move_pt->x; actor->a_pt.y += move_pt->y; @@ -1012,12 +1012,12 @@ int Actor::moveRelative(int index, const Point *move_pt) { } - return R_SUCCESS; + return SUCCESS; } static int zCompare(const void *elem1, const void *elem2) { - const R_ACTOR *actor1 = (const R_ACTOR *) elem1; - const R_ACTOR *actor2 = (const R_ACTOR *) elem2; + const ACTOR *actor1 = (const ACTOR *) elem1; + const ACTOR *actor2 = (const ACTOR *) elem2; if (actor1->a_pt.y == actor2->a_pt.y) { return 0; @@ -1029,21 +1029,21 @@ static int zCompare(const void *elem1, const void *elem2) { } int Actor::AtoS(Point *screen, const Point *actor) { - screen->x = (actor->x / R_ACTOR_LMULT); - screen->y = (actor->y / R_ACTOR_LMULT); + screen->x = (actor->x / ACTOR_LMULT); + screen->y = (actor->y / ACTOR_LMULT); - return R_SUCCESS; + return SUCCESS; } int Actor::StoA(Point *actor, const Point screen) { - actor->x = (screen.x * R_ACTOR_LMULT); - actor->y = (screen.y * R_ACTOR_LMULT); + actor->x = (screen.x * ACTOR_LMULT); + actor->y = (screen.y * ACTOR_LMULT); - return R_SUCCESS; + return SUCCESS; } static void CF_actor_add(int argc, char *argv[], void *refCon) { - R_ACTOR actor; + ACTOR actor; if (argc < 3) return; @@ -1124,7 +1124,7 @@ static void CF_actor_setact(int argc, char *argv[], void *refCon) { int index = 0; int action_n = 0; - R_ACTOR *actor; + ACTOR *actor; if (argc < 2) return; |