- Renamed a few mult-variables to something more fitting

- Fixed a small mistake, making the entering animation work
- Correcting Game_v2::playTot() so that the loading screen is shown
- Updated most of the collisions stuff, the objects names hint stuff works now

svn-id: r23346
This commit is contained in:
Sven Hesse 2006-06-29 12:55:57 +00:00
parent 221afd715a
commit 27a8b8a255
9 changed files with 1675 additions and 889 deletions

View file

@ -526,7 +526,7 @@ void Inter_v2::setupOpcodes(void) {
OPCODE(o1_waitEndPlay),
OPCODE(o1_playComposition),
OPCODE(o1_getFreeMem),
OPCODE(o1_checkData),
OPCODE(o2_checkData),
/* 40 */
{NULL, ""},
OPCODE(o1_prepareStr),
@ -1180,6 +1180,23 @@ void Inter_v2::loadMult(void) {
}
}
bool Inter_v2::o2_checkData(char &cmdCount, int16 &counter, int16 &retFlag) {
int16 handle;
int16 varOff;
evalExpr(0);
varOff = _vm->_parse->parseVarIndex();
handle = _vm->_dataio->openData(_vm->_global->_inter_resStr);
WRITE_VAR_OFFSET(varOff, handle);
if (handle >= 0) {
_vm->_dataio->closeData(handle);
WRITE_VAR(16, (uint32) _vm->_dataio->getDataSize(_vm->_global->_inter_resStr));
} else
WRITE_VAR(16, (uint32) -1);
return false;
}
bool Inter_v2::o2_stopSound(char &cmdCount, int16 &counter, int16 &retFlag) {
_vm->_snd->stopSound(_vm->_parse->parseValExpr());
_soundEndTimeKey = 0;