diff options
Diffstat (limited to 'engines/bbvs/bbvs.cpp')
-rw-r--r-- | engines/bbvs/bbvs.cpp | 26 |
1 files changed, 13 insertions, 13 deletions
diff --git a/engines/bbvs/bbvs.cpp b/engines/bbvs/bbvs.cpp index 74518d5a3e..f5daa602ac 100644 --- a/engines/bbvs/bbvs.cpp +++ b/engines/bbvs/bbvs.cpp @@ -496,8 +496,8 @@ void BbvsEngine::buildDrawList(DrawList &drawList) { Animation *anim = sceneObject->anim; if (anim) { drawList.add(anim->frameSpriteIndices[sceneObject->frameIndex], - (sceneObject->x >> 16) - _cameraPos.x, (sceneObject->y >> 16) - _cameraPos.y, - sceneObject->y >> 16); + (sceneObject->x / 65536) - _cameraPos.x, (sceneObject->y / 65536) - _cameraPos.y, + sceneObject->y / 65536); } } @@ -774,8 +774,8 @@ void BbvsEngine::updateScene(bool clicked) { SceneObject *sceneObject = &_sceneObjects[i]; if (sceneObject->anim) { Common::Rect frameRect = sceneObject->anim->frameRects1[sceneObject->frameIndex]; - const int objY = sceneObject->y >> 16; - frameRect.translate(sceneObject->x >> 16, objY); + const int objY = sceneObject->y / 65536; + frameRect.translate(sceneObject->x / 65536, objY); if (lastPriority <= objY && frameRect.width() > 0 && frameRect.contains(_mousePos)) { lastPriority = objY; _activeItemIndex = i; @@ -898,7 +898,7 @@ void BbvsEngine::updateScene(bool clicked) { if (_beavisObject->anim) { Common::Rect frameRect = _beavisObject->anim->frameRects2[_beavisObject->frameIndex]; - frameRect.translate(_beavisObject->x >> 16, (_beavisObject->y >> 16) + 1); + frameRect.translate(_beavisObject->x / 65536, (_beavisObject->y / 65536) + 1); if (!frameRect.isEmpty() && frameRect.contains(_walkMousePos)) _walkMousePos.y = frameRect.bottom; } @@ -938,7 +938,7 @@ bool BbvsEngine::performActionCommand(ActionCommand *actionCommand) { { SceneObject *sceneObject = &_sceneObjects[actionCommand->sceneObjectIndex]; debug(5, "[%s] walks from (%d, %d) to (%d, %d)", sceneObject->sceneObjectDef->name, - sceneObject->x >> 16, sceneObject->y >> 16, actionCommand->walkDest.x, actionCommand->walkDest.y); + sceneObject->x / 65536, sceneObject->y / 65536, actionCommand->walkDest.x, actionCommand->walkDest.y); walkObject(sceneObject, actionCommand->walkDest, actionCommand->param); } return true; @@ -946,8 +946,8 @@ bool BbvsEngine::performActionCommand(ActionCommand *actionCommand) { case kActionCmdMoveObject: { SceneObject *sceneObject = &_sceneObjects[actionCommand->sceneObjectIndex]; - sceneObject->x = actionCommand->walkDest.x << 16; - sceneObject->y = actionCommand->walkDest.y << 16; + sceneObject->x = actionCommand->walkDest.x * 65536; + sceneObject->y = actionCommand->walkDest.y * 65536; sceneObject->xIncr = 0; sceneObject->yIncr = 0; sceneObject->walkCount = 0; @@ -1074,7 +1074,7 @@ bool BbvsEngine::processCurrAction() { if (sceneObject->walkDestPt.x != -1) { debug(5, "waiting for walk to finish"); actionsFinished = false; - } else if ((int16)(sceneObject->x >> 16) != soAction->walkDest.x || (int16)(sceneObject->y >> 16) != soAction->walkDest.y) { + } else if ((int16)(sceneObject->x / 65536) != soAction->walkDest.x || (int16)(sceneObject->y / 65536) != soAction->walkDest.y) { debug(5, "starting to walk"); sceneObject->walkDestPt = soAction->walkDest; actionsFinished = false; @@ -1214,8 +1214,8 @@ void BbvsEngine::updateCommon() { } if (!_currAction && _buttheadObject) { - int16 buttheadX = _buttheadObject->x >> 16; - int16 buttheadY = _buttheadObject->y >> 16; + int16 buttheadX = _buttheadObject->x / 65536; + int16 buttheadY = _buttheadObject->y / 65536; CameraInit *cameraInit = _gameModule->getCameraInit(_currCameraNum); for (int i = 0; i < 8; ++i) { if (cameraInit->rects[i].contains(buttheadX, buttheadY)) { @@ -1252,8 +1252,8 @@ void BbvsEngine::updateCommon() { // Check if Butthead is inside a scene exit if (_newSceneNum == 0 && !_currAction && _buttheadObject) { - int16 buttheadX = _buttheadObject->x >> 16; - int16 buttheadY = _buttheadObject->y >> 16; + int16 buttheadX = _buttheadObject->x / 65536; + int16 buttheadY = _buttheadObject->y / 65536; for (int i = 0; i < _gameModule->getSceneExitsCount(); ++i) { SceneExit *sceneExit = _gameModule->getSceneExit(i); if (sceneExit->rect.contains(buttheadX, buttheadY)) { |