Started to rework script threads. Partially moved to thread flags.

Scene skipping now works, but scripts aren't chained yet.

svn-id: r15688
This commit is contained in:
Eugene Sandulenko 2004-10-27 02:27:54 +00:00
parent dc796c9399
commit b4df9bb2c1
8 changed files with 158 additions and 57 deletions

View file

@ -218,7 +218,7 @@ Interface::Interface(SagaEngine *vm) : _vm(vm), _initialized(false) {
_activeVerb = I_VERB_WALKTO;
_active = 0;
_panelMode = PANEL_COMMAND;
_panelMode = kPanelNone;
*_statusText = 0;
_initialized = true;
@ -241,7 +241,7 @@ int Interface::deactivate() {
return R_SUCCESS;
}
int Interface::setMode(R_PANEL_MODES mode) {
int Interface::setMode(int mode) {
// TODO: Is this where we should hide/show the mouse cursor?
_panelMode = mode;
@ -311,7 +311,7 @@ int Interface::draw() {
_vm->_gfx->drawRect(back_buf, &rect, _iDesc.status_bgcol);
// Draw command panel background
if (_panelMode == PANEL_COMMAND) {
if (_panelMode == kPanelCommand) {
xbase = _cPanel.x;
ybase = _cPanel.y;
@ -337,7 +337,7 @@ int Interface::draw() {
_vm->_sprite->draw(back_buf, _defPortraits, _leftPortrait, lportrait_x, lportrait_y);
if (_panelMode == PANEL_DIALOGUE && _iDesc.rportrait_x >= 0) {
if (_panelMode == kPanelDialogue && _iDesc.rportrait_x >= 0) {
rportrait_x = xbase + _iDesc.rportrait_x;
rportrait_y = ybase + _iDesc.rportrait_y;
@ -366,7 +366,7 @@ int Interface::update(const Point& imousePt, int update_flag) {
// Get game display info
GAME_GetDisplayInfo(&g_di);
if (_panelMode == PANEL_COMMAND) {
if (_panelMode == kPanelCommand) {
// Update playfield space ( only if cursor is inside )
if (imouse_y < g_di.scene_h) {
// Mouse is in playfield space