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authorEugene Sandulenko2004-10-08 01:22:39 +0000
committerEugene Sandulenko2004-10-08 01:22:39 +0000
commit94d9a2149b8b757ed36cb0f315cd281d1447d1a0 (patch)
treea01681619e95b1125ec5488176c75a8b1329b9cd /saga/interface.cpp
parent0850dbdaf2ad79cf296f79a001b4b60e82f481cd (diff)
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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
Diffstat (limited to 'saga/interface.cpp')
-rw-r--r--saga/interface.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/saga/interface.cpp b/saga/interface.cpp
index 9abfc01de2..3d999658f3 100644
--- a/saga/interface.cpp
+++ b/saga/interface.cpp
@@ -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 {