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authorEric Fry2018-05-07 08:36:39 +1000
committerEugene Sandulenko2018-07-20 06:43:33 +0000
commit6e09cd7e0899052a927bb65ba13219a4cd53c814 (patch)
treefdf3492f3a6e4ba8a0cc87f44f7cd8fbdc5d9994 /engines/illusions/actor.cpp
parentc66b2208e0f8aa35288da64ce3903edc5a8205cd (diff)
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ILLUSIONS: Rename some actor flags
Diffstat (limited to 'engines/illusions/actor.cpp')
-rw-r--r--engines/illusions/actor.cpp42
1 files changed, 21 insertions, 21 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) {