AGI: Renamed some #defines to our code conventions and moved them to enums
This commit is contained in:
parent
026a2c52da
commit
273e37f726
10 changed files with 182 additions and 176 deletions
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@ -209,39 +209,39 @@ void cmdDiscardView(AgiGame *state, uint8 *p) {
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}
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void cmdObjectOnAnything(AgiGame *state, uint8 *p) {
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vt.flags &= ~(ON_WATER | ON_LAND);
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vt.flags &= ~(fOnWater | fOnLand);
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}
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void cmdObjectOnLand(AgiGame *state, uint8 *p) {
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vt.flags |= ON_LAND;
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vt.flags |= fOnLand;
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}
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void cmdObjectOnWater(AgiGame *state, uint8 *p) {
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vt.flags |= ON_WATER;
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vt.flags |= fOnWater;
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}
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void cmdObserveHorizon(AgiGame *state, uint8 *p) {
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vt.flags &= ~IGNORE_HORIZON;
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vt.flags &= ~fIgnoreHorizon;
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}
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void cmdIgnoreHorizon(AgiGame *state, uint8 *p) {
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vt.flags |= IGNORE_HORIZON;
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vt.flags |= fIgnoreHorizon;
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}
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void cmdObserveObjs(AgiGame *state, uint8 *p) {
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vt.flags &= ~IGNORE_OBJECTS;
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vt.flags &= ~fIgnoreObjects;
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}
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void cmdIgnoreObjs(AgiGame *state, uint8 *p) {
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vt.flags |= IGNORE_OBJECTS;
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vt.flags |= fIgnoreObjects;
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}
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void cmdObserveBlocks(AgiGame *state, uint8 *p) {
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vt.flags &= ~IGNORE_BLOCKS;
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vt.flags &= ~fIgnoreBlocks;
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}
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void cmdIgnoreBlocks(AgiGame *state, uint8 *p) {
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vt.flags |= IGNORE_BLOCKS;
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vt.flags |= fIgnoreBlocks;
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}
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void cmdSetHorizon(AgiGame *state, uint8 *p) {
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@ -253,7 +253,7 @@ void cmdGetPriority(AgiGame *state, uint8 *p) {
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}
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void cmdSetPriority(AgiGame *state, uint8 *p) {
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vt.flags |= FIXED_PRIORITY;
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vt.flags |= fFixedPriority;
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vt.priority = p1;
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// WORKAROUND: this fixes bug #1712585 in KQ4 (dwarf sprite priority)
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@ -270,18 +270,18 @@ void cmdSetPriority(AgiGame *state, uint8 *p) {
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// Therefore, this workaround only affects that specific part of this scene
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// Ego is set to object 19 by script 54
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if (getGameID() == GID_KQ4 && vt.currentView == 152) {
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state->viewTable[19].flags |= FIXED_PRIORITY;
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state->viewTable[19].flags |= fFixedPriority;
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state->viewTable[19].priority = 7;
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}
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}
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void cmdSetPriorityF(AgiGame *state, uint8 *p) {
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vt.flags |= FIXED_PRIORITY;
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vt.flags |= fFixedPriority;
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vt.priority = _v[p1];
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}
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void cmdReleasePriority(AgiGame *state, uint8 *p) {
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vt.flags &= ~FIXED_PRIORITY;
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vt.flags &= ~fFixedPriority;
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}
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void cmdSetUpperLeft(AgiGame *state, uint8 *p) { // do nothing (AGI 2.917)
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@ -316,13 +316,13 @@ void cmdSetCel(AgiGame *state, uint8 *p) {
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state->_vm->setCel(&vt, p1);
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if (getVersion() >= 0x2000) {
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vt.flags &= ~DONTUPDATE;
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vt.flags &= ~fDontupdate;
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}
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}
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void cmdSetCelF(AgiGame *state, uint8 *p) {
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state->_vm->setCel(&vt, _v[p1]);
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vt.flags &= ~DONTUPDATE;
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vt.flags &= ~fDontupdate;
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}
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void cmdSetView(AgiGame *state, uint8 *p) {
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@ -346,11 +346,11 @@ void cmdNumberOfLoops(AgiGame *state, uint8 *p) {
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}
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void cmdFixLoop(AgiGame *state, uint8 *p) {
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vt.flags |= FIX_LOOP;
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vt.flags |= fFixLoop;
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}
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void cmdReleaseLoop(AgiGame *state, uint8 *p) {
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vt.flags &= ~FIX_LOOP;
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vt.flags &= ~fFixLoop;
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}
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void cmdStepSize(AgiGame *state, uint8 *p) {
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@ -366,21 +366,21 @@ void cmdCycleTime(AgiGame *state, uint8 *p) {
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}
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void cmdStopCycling(AgiGame *state, uint8 *p) {
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vt.flags &= ~CYCLING;
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vt.flags &= ~fCycling;
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}
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void cmdStartCycling(AgiGame *state, uint8 *p) {
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vt.flags |= CYCLING;
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vt.flags |= fCycling;
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}
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void cmdNormalCycle(AgiGame *state, uint8 *p) {
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vt.cycle = CYCLE_NORMAL;
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vt.flags |= CYCLING;
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vt.cycle = kCycleNormal;
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vt.flags |= fCycling;
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}
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void cmdReverseCycle(AgiGame *state, uint8 *p) {
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vt.cycle = CYCLE_REVERSE;
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vt.flags |= CYCLING;
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vt.cycle = kCycleReverse;
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vt.flags |= fCycling;
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}
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void cmdSetDir(AgiGame *state, uint8 *p) {
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@ -540,16 +540,16 @@ void cmdObjStatusF(AgiGame *state, uint8 *p) {
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// Generate cycle description line
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switch (vt_v.cycle) {
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case CYCLE_NORMAL:
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case kCycleNormal:
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cycleDesc = "normal cycle";
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break;
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case CYCLE_END_OF_LOOP:
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case kCycleEndOfLoop:
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cycleDesc = "end of loop";
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break;
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case CYCLE_REV_LOOP:
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case kCycleRevLoop:
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cycleDesc = "reverse loop";
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break;
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case CYCLE_REVERSE:
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case kCycleReverse:
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cycleDesc = "reverse cycle";
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break;
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default:
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@ -559,16 +559,16 @@ void cmdObjStatusF(AgiGame *state, uint8 *p) {
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// Generate motion description line
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switch (vt_v.motion) {
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case MOTION_NORMAL:
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case kMotionNormal:
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motionDesc = "normal motion";
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break;
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case MOTION_WANDER:
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case kMotionWander:
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motionDesc = "wandering";
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break;
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case MOTION_FOLLOW_EGO:
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case kMotionFollowEgo:
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motionDesc = "following ego";
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break;
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case MOTION_MOVE_OBJ:
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case kMotionMoveObj:
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// Amiga's Gold Rush! most probably uses "move to (x, y)"
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// here with real values for x and y. The same output
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// is used when moving the ego around using the mouse.
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@ -655,7 +655,7 @@ void cmdHideMouse(AgiGame *state, uint8 *p) {
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// to walk somewhere else than to the right using the mouse.
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// FIXME: Write a proper implementation using disassembly and
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// apply it to other games as well if applicable.
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state->viewTable[0].flags &= ~ADJ_EGO_XY;
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state->viewTable[0].flags &= ~fAdjEgoXY;
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g_system->showMouse(false);
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}
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@ -705,7 +705,7 @@ void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *p) {
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// by something else because this command doesn't do any flag manipulations
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// in the Amiga version - checked it with disassembly).
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if (x != state->adjMouseX || y != state->adjMouseY)
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state->viewTable[EGO_VIEW_TABLE].flags &= ~ADJ_EGO_XY;
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state->viewTable[EGO_VIEW_TABLE].flags &= ~fAdjEgoXY;
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state->adjMouseX = x;
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state->adjMouseY = y;
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@ -715,7 +715,7 @@ void cmdAdjEgoMoveToXY(AgiGame *state, uint8 *p) {
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// TODO: Check where (if anywhere) the 0 arguments version is used
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case 0:
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default:
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state->viewTable[0].flags |= ADJ_EGO_XY;
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state->viewTable[0].flags |= fAdjEgoXY;
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break;
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}
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}
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@ -838,22 +838,22 @@ void cmdShowPriScreen(AgiGame *state, uint8 *p) {
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void cmdAnimateObj(AgiGame *state, uint8 *p) {
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if (getVersion() < 0x2000) {
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if (vt.flags & DIDNT_MOVE)
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if (vt.flags & fDidntMove)
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return;
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} else {
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if (vt.flags & ANIMATED)
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if (vt.flags & fAnimated)
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return;
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}
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debugC(4, kDebugLevelScripts, "animate vt entry #%d", p0);
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vt.flags = ANIMATED | UPDATE | CYCLING;
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vt.flags = fAnimated | fUpdate | fCycling;
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if (getVersion() < 0x2000) {
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vt.flags |= DIDNT_MOVE;
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vt.flags |= fDidntMove;
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}
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vt.motion = MOTION_NORMAL;
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vt.cycle = CYCLE_NORMAL;
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vt.motion = kMotionNormal;
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vt.cycle = kCycleNormal;
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vt.direction = 0;
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}
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@ -861,11 +861,11 @@ void cmdUnanimateAll(AgiGame *state, uint8 *p) {
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int i;
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for (i = 0; i < MAX_VIEWTABLE; i++)
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state->viewTable[i].flags &= ~(ANIMATED | DRAWN);
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state->viewTable[i].flags &= ~(fAnimated | fDrawn);
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}
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void cmdDraw(AgiGame *state, uint8 *p) {
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if (vt.flags & DRAWN)
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if (vt.flags & fDrawn)
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return;
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if (vt.ySize <= 0 || vt.xSize <= 0)
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@ -873,7 +873,7 @@ void cmdDraw(AgiGame *state, uint8 *p) {
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debugC(4, kDebugLevelScripts, "draw entry %d", vt.entry);
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vt.flags |= UPDATE;
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vt.flags |= fUpdate;
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if (getVersion() >= 0x3000) {
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state->_vm->setLoop(&vt, vt.currentLoop);
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state->_vm->setCel(&vt, vt.currentCel);
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@ -884,7 +884,7 @@ void cmdDraw(AgiGame *state, uint8 *p) {
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vt.yPos2 = vt.yPos;
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vt.celData2 = vt.celData;
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state->_vm->_sprites->eraseUpdSprites();
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vt.flags |= DRAWN;
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vt.flags |= fDrawn;
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// WORKAROUND: This fixes a bug with AGI Fanmade _game Space Trek.
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// The original workaround checked if AGI version was <= 2.440, which could
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@ -898,10 +898,10 @@ void cmdDraw(AgiGame *state, uint8 *p) {
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// games are affected. If yes, then it'd be best to set this for Space
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// Trek only
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if (getFeatures() & GF_FANMADE) // See Sarien bug #546562
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vt.flags |= ANIMATED;
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vt.flags |= fAnimated;
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state->_vm->_sprites->blitUpdSprites();
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vt.flags &= ~DONTUPDATE;
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vt.flags &= ~fDontupdate;
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state->_vm->_sprites->commitBlock(vt.xPos, vt.yPos - vt.ySize + 1, vt.xPos + vt.xSize - 1, vt.yPos, true);
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@ -909,16 +909,16 @@ void cmdDraw(AgiGame *state, uint8 *p) {
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}
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void cmdErase(AgiGame *state, uint8 *p) {
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if (~vt.flags & DRAWN)
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if (~vt.flags & fDrawn)
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return;
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state->_vm->_sprites->eraseUpdSprites();
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if (vt.flags & UPDATE) {
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vt.flags &= ~DRAWN;
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if (vt.flags & fUpdate) {
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vt.flags &= ~fDrawn;
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} else {
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state->_vm->_sprites->eraseNonupdSprites();
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vt.flags &= ~DRAWN;
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vt.flags &= ~fDrawn;
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state->_vm->_sprites->blitNonupdSprites();
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}
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state->_vm->_sprites->blitUpdSprites();
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@ -984,7 +984,7 @@ void cmdReposition(AgiGame *state, uint8 *p) {
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int dx = (int8) _v[p1], dy = (int8) _v[p2];
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debugC(4, kDebugLevelScripts, "dx=%d, dy=%d", dx, dy);
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vt.flags |= UPDATE_POS;
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vt.flags |= fUpdatePos;
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if (dx < 0 && vt.xPos < -dx)
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vt.xPos = 0;
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@ -1002,7 +1002,7 @@ void cmdReposition(AgiGame *state, uint8 *p) {
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void cmdRepositionV1(AgiGame *state, uint8 *p) {
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vt.xPos2 = vt.xPos;
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vt.yPos2 = vt.yPos;
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vt.flags |= UPDATE_POS;
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vt.flags |= fUpdatePos;
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vt.xPos = (vt.xPos + p1) & 0xff;
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vt.yPos = (vt.yPos + p2) & 0xff;
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@ -1011,14 +1011,14 @@ void cmdRepositionV1(AgiGame *state, uint8 *p) {
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void cmdRepositionTo(AgiGame *state, uint8 *p) {
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vt.xPos = p1;
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vt.yPos = p2;
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vt.flags |= UPDATE_POS;
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vt.flags |= fUpdatePos;
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state->_vm->fixPosition(p0);
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}
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void cmdRepositionToF(AgiGame *state, uint8 *p) {
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vt.xPos = _v[p1];
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vt.yPos = _v[p2];
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vt.flags |= UPDATE_POS;
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vt.flags |= fUpdatePos;
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state->_vm->fixPosition(p0);
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}
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@ -1038,34 +1038,34 @@ void cmdForceUpdate(AgiGame *state, uint8 *p) {
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void cmdReverseLoop(AgiGame *state, uint8 *p) {
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debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
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vt.cycle = CYCLE_REV_LOOP;
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vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
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vt.cycle = kCycleRevLoop;
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vt.flags |= (fDontupdate | fUpdate | fCycling);
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vt.parm1 = p1;
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setflag(p1, false);
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}
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void cmdReverseLoopV1(AgiGame *state, uint8 *p) {
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debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
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vt.cycle = CYCLE_REV_LOOP;
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vt.cycle = kCycleRevLoop;
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state->_vm->setCel(&vt, 0);
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vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
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vt.flags |= (fDontupdate | fUpdate | fCycling);
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vt.parm1 = p1;
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vt.parm3 = 0;
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}
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void cmdEndOfLoop(AgiGame *state, uint8 *p) {
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debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
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vt.cycle = CYCLE_END_OF_LOOP;
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vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
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vt.cycle = kCycleEndOfLoop;
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vt.flags |= (fDontupdate | fUpdate | fCycling);
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vt.parm1 = p1;
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setflag(p1, false);
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}
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void cmdEndOfLoopV1(AgiGame *state, uint8 *p) {
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debugC(4, kDebugLevelScripts, "o%d, f%d", p0, p1);
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vt.cycle = CYCLE_END_OF_LOOP;
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vt.cycle = kCycleEndOfLoop;
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state->_vm->setCel(&vt, 0);
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vt.flags |= (DONTUPDATE | UPDATE | CYCLING);
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vt.flags |= (fDontupdate | fUpdate | fCycling);
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vt.parm1 = p1;
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vt.parm3 = 0;
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}
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@ -1084,12 +1084,12 @@ void cmdUnblock(AgiGame *state, uint8 *p) {
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}
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void cmdNormalMotion(AgiGame *state, uint8 *p) {
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vt.motion = MOTION_NORMAL;
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vt.motion = kMotionNormal;
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}
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void cmdStopMotion(AgiGame *state, uint8 *p) {
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vt.direction = 0;
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vt.motion = MOTION_NORMAL;
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vt.motion = kMotionNormal;
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if (p0 == 0) { // ego only
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_v[vEgoDir] = 0;
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state->playerControl = false;
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@ -1097,11 +1097,11 @@ void cmdStopMotion(AgiGame *state, uint8 *p) {
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}
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void cmdStopMotionV1(AgiGame *state, uint8 *p) {
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vt.flags &= ~ANIMATED;
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vt.flags &= ~fAnimated;
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}
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void cmdStartMotion(AgiGame *state, uint8 *p) {
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vt.motion = MOTION_NORMAL;
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vt.motion = kMotionNormal;
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if (p0 == 0) { // ego only
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_v[vEgoDir] = 0;
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state->playerControl = true;
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@ -1109,12 +1109,12 @@ void cmdStartMotion(AgiGame *state, uint8 *p) {
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}
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void cmdStartMotionV1(AgiGame *state, uint8 *p) {
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vt.flags |= ANIMATED;
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vt.flags |= fAnimated;
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}
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void cmdPlayerControl(AgiGame *state, uint8 *p) {
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state->playerControl = true;
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state->viewTable[0].motion = MOTION_NORMAL;
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state->viewTable[0].motion = kMotionNormal;
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}
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void cmdProgramControl(AgiGame *state, uint8 *p) {
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@ -1122,24 +1122,24 @@ void cmdProgramControl(AgiGame *state, uint8 *p) {
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}
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void cmdFollowEgo(AgiGame *state, uint8 *p) {
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vt.motion = MOTION_FOLLOW_EGO;
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vt.motion = kMotionFollowEgo;
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vt.parm1 = p1 > vt.stepSize ? p1 : vt.stepSize;
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vt.parm2 = p2;
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vt.parm3 = 0xff;
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if (getVersion() < 0x2000) {
|
||||
_v[p2] = 0;
|
||||
vt.flags |= UPDATE | ANIMATED;
|
||||
vt.flags |= fUpdate | fAnimated;
|
||||
} else {
|
||||
setflag(p2, false);
|
||||
vt.flags |= UPDATE;
|
||||
vt.flags |= fUpdate;
|
||||
}
|
||||
}
|
||||
|
||||
void cmdMoveObj(AgiGame *state, uint8 *p) {
|
||||
// _D (_D_WARN "o=%d, x=%d, y=%d, s=%d, f=%d", p0, p1, p2, p3, p4);
|
||||
|
||||
vt.motion = MOTION_MOVE_OBJ;
|
||||
vt.motion = kMotionMoveObj;
|
||||
vt.parm1 = p1;
|
||||
vt.parm2 = p2;
|
||||
vt.parm3 = vt.stepSize;
|
||||
|
@ -1150,10 +1150,10 @@ void cmdMoveObj(AgiGame *state, uint8 *p) {
|
|||
|
||||
if (getVersion() < 0x2000) {
|
||||
_v[p4] = 0;
|
||||
vt.flags |= UPDATE | ANIMATED;
|
||||
vt.flags |= fUpdate | fAnimated;
|
||||
} else {
|
||||
setflag(p4, false);
|
||||
vt.flags |= UPDATE;
|
||||
vt.flags |= fUpdate;
|
||||
}
|
||||
|
||||
if (p0 == 0)
|
||||
|
@ -1165,7 +1165,7 @@ void cmdMoveObj(AgiGame *state, uint8 *p) {
|
|||
}
|
||||
|
||||
void cmdMoveObjF(AgiGame *state, uint8 *p) {
|
||||
vt.motion = MOTION_MOVE_OBJ;
|
||||
vt.motion = kMotionMoveObj;
|
||||
vt.parm1 = _v[p1];
|
||||
vt.parm2 = _v[p2];
|
||||
vt.parm3 = vt.stepSize;
|
||||
|
@ -1175,7 +1175,7 @@ void cmdMoveObjF(AgiGame *state, uint8 *p) {
|
|||
vt.stepSize = _v[p3];
|
||||
|
||||
setflag(p4, false);
|
||||
vt.flags |= UPDATE;
|
||||
vt.flags |= fUpdate;
|
||||
|
||||
if (p0 == 0)
|
||||
state->playerControl = false;
|
||||
|
@ -1189,11 +1189,11 @@ void cmdWander(AgiGame *state, uint8 *p) {
|
|||
if (p0 == 0)
|
||||
state->playerControl = false;
|
||||
|
||||
vt.motion = MOTION_WANDER;
|
||||
vt.motion = kMotionWander;
|
||||
if (getVersion() < 0x2000) {
|
||||
vt.flags |= UPDATE | ANIMATED;
|
||||
vt.flags |= fUpdate | fAnimated;
|
||||
} else {
|
||||
vt.flags |= UPDATE;
|
||||
vt.flags |= fUpdate;
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1357,7 +1357,7 @@ void cmdDistance(AgiGame *state, uint8 *p) {
|
|||
VtEntry *v0 = &state->viewTable[p0];
|
||||
VtEntry *v1 = &state->viewTable[p1];
|
||||
|
||||
if (v0->flags & DRAWN && v1->flags & DRAWN) {
|
||||
if (v0->flags & fDrawn && v1->flags & fDrawn) {
|
||||
x1 = v0->xPos + v0->xSize / 2;
|
||||
y1 = v0->yPos;
|
||||
x2 = v1->xPos + v1->xSize / 2;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue