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Whitespace fixes
svn-id: r15704
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parent
4126001b86
commit
b0110fe5b2
32
saga/actor.h
32
saga/actor.h
@ -84,7 +84,7 @@ struct ACTORACTIONITEM {
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};
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struct ACTORACTION {
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ACTORACTIONITEM dir[4];
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ACTORACTIONITEM dir[4];
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};
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struct WALKINTENT {
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@ -129,22 +129,22 @@ struct ACTORINTENT {
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};
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struct ACTOR {
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int id; // Actor id
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int name_i; // Actor's index in actor name string list
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int id; // Actor id
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int name_i; // Actor's index in actor name string list
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uint16 flags;
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Point a_pt; // Actor's logical coordinates
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Point s_pt; // Actor's screen coordinates
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Point a_pt; // Actor's logical coordinates
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Point s_pt; // Actor's screen coordinates
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int sl_rn; // Actor's sprite list res #
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int si_rn; // Actor's sprite index res #
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SPRITELIST *sl_p;// Actor's sprite list data
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int sl_rn; // Actor's sprite list res #
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int si_rn; // Actor's sprite index res #
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SPRITELIST *sl_p; // Actor's sprite list data
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int idle_time;
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int orient;
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int speaking;
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int a_dcolor; // Actor dialogue color
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int a_dcolor; // Actor dialogue color
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// The actor intent list describes what the actor intends to do;
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// multiple intents can be queued. The actor must complete an
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@ -153,7 +153,7 @@ struct ACTOR {
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YS_DL_LIST *a_intentlist;
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// WALKPATH path;
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// WALKPATH path;
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int def_action;
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uint16 def_action_flags;
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@ -163,9 +163,9 @@ struct ACTOR {
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int action_frame;
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int action_time;
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ACTORACTION *act_tbl; // Action lookup table
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int action_ct; // Number of actions in the action LUT
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YS_DL_NODE *node; // Actor's node in the actor list
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ACTORACTION *act_tbl; // Action lookup table
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int action_ct; // Number of actions in the action LUT
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YS_DL_NODE *node; // Actor's node in the actor list
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ACTOR() { memset(this, 0, sizeof(*this)); }
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};
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@ -185,7 +185,7 @@ struct ACTIONTIMES {
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};
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class Actor {
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public:
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public:
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int reg();
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Actor(SagaEngine *vm);
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~Actor();
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@ -217,9 +217,9 @@ class Actor {
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int addActor(ACTOR * actor);
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int deleteActor(int index);
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ACTOR *lookupActor(int index);
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ACTOR *lookupActor(int index);
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private:
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private:
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int handleWalkIntent(ACTOR *actor, WALKINTENT *a_walk_int, int *complete_p, int msec);
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int handleSpeakIntent(ACTOR *actor, SPEAKINTENT *a_speakint, int *complete_p, int msec);
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int setPathNode(WALKINTENT *walk_int, Point *src_pt, Point *dst_pt, SEMAPHORE *sem);
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