Implement scene change via exits. You still cannot leave first scene

because it goes to now buggy isometric level. Use debugger to switch
to some word, say, in Dog Castle and there you may go between rooms.

svn-id: r15462
This commit is contained in:
Eugene Sandulenko 2004-10-08 01:22:39 +00:00
parent 0850dbdaf2
commit 94d9a2149b
10 changed files with 202 additions and 117 deletions

View file

@ -492,7 +492,7 @@ int Interface::handlePlayfieldClick(R_SURFACE *ds, Point imousePt) {
object_flags = _vm->_scene->_objectMap->getFlags(objectNum);
if (object_flags & R_OBJECT_NORMAL) {
if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
if ((script_num = _vm->_scene->_objectMap->getEPNum(objectNum)) != -1) {
// Set active verb in script module
_vm->_sdata->putWord(4, 4, I_VerbData[_activeVerb].s_verb);
@ -532,7 +532,7 @@ int Interface::handlePlayfieldUpdate(R_SURFACE *ds, Point imousePt) {
object_name = _vm->_scene->_objectMap->getName(objectNum);
if (object_flags & R_OBJECT_NORMAL) {
if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
// Normal scene object - display as subject of verb
snprintf(new_status, R_STATUS_TEXT_LEN, "%s %s", I_VerbData[_activeVerb].verb_str, object_name);
} else {