diff options
author | Eric Fry | 2018-05-07 08:36:39 +1000 |
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committer | Eugene Sandulenko | 2018-07-20 06:43:33 +0000 |
commit | 6e09cd7e0899052a927bb65ba13219a4cd53c814 (patch) | |
tree | fdf3492f3a6e4ba8a0cc87f44f7cd8fbdc5d9994 | |
parent | c66b2208e0f8aa35288da64ce3903edc5a8205cd (diff) | |
download | scummvm-rg350-6e09cd7e0899052a927bb65ba13219a4cd53c814.tar.gz scummvm-rg350-6e09cd7e0899052a927bb65ba13219a4cd53c814.tar.bz2 scummvm-rg350-6e09cd7e0899052a927bb65ba13219a4cd53c814.zip |
ILLUSIONS: Rename some actor flags
-rw-r--r-- | engines/illusions/actor.cpp | 42 | ||||
-rw-r--r-- | engines/illusions/actor.h | 12 | ||||
-rw-r--r-- | engines/illusions/bbdou/illusions_bbdou.cpp | 2 | ||||
-rw-r--r-- | engines/illusions/cursor.cpp | 4 | ||||
-rw-r--r-- | engines/illusions/duckman/illusions_duckman.cpp | 2 | ||||
-rw-r--r-- | engines/illusions/illusions.cpp | 2 | ||||
-rw-r--r-- | engines/illusions/sequenceopcodes.cpp | 20 |
7 files changed, 42 insertions, 42 deletions
diff --git a/engines/illusions/actor.cpp b/engines/illusions/actor.cpp index d24ec7b904..4ebce4160e 100644 --- a/engines/illusions/actor.cpp +++ b/engines/illusions/actor.cpp @@ -252,7 +252,7 @@ void Control::unpause() { void Control::appearActor() { if (_vm->getGameId() == kGameIdDuckman) { _flags |= 1; - _actor->_flags |= Illusions::ACTOR_FLAG_1; + _actor->_flags |= Illusions::ACTOR_FLAG_IS_VISIBLE; if (_objectId == 0x40004) { if (_actor->_frameIndex) { _actor->_flags |= Illusions::ACTOR_FLAG_2000; @@ -265,7 +265,7 @@ void Control::appearActor() { _vm->showCursor(); } else { if (_actor->_frameIndex || _actorTypeId == 0x50004) - _actor->_flags |= Illusions::ACTOR_FLAG_1; + _actor->_flags |= Illusions::ACTOR_FLAG_IS_VISIBLE; else _actor->_flags |= Illusions::ACTOR_FLAG_1000; for (uint i = 0; i < kSubObjectsCount; ++i) @@ -280,12 +280,12 @@ void Control::appearActor() { void Control::disappearActor() { if (_vm->getGameId() == kGameIdDuckman) { _flags &= ~1; - _actor->_flags &= ~Illusions::ACTOR_FLAG_1; + _actor->_flags &= ~Illusions::ACTOR_FLAG_IS_VISIBLE; } else { if (_objectId == 0x40004) { _vm->hideCursor(); } else { - _actor->_flags &= ~Illusions::ACTOR_FLAG_1; + _actor->_flags &= ~Illusions::ACTOR_FLAG_IS_VISIBLE; _actor->_flags &= ~Illusions::ACTOR_FLAG_1000; for (uint i = 0; i < kSubObjectsCount; ++i) if (_actor->_subobjects[i]) { @@ -297,7 +297,7 @@ void Control::disappearActor() { } bool Control::isActorVisible() { - return (_actor->_flags & Illusions::ACTOR_FLAG_1) != 0; + return (_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) != 0; } void Control::activateObject() { @@ -578,8 +578,8 @@ void Control::stopSequenceActor() { if (_actor->_flags & Illusions::ACTOR_FLAG_40) { stopActor(); _actor->_frameIndex = 0; - if ((_actor->_flags & Illusions::ACTOR_FLAG_1) || (_actor->_flags & Illusions::ACTOR_FLAG_1000)) { - _actor->_flags &= ~Illusions::ACTOR_FLAG_1; + if ((_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) || (_actor->_flags & Illusions::ACTOR_FLAG_1000)) { + _actor->_flags &= ~Illusions::ACTOR_FLAG_IS_VISIBLE; _actor->_flags |= Illusions::ACTOR_FLAG_1000; } } @@ -594,7 +594,7 @@ void Control::startTalkActor(uint32 sequenceId, byte *entryTblPtr, uint32 thread bool doSeq = true; if (_actor->_linkIndex2) { Control *subControl = _vm->_dict->getObjectControl(_actor->_subobjects[_actor->_linkIndex2 - 1]); - if (subControl->_actor->_flags & Illusions::ACTOR_FLAG_1) { + if (subControl->_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) { if (_actor->_pathNode) { doSeq = false; subControl->_actor->_notifyThreadId2 = threadId; @@ -646,7 +646,7 @@ void Control::sequenceActor() { //debug(1, "New frame %d", _actor->_newFrameIndex); setActorFrameIndex(_actor->_newFrameIndex); if (_vm->getGameId() == kGameIdBBDOU && - !(_actor->_flags & Illusions::ACTOR_FLAG_1) && (_actor->_flags & Illusions::ACTOR_FLAG_1000) && (_objectId != 0x40004)) { + !(_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) && (_actor->_flags & Illusions::ACTOR_FLAG_1000) && (_objectId != 0x40004)) { appearActor(); _actor->_flags &= ~Illusions::ACTOR_FLAG_1000; } @@ -766,8 +766,8 @@ void Control::startMoveActor(uint32 sequenceId, Common::Point destPt, uint32 cal } PointArray *Control::createPath(Common::Point destPt) { - PointArray *walkPoints = (_actor->_flags & Illusions::ACTOR_FLAG_2) ? _actor->_pathWalkPoints->_points : 0; - PathLines *walkRects = (_actor->_flags & Illusions::ACTOR_FLAG_10) ? _actor->_pathWalkRects->_rects : 0; + PointArray *walkPoints = (_actor->_flags & Illusions::ACTOR_FLAG_HAS_WALK_POINTS) ? _actor->_pathWalkPoints->_points : 0; + PathLines *walkRects = (_actor->_flags & Illusions::ACTOR_FLAG_HAS_WALK_RECTS) ? _actor->_pathWalkRects->_rects : 0; PathFinder pathFinder; WidthHeight bgDimensions = _vm->_backgroundInstances->getMasterBgDimensions(); PointArray *path = pathFinder.findPath(_actor->_position, destPt, walkPoints, walkRects, bgDimensions); @@ -1067,27 +1067,27 @@ void Controls::placeActor(uint32 actorTypeId, Common::Point placePt, uint32 sequ BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); if (actorType->_pathWalkPointsIndex) { actor->_pathWalkPoints = bgRes->getPathWalkPoints(actorType->_pathWalkPointsIndex - 1); - actor->_flags |= Illusions::ACTOR_FLAG_2; + actor->_flags |= Illusions::ACTOR_FLAG_HAS_WALK_POINTS; } if (actorType->_scaleLayerIndex) { actor->_scaleLayer = bgRes->getScaleLayer(actorType->_scaleLayerIndex - 1); - actor->_flags |= Illusions::ACTOR_FLAG_4; + actor->_flags |= Illusions::ACTOR_FLAG_SCALED; } if (actorType->_pathWalkRectIndex) { actor->_pathWalkRects = bgRes->getPathWalkRects(actorType->_pathWalkRectIndex - 1); - actor->_flags |= Illusions::ACTOR_FLAG_10; + actor->_flags |= Illusions::ACTOR_FLAG_HAS_WALK_RECTS; } if (actorType->_priorityLayerIndex) { actor->_priorityLayer = bgRes->getPriorityLayer(actorType->_priorityLayerIndex - 1); - actor->_flags |= Illusions::ACTOR_FLAG_8; + actor->_flags |= Illusions::ACTOR_FLAG_PRIORITY; } if (actorType->_regionLayerIndex) { actor->_regionLayer = bgRes->getRegionLayer(actorType->_regionLayerIndex - 1); - actor->_flags |= Illusions::ACTOR_FLAG_20; + actor->_flags |= Illusions::ACTOR_FLAG_REGION; } actor->_pathCtrY = 140; @@ -1291,7 +1291,7 @@ bool Controls::getOverlappedObject(Control *control, Common::Point pt, Control * Control *testControl = *it; if (testControl != control && testControl->_pauseCtr == 0 && (testControl->_flags & 1) && !(testControl->_flags & 0x10) && - (!testControl->_actor || (testControl->_actor->_flags & Illusions::ACTOR_FLAG_1))) { + (!testControl->_actor || (testControl->_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE))) { Common::Rect collisionRect; testControl->getCollisionRect(collisionRect); if (!collisionRect.isEmpty() && collisionRect.contains(pt)) { @@ -1325,7 +1325,7 @@ bool Controls::getOverlappedObjectAccurate(Control *control, Common::Point pt, C Control *testControl = *it; if (testControl != control && testControl->_pauseCtr == 0 && (testControl->_flags & 1) && !(testControl->_flags & 0x10) && - (!testControl->_actor || (testControl->_actor->_flags & Illusions::ACTOR_FLAG_1))) { + (!testControl->_actor || (testControl->_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE))) { Common::Rect collisionRect; testControl->getCollisionRectAccurate(collisionRect); if (!collisionRect.isEmpty() && collisionRect.contains(pt) && @@ -1413,18 +1413,18 @@ void Controls::actorControlRoutine(Control *control, uint32 deltaTime) { actor->_seqCodeValue1 = 100 * deltaTime; } - if (actor->_flags & Illusions::ACTOR_FLAG_4) { + if (actor->_flags & Illusions::ACTOR_FLAG_SCALED) { int scale = actor->_scaleLayer->getScale(actor->_position); control->setActorScale(scale); } - if (actor->_flags & Illusions::ACTOR_FLAG_8) { + if (actor->_flags & Illusions::ACTOR_FLAG_PRIORITY) { int16 priority = actor->_priorityLayer->getPriority(actor->_position); if (priority) control->setPriority(priority + 1); } - if (actor->_flags & Illusions::ACTOR_FLAG_20) { + if (actor->_flags & Illusions::ACTOR_FLAG_REGION) { // Update transition sequence int regionIndex = actor->_regionLayer->getRegionIndex(actor->_position); if (actor->_regionIndex != regionIndex) { diff --git a/engines/illusions/actor.h b/engines/illusions/actor.h index e590cac501..7fb99ced81 100644 --- a/engines/illusions/actor.h +++ b/engines/illusions/actor.h @@ -40,12 +40,12 @@ class SequenceOpcodes; struct OpCall; enum ActorFlags { - ACTOR_FLAG_1 = 1, - ACTOR_FLAG_2 = 2, - ACTOR_FLAG_4 = 4, - ACTOR_FLAG_8 = 8, - ACTOR_FLAG_10 = 0x10, - ACTOR_FLAG_20 = 0x20, + ACTOR_FLAG_IS_VISIBLE = 1, + ACTOR_FLAG_HAS_WALK_POINTS = 2, + ACTOR_FLAG_SCALED = 4, + ACTOR_FLAG_PRIORITY = 8, + ACTOR_FLAG_HAS_WALK_RECTS = 0x10, + ACTOR_FLAG_REGION = 0x20, ACTOR_FLAG_40 = 0x40, ACTOR_FLAG_80 = 0x80, ACTOR_FLAG_100 = 0x100, diff --git a/engines/illusions/bbdou/illusions_bbdou.cpp b/engines/illusions/bbdou/illusions_bbdou.cpp index 4d54eb4edb..b0353c2096 100644 --- a/engines/illusions/bbdou/illusions_bbdou.cpp +++ b/engines/illusions/bbdou/illusions_bbdou.cpp @@ -410,7 +410,7 @@ void IllusionsEngine_BBDOU::hideCursor() { void IllusionsEngine_BBDOU::cursorControlRoutine(Control *control, uint32 deltaTime) { control->_actor->_seqCodeValue1 = 100 * deltaTime; - if (control->_actor->_flags & Illusions::ACTOR_FLAG_1) { + if (control->_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) { switch (_cursor->_status) { case 2: // Unused nullsub_1(control); diff --git a/engines/illusions/cursor.cpp b/engines/illusions/cursor.cpp index 0cb6ff7ed8..da8a83b71e 100644 --- a/engines/illusions/cursor.cpp +++ b/engines/illusions/cursor.cpp @@ -62,7 +62,7 @@ void Cursor::show() { ++_visibleCtr; if (_visibleCtr > 0) { _control->_flags |= 1; - _control->_actor->_flags |= Illusions::ACTOR_FLAG_1; + _control->_actor->_flags |= Illusions::ACTOR_FLAG_IS_VISIBLE; if (_control->_actor->_frameIndex) { _control->_actor->_flags |= Illusions::ACTOR_FLAG_2000; _control->_actor->_flags |= Illusions::ACTOR_FLAG_4000; @@ -75,7 +75,7 @@ void Cursor::hide() { --_visibleCtr; if (_visibleCtr <= 0) { _control->_flags &= ~1; - _control->_actor->_flags &= ~Illusions::ACTOR_FLAG_1; + _control->_actor->_flags &= ~Illusions::ACTOR_FLAG_IS_VISIBLE; } } diff --git a/engines/illusions/duckman/illusions_duckman.cpp b/engines/illusions/duckman/illusions_duckman.cpp index d917a35620..9407812c99 100644 --- a/engines/illusions/duckman/illusions_duckman.cpp +++ b/engines/illusions/duckman/illusions_duckman.cpp @@ -692,7 +692,7 @@ void IllusionsEngine_Duckman::stopCursorHoldingObject() { void IllusionsEngine_Duckman::cursorControlRoutine(Control *control, uint32 deltaTime) { control->_actor->_seqCodeValue1 = 100 * deltaTime; - if (control->_actor->_flags & Illusions::ACTOR_FLAG_1) { + if (control->_actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) { switch (_cursor._gameState) { case 2: updateGameState2(); diff --git a/engines/illusions/illusions.cpp b/engines/illusions/illusions.cpp index 2317bd34ac..11ef6d0ac7 100644 --- a/engines/illusions/illusions.cpp +++ b/engines/illusions/illusions.cpp @@ -188,7 +188,7 @@ int IllusionsEngine::updateGraphics(uint flags) { for (Controls::ItemsIterator it = _controls->_controls.begin(); it != _controls->_controls.end(); ++it) { Control *control = *it; Actor *actor = control->_actor; - if (control->_pauseCtr == 0 && actor && (actor->_flags & Illusions::ACTOR_FLAG_1) && !(actor->_flags & Illusions::ACTOR_FLAG_200)) { + if (control->_pauseCtr == 0 && actor && (actor->_flags & Illusions::ACTOR_FLAG_IS_VISIBLE) && !(actor->_flags & Illusions::ACTOR_FLAG_200)) { Common::Point drawPosition = control->calcPosition(panPoint); if (actor->_flags & Illusions::ACTOR_FLAG_2000) { Frame *frame = &(*actor->_frames)[actor->_frameIndex - 1]; diff --git a/engines/illusions/sequenceopcodes.cpp b/engines/illusions/sequenceopcodes.cpp index c394537607..21152097d9 100644 --- a/engines/illusions/sequenceopcodes.cpp +++ b/engines/illusions/sequenceopcodes.cpp @@ -295,64 +295,64 @@ void SequenceOpcodes::opSetPathCtrY(Control *control, OpCall &opCall) { void SequenceOpcodes::opSetPathWalkPoints(Control *control, OpCall &opCall) { ARG_INT16(pathWalkPointsIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= Illusions::ACTOR_FLAG_2; + control->_actor->_flags |= Illusions::ACTOR_FLAG_HAS_WALK_POINTS; control->_actor->_pathWalkPoints = bgRes->getPathWalkPoints(pathWalkPointsIndex - 1); } void SequenceOpcodes::opDisableAutoScale(Control *control, OpCall &opCall) { // Keep current scale but don't autoscale - control->_actor->_flags &= ~Illusions::ACTOR_FLAG_4; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_SCALED; } void SequenceOpcodes::opSetScale(Control *control, OpCall &opCall) { ARG_INT16(scale); - control->_actor->_flags &= ~Illusions::ACTOR_FLAG_4; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_SCALED; control->setActorScale(scale); } void SequenceOpcodes::opSetScaleLayer(Control *control, OpCall &opCall) { ARG_INT16(scaleLayerIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= Illusions::ACTOR_FLAG_4; + control->_actor->_flags |= Illusions::ACTOR_FLAG_SCALED; control->_actor->_scaleLayer = bgRes->getScaleLayer(scaleLayerIndex - 1); int scale = control->_actor->_scaleLayer->getScale(control->_actor->_position); control->setActorScale(scale); } void SequenceOpcodes::opDeactivatePathWalkRects(Control *control, OpCall &opCall) { - control->_actor->_flags &= ~Illusions::ACTOR_FLAG_10; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_HAS_WALK_RECTS; } void SequenceOpcodes::opSetPathWalkRects(Control *control, OpCall &opCall) { ARG_INT16(pathWalkRectsIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= Illusions::ACTOR_FLAG_10; + control->_actor->_flags |= Illusions::ACTOR_FLAG_HAS_WALK_RECTS; control->_actor->_pathWalkRects = bgRes->getPathWalkRects(pathWalkRectsIndex - 1); } void SequenceOpcodes::opSetPriority(Control *control, OpCall &opCall) { ARG_INT16(priority); - control->_actor->_flags &= ~Illusions::ACTOR_FLAG_8; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_PRIORITY; control->setPriority(priority); } void SequenceOpcodes::opSetPriorityLayer(Control *control, OpCall &opCall) { ARG_INT16(priorityLayerIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= Illusions::ACTOR_FLAG_8; + control->_actor->_flags |= Illusions::ACTOR_FLAG_PRIORITY; control->_actor->_priorityLayer = bgRes->getPriorityLayer(priorityLayerIndex - 1); int priority = control->_actor->_priorityLayer->getPriority(control->_actor->_position); control->setPriority(priority); } void SequenceOpcodes::opDisableAutoRegionLayer(Control *control, OpCall &opCall) { - control->_actor->_flags &= ~Illusions::ACTOR_FLAG_20; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_REGION; } void SequenceOpcodes::opSetRegionLayer(Control *control, OpCall &opCall) { ARG_INT16(regionLayerIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= Illusions::ACTOR_FLAG_20; + control->_actor->_flags |= Illusions::ACTOR_FLAG_REGION; control->_actor->_regionLayer = bgRes->getRegionLayer(regionLayerIndex - 1); } |