Started to rework script threads. Partially moved to thread flags.
Scene skipping now works, but scripts aren't chained yet. svn-id: r15688
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8 changed files with 158 additions and 57 deletions
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@ -218,7 +218,7 @@ Interface::Interface(SagaEngine *vm) : _vm(vm), _initialized(false) {
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_activeVerb = I_VERB_WALKTO;
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_active = 0;
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_panelMode = PANEL_COMMAND;
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_panelMode = kPanelNone;
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*_statusText = 0;
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_initialized = true;
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@ -241,7 +241,7 @@ int Interface::deactivate() {
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return R_SUCCESS;
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}
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int Interface::setMode(R_PANEL_MODES mode) {
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int Interface::setMode(int mode) {
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// TODO: Is this where we should hide/show the mouse cursor?
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_panelMode = mode;
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@ -311,7 +311,7 @@ int Interface::draw() {
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_vm->_gfx->drawRect(back_buf, &rect, _iDesc.status_bgcol);
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// Draw command panel background
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if (_panelMode == PANEL_COMMAND) {
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if (_panelMode == kPanelCommand) {
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xbase = _cPanel.x;
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ybase = _cPanel.y;
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@ -337,7 +337,7 @@ int Interface::draw() {
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_vm->_sprite->draw(back_buf, _defPortraits, _leftPortrait, lportrait_x, lportrait_y);
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if (_panelMode == PANEL_DIALOGUE && _iDesc.rportrait_x >= 0) {
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if (_panelMode == kPanelDialogue && _iDesc.rportrait_x >= 0) {
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rportrait_x = xbase + _iDesc.rportrait_x;
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rportrait_y = ybase + _iDesc.rportrait_y;
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@ -366,7 +366,7 @@ int Interface::update(const Point& imousePt, int update_flag) {
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// Get game display info
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GAME_GetDisplayInfo(&g_di);
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if (_panelMode == PANEL_COMMAND) {
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if (_panelMode == kPanelCommand) {
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// Update playfield space ( only if cursor is inside )
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if (imouse_y < g_di.scene_h) {
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// Mouse is in playfield space
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