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
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0850dbdaf2
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10 changed files with 202 additions and 117 deletions
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@ -492,7 +492,7 @@ int Interface::handlePlayfieldClick(R_SURFACE *ds, Point imousePt) {
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object_flags = _vm->_scene->_objectMap->getFlags(objectNum);
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if (object_flags & R_OBJECT_NORMAL) {
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if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
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if ((script_num = _vm->_scene->_objectMap->getEPNum(objectNum)) != -1) {
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// Set active verb in script module
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_vm->_sdata->putWord(4, 4, I_VerbData[_activeVerb].s_verb);
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@ -532,7 +532,7 @@ int Interface::handlePlayfieldUpdate(R_SURFACE *ds, Point imousePt) {
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object_name = _vm->_scene->_objectMap->getName(objectNum);
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if (object_flags & R_OBJECT_NORMAL) {
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if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong
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// Normal scene object - display as subject of verb
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snprintf(new_status, R_STATUS_TEXT_LEN, "%s %s", I_VerbData[_activeVerb].verb_str, object_name);
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} else {
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