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Diffstat (limited to 'engines/agi/sprite.cpp')
-rw-r--r--engines/agi/sprite.cpp14
1 files changed, 8 insertions, 6 deletions
diff --git a/engines/agi/sprite.cpp b/engines/agi/sprite.cpp
index ea0b07f4da..cec0895073 100644
--- a/engines/agi/sprite.cpp
+++ b/engines/agi/sprite.cpp
@@ -257,7 +257,7 @@ bool SpritesMgr::testUpdating(VtEntry *v, AgiEngine *agi) {
if (~agi->_game.dirView[v->currentView].flags & RES_LOADED)
return false;
- return (v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | UPDATE | DRAWN);
+ return (v->flags & (fAnimated | fUpdate | fDrawn)) == (fAnimated | fUpdate | fDrawn);
}
/**
@@ -268,7 +268,7 @@ bool SpritesMgr::testNotUpdating(VtEntry *v, AgiEngine *vm) {
if (~vm->_game.dirView[v->currentView].flags & RES_LOADED)
return false;
- return (v->flags & (ANIMATED | UPDATE | DRAWN)) == (ANIMATED | DRAWN);
+ return (v->flags & (fAnimated | fUpdate | fDrawn)) == (fAnimated | fDrawn);
}
/**
@@ -332,7 +332,7 @@ void SpritesMgr::buildList(SpriteList &l, bool (*test)(VtEntry *, AgiEngine *))
for (v = _vm->_game.viewTable; v < &_vm->_game.viewTable[MAX_VIEWTABLE]; v++) {
if ((*test)(v, _vm)) {
entry[i] = v;
- yVal[i] = v->flags & FIXED_PRIORITY ? prioToY(v->priority) : v->yPos;
+ yVal[i] = v->flags & fFixedPriority ? prioToY(v->priority) : v->yPos;
i++;
}
}
@@ -407,13 +407,13 @@ void SpritesMgr::commitSprites(SpriteList &l, bool immediate) {
continue;
if (s->v->xPos == s->v->xPos2 && s->v->yPos == s->v->yPos2) {
- s->v->flags |= DIDNT_MOVE;
+ s->v->flags |= fDidntMove;
continue;
}
s->v->xPos2 = s->v->xPos;
s->v->yPos2 = s->v->yPos;
- s->v->flags &= ~DIDNT_MOVE;
+ s->v->flags &= ~fDidntMove;
}
}
@@ -604,7 +604,9 @@ void SpritesMgr::addToPic(int view, int loop, int cel, int x, int y, int pri, in
// If margin is 0, 1, 2, or 3, the base of the cel is
// surrounded with a rectangle of the corresponding priority.
// If margin >= 4, this extra margin is not shown.
- if (mar < 4) {
+ //
+ // -1 indicates ignore and is set for V1
+ if (mar < 4 && mar != -1) {
// add rectangle around object, don't clobber control
// info in priority data. The box extends to the end of
// its priority band!