diff options
author | Eric Fry | 2018-05-05 21:58:47 +1000 |
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committer | Eugene Sandulenko | 2018-07-20 06:43:33 +0000 |
commit | d3fbb0e8b97fbefa8a4ca019ea8689a98fcdc62b (patch) | |
tree | 4d52e7413bc884e3496580c587f003257f5d6a91 | |
parent | 2f551cabbacf64d336a855ec087fb6e31c484161 (diff) | |
download | scummvm-rg350-d3fbb0e8b97fbefa8a4ca019ea8689a98fcdc62b.tar.gz scummvm-rg350-d3fbb0e8b97fbefa8a4ca019ea8689a98fcdc62b.tar.bz2 scummvm-rg350-d3fbb0e8b97fbefa8a4ca019ea8689a98fcdc62b.zip |
ILLUSIONS: Replace actor flag magic values with enum definitions
-rw-r--r-- | engines/illusions/actor.cpp | 132 | ||||
-rw-r--r-- | engines/illusions/actor.h | 19 | ||||
-rw-r--r-- | engines/illusions/bbdou/bbdou_credits.cpp | 2 | ||||
-rw-r--r-- | engines/illusions/bbdou/illusions_bbdou.cpp | 2 | ||||
-rw-r--r-- | engines/illusions/cursor.cpp | 8 | ||||
-rw-r--r-- | engines/illusions/duckman/duckman_credits.cpp | 2 | ||||
-rw-r--r-- | engines/illusions/duckman/illusions_duckman.cpp | 4 | ||||
-rw-r--r-- | engines/illusions/illusions.cpp | 6 | ||||
-rw-r--r-- | engines/illusions/sequenceopcodes.cpp | 34 |
9 files changed, 114 insertions, 95 deletions
diff --git a/engines/illusions/actor.cpp b/engines/illusions/actor.cpp index a99a124057..d24ec7b904 100644 --- a/engines/illusions/actor.cpp +++ b/engines/illusions/actor.cpp @@ -146,11 +146,11 @@ void Actor::createSurface(SurfInfo &surfInfo) { _surface->fillRect(Common::Rect(surfInfo._dimensions._width, surfInfo._dimensions._height), 0); gfx_sub_40CA70(_surface, font, _field18C, _surfInfo._dimensions, _field198); */ - _flags |= 0x4000; + _flags |= Illusions::ACTOR_FLAG_4000; } else { - _flags |= 0x2000; - _flags |= 0x4000; + _flags |= Illusions::ACTOR_FLAG_2000; + _flags |= Illusions::ACTOR_FLAG_4000; } } } @@ -225,7 +225,7 @@ void Control::pause() { if (_objectId == 0x40004) _vm->setCursorControl(0); - if (_actor && !(_actor->_flags & 0x0200)) + if (_actor && !(_actor->_flags & Illusions::ACTOR_FLAG_200)) _actor->destroySurface(); } @@ -237,7 +237,7 @@ void Control::unpause() { if (_objectId == 0x40004) _vm->setCursorControl(this); - if (_actor && !(_actor->_flags & 0x0200)) { + if (_actor && !(_actor->_flags & Illusions::ACTOR_FLAG_200)) { SurfInfo surfInfo; ActorType *actorType = _vm->_dict->findActorType(_actorTypeId); if (actorType) @@ -252,11 +252,11 @@ void Control::unpause() { void Control::appearActor() { if (_vm->getGameId() == kGameIdDuckman) { _flags |= 1; - _actor->_flags |= 1; + _actor->_flags |= Illusions::ACTOR_FLAG_1; if (_objectId == 0x40004) { if (_actor->_frameIndex) { - _actor->_flags |= 0x2000; - _actor->_flags |= 0x4000; + _actor->_flags |= Illusions::ACTOR_FLAG_2000; + _actor->_flags |= Illusions::ACTOR_FLAG_4000; } _vm->_input->discardAllEvents(); } @@ -265,9 +265,9 @@ void Control::appearActor() { _vm->showCursor(); } else { if (_actor->_frameIndex || _actorTypeId == 0x50004) - _actor->_flags |= 1; + _actor->_flags |= Illusions::ACTOR_FLAG_1; else - _actor->_flags |= 0x1000; + _actor->_flags |= Illusions::ACTOR_FLAG_1000; for (uint i = 0; i < kSubObjectsCount; ++i) if (_actor->_subobjects[i]) { Control *subControl = _vm->_dict->getObjectControl(_actor->_subobjects[i]); @@ -280,13 +280,13 @@ void Control::appearActor() { void Control::disappearActor() { if (_vm->getGameId() == kGameIdDuckman) { _flags &= ~1; - _actor->_flags &= ~1; + _actor->_flags &= ~Illusions::ACTOR_FLAG_1; } else { if (_objectId == 0x40004) { _vm->hideCursor(); } else { - _actor->_flags &= ~1; - _actor->_flags &= ~0x1000; + _actor->_flags &= ~Illusions::ACTOR_FLAG_1; + _actor->_flags &= ~Illusions::ACTOR_FLAG_1000; for (uint i = 0; i < kSubObjectsCount; ++i) if (_actor->_subobjects[i]) { Control *subControl = _vm->_dict->getObjectControl(_actor->_subobjects[i]); @@ -297,7 +297,7 @@ void Control::disappearActor() { } bool Control::isActorVisible() { - return (_actor->_flags & 1) != 0; + return (_actor->_flags & Illusions::ACTOR_FLAG_1) != 0; } void Control::activateObject() { @@ -388,11 +388,11 @@ void Control::clearNotifyThreadId2() { for (uint i = 0; i < kSubObjectsCount; ++i) if (_actor->_subobjects[i]) { Control *subControl = _vm->_dict->getObjectControl(_actor->_subobjects[i]); - subControl->_actor->_flags &= ~0x80; + subControl->_actor->_flags &= ~Illusions::ACTOR_FLAG_80; subControl->_actor->_entryTblPtr = 0; subControl->_actor->_notifyThreadId2 = 0; } - _actor->_flags &= ~0x80; + _actor->_flags &= ~Illusions::ACTOR_FLAG_80; _actor->_entryTblPtr = 0; _actor->_notifyThreadId2 = 0; } @@ -405,7 +405,7 @@ uint32 Control::getPriority() { uint32 objectId; int16 positionY, priority, priority1; if (_actor) { - if (_actor->_parentObjectId && (_actor->_flags & 0x40)) { + if (_actor->_parentObjectId && (_actor->_flags & Illusions::ACTOR_FLAG_40)) { uint32 parentObjectId = getSubActorParent(); Control *parentControl = _vm->_dict->getObjectControl(parentObjectId); objectId = parentControl->_objectId; @@ -480,7 +480,7 @@ uint32 Control::getSubActorParent() { uint32 parentObjectId = _objectId; while (1) { Actor *actor = _vm->_dict->getObjectControl(parentObjectId)->_actor; - if (actor->_parentObjectId && (actor->_flags & 0x40)) + if (actor->_parentObjectId && (actor->_flags & Illusions::ACTOR_FLAG_40)) parentObjectId = actor->_parentObjectId; else break; @@ -545,8 +545,8 @@ void Control::setActorFrameIndex(int16 frameIndex) { const Frame &frame = (*_actor->_frames)[frameIndex - 1]; _actor->_surfInfo = frame._surfInfo; readPointsConfig(frame._pointsConfig); - _actor->_flags |= 0x2000; - _actor->_flags |= 0x4000; + _actor->_flags |= Illusions::ACTOR_FLAG_2000; + _actor->_flags |= Illusions::ACTOR_FLAG_4000; _actor->_newFrameIndex = 0; } } @@ -554,9 +554,9 @@ void Control::setActorFrameIndex(int16 frameIndex) { void Control::stopActor() { _actor->_seqCodeIp = 0; if (_actor->_pathNode) { - if (_actor->_flags & 0x0400) { + if (_actor->_flags & Illusions::ACTOR_FLAG_400) { delete _actor->_pathNode; - _actor->_flags &= ~0x0400; + _actor->_flags &= ~Illusions::ACTOR_FLAG_400; } _actor->_pathNode = 0; _actor->_pathPoints = 0; @@ -575,12 +575,12 @@ void Control::startSequenceActor(uint32 sequenceId, int value, uint32 notifyThre } void Control::stopSequenceActor() { - if (_actor->_flags & 0x40) { + if (_actor->_flags & Illusions::ACTOR_FLAG_40) { stopActor(); _actor->_frameIndex = 0; - if ((_actor->_flags & 1) || (_actor->_flags & 0x1000)) { - _actor->_flags &= ~1; - _actor->_flags |= 0x1000; + if ((_actor->_flags & Illusions::ACTOR_FLAG_1) || (_actor->_flags & Illusions::ACTOR_FLAG_1000)) { + _actor->_flags &= ~Illusions::ACTOR_FLAG_1; + _actor->_flags |= Illusions::ACTOR_FLAG_1000; } } for (uint i = 0; i < kSubObjectsCount; ++i) @@ -594,12 +594,12 @@ 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 & 1) { + if (subControl->_actor->_flags & Illusions::ACTOR_FLAG_1) { if (_actor->_pathNode) { doSeq = false; subControl->_actor->_notifyThreadId2 = threadId; subControl->_actor->_entryTblPtr = entryTblPtr; - subControl->_actor->_flags |= 0x80; + subControl->_actor->_flags |= Illusions::ACTOR_FLAG_80; Thread *thread = _vm->_threads->findThread(threadId); thread->sendMessage(kMsgClearSequenceId2, 0); } @@ -646,9 +646,9 @@ void Control::sequenceActor() { //debug(1, "New frame %d", _actor->_newFrameIndex); setActorFrameIndex(_actor->_newFrameIndex); if (_vm->getGameId() == kGameIdBBDOU && - !(_actor->_flags & 1) && (_actor->_flags & 0x1000) && (_objectId != 0x40004)) { + !(_actor->_flags & Illusions::ACTOR_FLAG_1) && (_actor->_flags & Illusions::ACTOR_FLAG_1000) && (_objectId != 0x40004)) { appearActor(); - _actor->_flags &= ~0x1000; + _actor->_flags &= ~Illusions::ACTOR_FLAG_1000; } //debug(1, "New frame OK"); } @@ -676,9 +676,9 @@ void Control::startSubSequence(int linkIndex, uint32 sequenceId) { Control *linkedControl = _vm->_dict->getObjectControl(_actor->_subobjects[linkIndex - 1]); Actor *linkedActor = linkedControl->_actor; if (!linkedActor->_entryTblPtr) - linkedActor->_flags &= ~0x80; - linkedActor->_flags &= ~0x400; - linkedActor->_flags |= 0x100; + linkedActor->_flags &= ~Illusions::ACTOR_FLAG_80; + linkedActor->_flags &= ~Illusions::ACTOR_FLAG_400; + linkedActor->_flags |= Illusions::ACTOR_FLAG_100; linkedActor->_sequenceId = sequenceId; linkedActor->_notifyThreadId1 = 0; linkedActor->_notifyId3C = 0; @@ -701,12 +701,12 @@ void Control::stopSubSequence(int linkIndex) { uint32 notifyThreadId2 = _actor->_notifyThreadId2; _actor->_linkIndex2 = linkIndex; if (_actor->_entryTblPtr) { - linkedActor->_flags |= 0x80; + linkedActor->_flags |= Illusions::ACTOR_FLAG_80; linkedActor->_entryTblPtr = _actor->_entryTblPtr; linkedActor->_notifyThreadId2 = _actor->_notifyThreadId2; linkedActor->_seqCodeValue1 = _actor->_seqCodeValue1; linkedActor->_seqCodeValue3 = _actor->_seqCodeValue3; - _actor->_flags &= ~0x80; + _actor->_flags &= ~Illusions::ACTOR_FLAG_80; _actor->_entryTblPtr = 0; _actor->_notifyThreadId1 = 0; _actor->_notifyThreadId2 = 0; @@ -755,7 +755,7 @@ void Control::startMoveActor(uint32 sequenceId, Common::Point destPt, uint32 cal _actor->_pathNode = pathNode; _actor->_pathPointsCount = pathNode->size(); _actor->_pathPoints = pathNode->size(); - _actor->_flags |= 0x0400; + _actor->_flags |= Illusions::ACTOR_FLAG_400; _actor->_walkCallerThreadId1 = callerThreadId1; _vm->notifyThreadId(_actor->_notifyId3C); _actor->_notifyId3C = callerThreadId2; @@ -766,8 +766,8 @@ void Control::startMoveActor(uint32 sequenceId, Common::Point destPt, uint32 cal } PointArray *Control::createPath(Common::Point destPt) { - PointArray *walkPoints = (_actor->_flags & 2) ? _actor->_pathWalkPoints->_points : 0; - PathLines *walkRects = (_actor->_flags & 0x10) ? _actor->_pathWalkRects->_rects : 0; + PointArray *walkPoints = (_actor->_flags & Illusions::ACTOR_FLAG_2) ? _actor->_pathWalkPoints->_points : 0; + PathLines *walkRects = (_actor->_flags & Illusions::ACTOR_FLAG_10) ? _actor->_pathWalkRects->_rects : 0; PathFinder pathFinder; WidthHeight bgDimensions = _vm->_backgroundInstances->getMasterBgDimensions(); PointArray *path = pathFinder.findPath(_actor->_position, destPt, walkPoints, walkRects, bgDimensions); @@ -789,7 +789,7 @@ void Control::updateActorMovement(uint32 deltaTime) { if (!fastWalked && _vm->testMainActorFastWalk(this)) { fastWalked = true; disappearActor(); - _actor->_flags |= 0x8000; + _actor->_flags |= Illusions::ACTOR_FLAG_8000; _actor->_seqCodeIp = 0; deltaTime = 2; } @@ -853,7 +853,7 @@ void Control::updateActorMovement(uint32 deltaTime) { FP16 deltaX24, deltaY24; - if (_actor->_flags & 0x0400) { + if (_actor->_flags & Illusions::ACTOR_FLAG_400) { FP16 v20 = fixedMul((deltaTime + _actor->_pathCtrX) << 16, _actor->_pathCtrY << 16); FP16 v21 = fixedDiv(v20, 100 << 16); @@ -900,9 +900,9 @@ void Control::updateActorMovement(uint32 deltaTime) { ++_actor->_pathPoints; _actor->_pathInitialPosFlag = true; if (_actor->_pathPointsCount == 0) { - if (_actor->_flags & 0x0400) { + if (_actor->_flags & Illusions::ACTOR_FLAG_400) { delete _actor->_pathNode; - _actor->_flags &= ~0x0400; + _actor->_flags &= ~Illusions::ACTOR_FLAG_400; } _actor->_pathNode = 0; _actor->_pathPoints = 0; @@ -936,12 +936,12 @@ void Control::getActorFrameDimensions(WidthHeight &dimensions) { void Control::drawActorRect(const Common::Rect r, byte color) { _actor->_surface->fillRect(r, color); - _actor->_flags |= 0x4000; + _actor->_flags |= Illusions::ACTOR_FLAG_4000; } void Control::fillActor(byte color) { _vm->_screen->fillSurface(_actor->_surface, color); - _actor->_flags |= 0x4000; + _actor->_flags |= Illusions::ACTOR_FLAG_4000; } bool Control::isPixelCollision(Common::Point &pt) { @@ -953,9 +953,9 @@ bool Control::isPixelCollision(Common::Point &pt) { void Control::startSequenceActorIntern(uint32 sequenceId, int value, byte *entryTblPtr, uint32 notifyThreadId) { stopActor(); - _actor->_flags &= ~0x80; - _actor->_flags &= ~0x0400; - _actor->_flags |= 0x0100; + _actor->_flags &= ~Illusions::ACTOR_FLAG_80; + _actor->_flags &= ~Illusions::ACTOR_FLAG_400; + _actor->_flags |= Illusions::ACTOR_FLAG_100; sequenceId = _actor->_defaultSequences.use(sequenceId); @@ -971,7 +971,7 @@ void Control::startSequenceActorIntern(uint32 sequenceId, int value, byte *entry //debug(1, "Load external sequence..."); _vm->_resSys->loadResource(0x00060000 | (sequenceId & 0xFFFF), _vm->getCurrentScene(), 0); sequence = _vm->_dict->findSequence(sequenceId); - _actor->_flags |= 0x800; + _actor->_flags |= Illusions::ACTOR_FLAG_800; } _actor->_seqCodeIp = sequence->_sequenceCode; @@ -994,7 +994,7 @@ void Control::startSequenceActorIntern(uint32 sequenceId, int value, byte *entry _actor->_linkIndex2 = 0; if (entryTblPtr) { - _actor->_flags |= 0x80; + _actor->_flags |= Illusions::ACTOR_FLAG_80; _actor->_entryTblPtr = entryTblPtr; if (_vm->getGameId() == kGameIdBBDOU) { _actor->_notifyThreadId1 = 0; @@ -1053,7 +1053,7 @@ void Controls::placeActor(uint32 actorTypeId, Common::Point placePt, uint32 sequ if (actorType->_surfInfo._dimensions._width > 0 || actorType->_surfInfo._dimensions._height > 0) { actor->createSurface(actorType->_surfInfo); } else { - actor->_flags |= 0x0200; + actor->_flags |= Illusions::ACTOR_FLAG_200; } actor->_position = placePt; @@ -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 |= 0x02; + actor->_flags |= Illusions::ACTOR_FLAG_2; } if (actorType->_scaleLayerIndex) { actor->_scaleLayer = bgRes->getScaleLayer(actorType->_scaleLayerIndex - 1); - actor->_flags |= 0x04; + actor->_flags |= Illusions::ACTOR_FLAG_4; } if (actorType->_pathWalkRectIndex) { actor->_pathWalkRects = bgRes->getPathWalkRects(actorType->_pathWalkRectIndex - 1); - actor->_flags |= 0x10; + actor->_flags |= Illusions::ACTOR_FLAG_10; } if (actorType->_priorityLayerIndex) { actor->_priorityLayer = bgRes->getPriorityLayer(actorType->_priorityLayerIndex - 1); - actor->_flags |= 0x08; + actor->_flags |= Illusions::ACTOR_FLAG_8; } if (actorType->_regionLayerIndex) { actor->_regionLayer = bgRes->getRegionLayer(actorType->_regionLayerIndex - 1); - actor->_flags |= 0x20; + actor->_flags |= Illusions::ACTOR_FLAG_20; } actor->_pathCtrY = 140; @@ -1099,7 +1099,7 @@ void Controls::placeActor(uint32 actorTypeId, Common::Point placePt, uint32 sequ control->appearActor(); } else if (_vm->getGameId() == kGameIdBBDOU) { control->_flags |= 0x01; - actor->_flags |= 0x1000; + actor->_flags |= Illusions::ACTOR_FLAG_1000; } if (_vm->isCursorObject(actorTypeId, objectId)) @@ -1162,7 +1162,7 @@ void Controls::placeSubActor(uint32 objectId, int linkIndex, uint32 actorTypeId, placeActor(actorTypeId, Common::Point(0, 0), sequenceId, tempObjectId, 0); parentControl->_actor->_subobjects[linkIndex - 1] = tempObjectId; Actor *subActor = _vm->_dict->getObjectControl(tempObjectId)->_actor; - subActor->_flags |= 0x40; + subActor->_flags |= Illusions::ACTOR_FLAG_40; subActor->_parentObjectId = parentControl->_objectId; subActor->_linkIndex = linkIndex; } @@ -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 & 1))) { + (!testControl->_actor || (testControl->_actor->_flags & Illusions::ACTOR_FLAG_1))) { Common::Rect collisionRect; testControl->getCollisionRect(collisionRect); if (!collisionRect.isEmpty() && collisionRect.contains(pt)) { @@ -1306,7 +1306,7 @@ bool Controls::getOverlappedObject(Control *control, Common::Point pt, Control * } if (foundControl) { - if (foundControl->_actor && foundControl->_actor->_parentObjectId && (foundControl->_actor->_flags & 0x40)) { + if (foundControl->_actor && foundControl->_actor->_parentObjectId && (foundControl->_actor->_flags & Illusions::ACTOR_FLAG_40)) { uint32 parentObjectId = foundControl->getSubActorParent(); foundControl = _vm->_dict->getObjectControl(parentObjectId); } @@ -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 & 1))) { + (!testControl->_actor || (testControl->_actor->_flags & Illusions::ACTOR_FLAG_1))) { Common::Rect collisionRect; testControl->getCollisionRectAccurate(collisionRect); if (!collisionRect.isEmpty() && collisionRect.contains(pt) && @@ -1341,7 +1341,7 @@ bool Controls::getOverlappedObjectAccurate(Control *control, Common::Point pt, C } if (foundControl) { - if (foundControl->_actor && foundControl->_actor->_parentObjectId && (foundControl->_actor->_flags & 0x40)) { + if (foundControl->_actor && foundControl->_actor->_parentObjectId && (foundControl->_actor->_flags & Illusions::ACTOR_FLAG_40)) { uint32 parentObjectId = foundControl->getSubActorParent(); foundControl = _vm->_dict->getObjectControl(parentObjectId); } @@ -1413,18 +1413,18 @@ void Controls::actorControlRoutine(Control *control, uint32 deltaTime) { actor->_seqCodeValue1 = 100 * deltaTime; } - if (actor->_flags & 4) { + if (actor->_flags & Illusions::ACTOR_FLAG_4) { int scale = actor->_scaleLayer->getScale(actor->_position); control->setActorScale(scale); } - if (actor->_flags & 8) { + if (actor->_flags & Illusions::ACTOR_FLAG_8) { int16 priority = actor->_priorityLayer->getPriority(actor->_position); if (priority) control->setPriority(priority + 1); } - if (actor->_flags & 0x20) { + if (actor->_flags & Illusions::ACTOR_FLAG_20) { // Update transition sequence int regionIndex = actor->_regionLayer->getRegionIndex(actor->_position); if (actor->_regionIndex != regionIndex) { @@ -1485,9 +1485,9 @@ void Controls::destroyControlInternal(Control *control) { _vm->setCursorControl(0); if (control->_actor) { - if (control->_actor->_pathNode && (control->_actor->_flags & 0x400)) + if (control->_actor->_pathNode && (control->_actor->_flags & Illusions::ACTOR_FLAG_400)) delete control->_actor->_pathNode; - if (!(control->_actor->_flags & 0x200)) + if (!(control->_actor->_flags & Illusions::ACTOR_FLAG_200)) control->_actor->destroySurface(); /* TODO if (control->_actor->_field2) diff --git a/engines/illusions/actor.h b/engines/illusions/actor.h index d82ca02228..e590cac501 100644 --- a/engines/illusions/actor.h +++ b/engines/illusions/actor.h @@ -39,6 +39,25 @@ class IllusionsEngine; 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_40 = 0x40, + ACTOR_FLAG_80 = 0x80, + ACTOR_FLAG_100 = 0x100, + ACTOR_FLAG_200 = 0x200, + ACTOR_FLAG_400 = 0x400, + ACTOR_FLAG_800 = 0x800, + ACTOR_FLAG_1000 = 0x1000, + ACTOR_FLAG_2000 = 0x2000, + ACTOR_FLAG_4000 = 0x4000, + ACTOR_FLAG_8000 = 0x8000 +}; + const uint kSubObjectsCount = 15; struct DefaultSequence { diff --git a/engines/illusions/bbdou/bbdou_credits.cpp b/engines/illusions/bbdou/bbdou_credits.cpp index 3b651292d7..eb2377933f 100644 --- a/engines/illusions/bbdou/bbdou_credits.cpp +++ b/engines/illusions/bbdou/bbdou_credits.cpp @@ -107,7 +107,7 @@ void BbdouCredits::drawTextToControl(uint32 objectId, const char *text, uint ali control->fillActor(0); textDrawer.wrapText(font, wtext, &dimensions, Common::Point(0, 0), alignment, outText); textDrawer.drawText(_vm->_screen, control->_actor->_surface, 0, 0); - control->_actor->_flags |= 0x4000; + control->_actor->_flags |= Illusions::ACTOR_FLAG_4000; } diff --git a/engines/illusions/bbdou/illusions_bbdou.cpp b/engines/illusions/bbdou/illusions_bbdou.cpp index e3b0df2d07..4d54eb4edb 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 & 1) { + if (control->_actor->_flags & Illusions::ACTOR_FLAG_1) { switch (_cursor->_status) { case 2: // Unused nullsub_1(control); diff --git a/engines/illusions/cursor.cpp b/engines/illusions/cursor.cpp index 962ea93336..0cb6ff7ed8 100644 --- a/engines/illusions/cursor.cpp +++ b/engines/illusions/cursor.cpp @@ -62,10 +62,10 @@ void Cursor::show() { ++_visibleCtr; if (_visibleCtr > 0) { _control->_flags |= 1; - _control->_actor->_flags |= 1; + _control->_actor->_flags |= Illusions::ACTOR_FLAG_1; if (_control->_actor->_frameIndex) { - _control->_actor->_flags |= 0x2000; - _control->_actor->_flags |= 0x4000; + _control->_actor->_flags |= Illusions::ACTOR_FLAG_2000; + _control->_actor->_flags |= Illusions::ACTOR_FLAG_4000; } _vm->_input->discardAllEvents(); } @@ -75,7 +75,7 @@ void Cursor::hide() { --_visibleCtr; if (_visibleCtr <= 0) { _control->_flags &= ~1; - _control->_actor->_flags &= ~1; + _control->_actor->_flags &= ~Illusions::ACTOR_FLAG_1; } } diff --git a/engines/illusions/duckman/duckman_credits.cpp b/engines/illusions/duckman/duckman_credits.cpp index 18a0482ae4..2798efe0cc 100644 --- a/engines/illusions/duckman/duckman_credits.cpp +++ b/engines/illusions/duckman/duckman_credits.cpp @@ -107,7 +107,7 @@ int DuckmanCredits::update(uint flags) { control->getActorFrameDimensions(dimensions); textDrawer.wrapText(font, wtext, &dimensions, Common::Point(0, 0), 2, outText); textDrawer.drawText(_vm->_screen, control->_actor->_surface, 0, 0); - control->_actor->_flags |= 0x4000; + control->_actor->_flags |= Illusions::ACTOR_FLAG_4000; _lastItemIndex = index; } diff --git a/engines/illusions/duckman/illusions_duckman.cpp b/engines/illusions/duckman/illusions_duckman.cpp index 955aa8da84..d917a35620 100644 --- a/engines/illusions/duckman/illusions_duckman.cpp +++ b/engines/illusions/duckman/illusions_duckman.cpp @@ -437,7 +437,7 @@ bool IllusionsEngine_Duckman::testMainActorCollision(Control *control) { _currWalkOverlappedControl = overlappedControl; if (runTriggerCause(9, 0, overlappedControl->_objectId)) { delete control->_actor->_pathNode; - control->_actor->_flags &= ~0x0400; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_400; control->_actor->_pathNode = 0; control->_actor->_pathPoints = 0; control->_actor->_pathPointsCount = 0; @@ -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 & 1) { + if (control->_actor->_flags & Illusions::ACTOR_FLAG_1) { switch (_cursor._gameState) { case 2: updateGameState2(); diff --git a/engines/illusions/illusions.cpp b/engines/illusions/illusions.cpp index cc8e769726..2317bd34ac 100644 --- a/engines/illusions/illusions.cpp +++ b/engines/illusions/illusions.cpp @@ -188,14 +188,14 @@ 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 & 1) && !(actor->_flags & 0x0200)) { + if (control->_pauseCtr == 0 && actor && (actor->_flags & Illusions::ACTOR_FLAG_1) && !(actor->_flags & Illusions::ACTOR_FLAG_200)) { Common::Point drawPosition = control->calcPosition(panPoint); - if (actor->_flags & 0x2000) { + if (actor->_flags & Illusions::ACTOR_FLAG_2000) { Frame *frame = &(*actor->_frames)[actor->_frameIndex - 1]; _screen->_decompressQueue->insert(&actor->_drawFlags, frame->_flags, frame->_surfInfo._pixelSize, frame->_surfInfo._dimensions, frame->_compressedPixels, actor->_surface); - actor->_flags &= ~0x2000; + actor->_flags &= ~Illusions::ACTOR_FLAG_2000; } /* Unused if (actor->_flags & 0x4000) { diff --git a/engines/illusions/sequenceopcodes.cpp b/engines/illusions/sequenceopcodes.cpp index 81f881be46..c394537607 100644 --- a/engines/illusions/sequenceopcodes.cpp +++ b/engines/illusions/sequenceopcodes.cpp @@ -121,31 +121,31 @@ void SequenceOpcodes::opYield(Control *control, OpCall &opCall) { void SequenceOpcodes::opSetFrameIndex(Control *control, OpCall &opCall) { ARG_INT16(frameIndex); - if (control->_actor->_flags & 0x80) { + if (control->_actor->_flags & Illusions::ACTOR_FLAG_80) { int16 frameIncr = READ_LE_UINT16(control->_actor->_entryTblPtr); if (frameIncr) { frameIndex += frameIncr - 1; control->_actor->_entryTblPtr += 2; } else { - control->_actor->_flags &= ~0x80; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_80; control->_actor->_entryTblPtr = 0; control->_actor->_notifyThreadId2 = 0; _vm->notifyThreadId(control->_actor->_notifyThreadId1); opCall._result = 1; } } - control->_actor->_flags &= ~0x0100; - if (control->_actor->_flags & 0x8000) { + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_100; + if (control->_actor->_flags & Illusions::ACTOR_FLAG_8000) { control->appearActor(); - control->_actor->_flags &= ~0x8000; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_8000; } control->_actor->_newFrameIndex = frameIndex; } void SequenceOpcodes::opEndSequence(Control *control, OpCall &opCall) { control->_actor->_seqCodeIp = 0; - if (control->_actor->_flags & 0x0800) { - control->_actor->_flags &= ~0x0800; + if (control->_actor->_flags & Illusions::ACTOR_FLAG_800) { + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_800; control->_actor->_frames = 0; control->_actor->_frameIndex = 0; control->_actor->_newFrameIndex = 0; @@ -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 |= 2; + control->_actor->_flags |= Illusions::ACTOR_FLAG_2; control->_actor->_pathWalkPoints = bgRes->getPathWalkPoints(pathWalkPointsIndex - 1); } void SequenceOpcodes::opDisableAutoScale(Control *control, OpCall &opCall) { // Keep current scale but don't autoscale - control->_actor->_flags &= ~4; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_4; } void SequenceOpcodes::opSetScale(Control *control, OpCall &opCall) { ARG_INT16(scale); - control->_actor->_flags &= ~4; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_4; control->setActorScale(scale); } void SequenceOpcodes::opSetScaleLayer(Control *control, OpCall &opCall) { ARG_INT16(scaleLayerIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= 4; + control->_actor->_flags |= Illusions::ACTOR_FLAG_4; 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 &= ~0x0010; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_10; } void SequenceOpcodes::opSetPathWalkRects(Control *control, OpCall &opCall) { ARG_INT16(pathWalkRectsIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= 0x0010; + control->_actor->_flags |= Illusions::ACTOR_FLAG_10; control->_actor->_pathWalkRects = bgRes->getPathWalkRects(pathWalkRectsIndex - 1); } void SequenceOpcodes::opSetPriority(Control *control, OpCall &opCall) { ARG_INT16(priority); - control->_actor->_flags &= ~8; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_8; control->setPriority(priority); } void SequenceOpcodes::opSetPriorityLayer(Control *control, OpCall &opCall) { ARG_INT16(priorityLayerIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= 8; + control->_actor->_flags |= Illusions::ACTOR_FLAG_8; 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 &= ~0x20; + control->_actor->_flags &= ~Illusions::ACTOR_FLAG_20; } void SequenceOpcodes::opSetRegionLayer(Control *control, OpCall &opCall) { ARG_INT16(regionLayerIndex); BackgroundResource *bgRes = _vm->_backgroundInstances->getActiveBgResource(); - control->_actor->_flags |= 0x20; + control->_actor->_flags |= Illusions::ACTOR_FLAG_20; control->_actor->_regionLayer = bgRes->getRegionLayer(regionLayerIndex - 1); } |