diff options
Diffstat (limited to 'engines/mads/sprites.cpp')
-rw-r--r-- | engines/mads/sprites.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/mads/sprites.cpp b/engines/mads/sprites.cpp index 226835bb23..442125e929 100644 --- a/engines/mads/sprites.cpp +++ b/engines/mads/sprites.cpp @@ -139,7 +139,7 @@ byte MSprite::getTransparencyIndex() const { MADSEngine *SpriteSlot::_vm = nullptr; SpriteSlot::SpriteSlot() { - _SlotType = ST_NONE; + _flags = IMG_STATIC; _seqIndex = 0; _spritesIndex = 0; _frameNumber = 0; @@ -147,8 +147,8 @@ SpriteSlot::SpriteSlot() { _scale = 0; } -SpriteSlot::SpriteSlot(SlotType type, int seqIndex) { - _SlotType = type; +SpriteSlot::SpriteSlot(SpriteFlags type, int seqIndex) { + _flags = type; _seqIndex = seqIndex; _spritesIndex = 0; _frameNumber = 0; @@ -183,7 +183,7 @@ void SpriteSlots::reset(bool flag) { _vm->_game->_scene._sprites.clear(); Common::Array<SpriteSlot>::clear(); - push_back(SpriteSlot(ST_FULL_SCREEN_REFRESH, -1)); + push_back(SpriteSlot(IMG_REFRESH, -1)); } void SpriteSlots::deleteEntry(int index) { @@ -194,11 +194,11 @@ void SpriteSlots::setDirtyAreas() { Scene &scene = _vm->_game->_scene; for (uint i = 0; i < size(); ++i) { - if ((*this)[i]._SlotType >= ST_NONE) { + if ((*this)[i]._flags >= IMG_STATIC) { scene._dirtyAreas[i].setSpriteSlot(&(*this)[i]); - scene._dirtyAreas[i]._textActive = ((*this)[i]._SlotType <= ST_NONE) ? 0 : 1; - (*this)[i]._SlotType = ST_NONE; + scene._dirtyAreas[i]._textActive = ((*this)[i]._flags <= IMG_STATIC) ? 0 : 1; + (*this)[i]._flags = IMG_STATIC; } } } @@ -207,7 +207,7 @@ void SpriteSlots::fullRefresh(bool clearAll) { if (clearAll) Common::Array<SpriteSlot>::clear(); - push_back(SpriteSlot(ST_FULL_SCREEN_REFRESH, -1)); + push_back(SpriteSlot(IMG_REFRESH, -1)); } void SpriteSlots::deleteTimer(int seqIndex) { @@ -233,14 +233,14 @@ void SpriteSlots::drawBackground() { SpriteSlot &spriteSlot = (*this)[i]; DirtyArea &dirtyArea = scene._dirtyAreas[i]; - if (spriteSlot._SlotType >= ST_NONE) { + if (spriteSlot._flags >= IMG_STATIC) { // Foreground sprite, so we can ignore it dirtyArea._active = false; } else { dirtyArea._active = true; dirtyArea.setSpriteSlot(&spriteSlot); - if (spriteSlot._SlotType == ST_BACKGROUND) { + if (spriteSlot._flags == IMG_DELTA) { // Background object, so need to draw it assert(spriteSlot._frameNumber > 0); SpriteAsset *asset = scene._sprites[spriteSlot._spritesIndex]; @@ -290,7 +290,7 @@ void SpriteSlots::drawForeground(MSurface *s) { // Get a list of sprite object depths for active objects for (uint i = 0; i < size(); ++i) { SpriteSlot &spriteSlot = (*this)[i]; - if (spriteSlot._SlotType >= ST_NONE) { + if (spriteSlot._flags >= IMG_STATIC) { DepthEntry rec(16 - spriteSlot._depth, i); depthList.push_back(rec); } @@ -353,7 +353,7 @@ void SpriteSlots::drawForeground(MSurface *s) { void SpriteSlots::cleanUp() { for (int i = (int)size() - 1; i >= 0; --i) { - if ((*this)[i]._SlotType < ST_NONE) + if ((*this)[i]._flags < IMG_STATIC) remove_at(i); } } |