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-rw-r--r--engines/agi/agi.h2
-rw-r--r--engines/agi/checks.cpp2
-rw-r--r--engines/agi/cycle.cpp10
-rw-r--r--engines/agi/motion.cpp8
-rw-r--r--engines/agi/op_cmd.cpp4
5 files changed, 13 insertions, 13 deletions
diff --git a/engines/agi/agi.h b/engines/agi/agi.h
index f82e6ae53a..54dcd574d1 100644
--- a/engines/agi/agi.h
+++ b/engines/agi/agi.h
@@ -441,7 +441,7 @@ struct AgiGame {
Common::Array<ScriptPos> execStack;
// internal flags
- int playerControl; /**< player is in control */
+ bool playerControl; /**< player is in control */
int clockEnabled; /**< clock is on/off */
int exitAllLogics; /**< break cycle after new.room */
bool pictureShown; /**< show.pic has been issued */
diff --git a/engines/agi/checks.cpp b/engines/agi/checks.cpp
index 1fb437b7f4..1734517163 100644
--- a/engines/agi/checks.cpp
+++ b/engines/agi/checks.cpp
@@ -276,7 +276,7 @@ void AgiEngine::updatePosition() {
_game.vars[VM_VAR_BORDER_CODE] = screenObj->objectNr;
_game.vars[VM_VAR_BORDER_TOUCH_OBJECT] = border;
}
- if (screenObj->motionType == kMotionMoveObj) { // ANGEPASST
+ if (screenObj->motionType == kMotionMoveObj) {
motionMoveObjStop(screenObj);
}
}
diff --git a/engines/agi/cycle.cpp b/engines/agi/cycle.cpp
index 060dcd356c..6b70019082 100644
--- a/engines/agi/cycle.cpp
+++ b/engines/agi/cycle.cpp
@@ -104,7 +104,7 @@ void AgiEngine::newRoom(int16 newRoomNr) {
// this was only done in AGI3
if (screenObjEgo->motionType == kMotionEgo) {
screenObjEgo->motionType = kMotionNormal;
- _game.vars[VM_VAR_EGO_DIRECTION] = 0;
+ setVar(VM_VAR_EGO_DIRECTION, 0);
}
}
@@ -130,10 +130,10 @@ void AgiEngine::interpretCycle() {
ScreenObjEntry *screenObjEgo = &_game.screenObjTable[SCREENOBJECTS_EGO_ENTRY];
int oldSound, oldScore;
- if (_game.playerControl)
- _game.vars[VM_VAR_EGO_DIRECTION] = screenObjEgo->direction;
+ if (!_game.playerControl)
+ setVar(VM_VAR_EGO_DIRECTION, screenObjEgo->direction);
else
- screenObjEgo->direction = _game.vars[VM_VAR_EGO_DIRECTION];
+ screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
checkAllMotions();
@@ -154,7 +154,7 @@ void AgiEngine::interpretCycle() {
nonBlockingText_CycleDone();
resetControllers();
- screenObjEgo->direction = _game.vars[VM_VAR_EGO_DIRECTION];
+ screenObjEgo->direction = getVar(VM_VAR_EGO_DIRECTION);
if (_game.vars[VM_VAR_SCORE] != oldScore || getflag(VM_FLAG_SOUND_ON) != oldSound)
_game._vm->_text->statusDraw();
diff --git a/engines/agi/motion.cpp b/engines/agi/motion.cpp
index 3f85059b56..4af8a48518 100644
--- a/engines/agi/motion.cpp
+++ b/engines/agi/motion.cpp
@@ -58,7 +58,7 @@ void AgiEngine::changePos(ScreenObjEntry *screenObj) {
screenObj->flags |= fMotion;
screenObj->direction = 0;
if (isEgoView(screenObj))
- _game.vars[VM_VAR_EGO_DIRECTION] = 0;
+ setVar(VM_VAR_EGO_DIRECTION, 0);
}
}
@@ -70,7 +70,7 @@ void AgiEngine::motionWander(ScreenObjEntry *screenObj) {
screenObj->direction = _rnd->getRandomNumber(8);
if (isEgoView(screenObj)) {
- _game.vars[VM_VAR_EGO_DIRECTION] = screenObj->direction;
+ setVar(VM_VAR_EGO_DIRECTION, screenObj->direction);
}
while (screenObj->wander_count < 6) {
@@ -147,7 +147,7 @@ void AgiEngine::motionMoveObj(ScreenObjEntry *screenObj) {
// Update V6 if ego
if (isEgoView(screenObj))
- _game.vars[VM_VAR_EGO_DIRECTION] = screenObj->direction;
+ setVar(VM_VAR_EGO_DIRECTION, screenObj->direction);
if (screenObj->direction == 0)
motionMoveObjStop(screenObj);
@@ -216,7 +216,7 @@ void AgiEngine::motionMoveObjStop(ScreenObjEntry *screenObj) {
screenObj->motionType = kMotionNormal;
if (isEgoView(screenObj)) {
_game.playerControl = true;
- _game.vars[VM_VAR_EGO_DIRECTION] = 0;
+ setVar(VM_VAR_EGO_DIRECTION, 0);
}
}
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index 00b8dbf8ba..fbabfd3328 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -1477,7 +1477,7 @@ void cmdStopMotion(AgiGame *state, uint8 *parameter) {
screenObj->direction = 0;
screenObj->motionType = kMotionNormal;
if (objectNr == 0) { // ego only
- state->vars[VM_VAR_EGO_DIRECTION] = 0;
+ state->_vm->setVar(VM_VAR_EGO_DIRECTION, 0);
state->playerControl = false;
}
}
@@ -1495,7 +1495,7 @@ void cmdStartMotion(AgiGame *state, uint8 *parameter) {
screenObj->motionType = kMotionNormal;
if (objectNr == 0) { // ego only
- state->vars[VM_VAR_EGO_DIRECTION] = 0;
+ state->_vm->setVar(VM_VAR_EGO_DIRECTION, 0);
state->playerControl = true;
}
}