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author | Andrew Kurushin | 2005-01-18 15:01:21 +0000 |
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committer | Andrew Kurushin | 2005-01-18 15:01:21 +0000 |
commit | b4b2e52df78fd309613d8df73f090b98e834969b (patch) | |
tree | 7e79ad73fbb11d0755e2c3e4926d99ab3653bb95 /saga/interface.cpp | |
parent | c1ce30b0bfa69aee3c91602536da8d2c5fa72e8b (diff) | |
download | scummvm-rg350-b4b2e52df78fd309613d8df73f090b98e834969b.tar.gz scummvm-rg350-b4b2e52df78fd309613d8df73f090b98e834969b.tar.bz2 scummvm-rg350-b4b2e52df78fd309613d8df73f090b98e834969b.zip |
another step in verb implementation:
- objectMap responds to mouse move (but respond script not run well ?)
loadStrings add some special count check
- so all other LUT based resource should implement this technique
svn-id: r16594
Diffstat (limited to 'saga/interface.cpp')
-rw-r--r-- | saga/interface.cpp | 78 |
1 files changed, 0 insertions, 78 deletions
diff --git a/saga/interface.cpp b/saga/interface.cpp index 8bb72e9843..1b6aabece7 100644 --- a/saga/interface.cpp +++ b/saga/interface.cpp @@ -478,84 +478,6 @@ void Interface::handleCommandUpdate(SURFACE *ds, const Point& mousePoint) { } -int Interface::handlePlayfieldClick(SURFACE *ds, const Point& imousePt) { -// return SUCCESS; - - int objectNum; - uint16 object_flags = 0; - -// int script_num; - Location location; - - objectNum = _vm->_scene->_objectMap->hitTest(imousePt); - - if (objectNum == -1) { - // Player clicked on empty spot - walk here regardless of verb - location.fromScreenPoint(imousePt); - - _vm->_actor->actorWalkTo(ID_PROTAG, location); - return SUCCESS; - } - -// object_flags = _vm->_scene->_objectMap->getFlags(objectNum); - - if (object_flags & kHitZoneExit) { // FIXME. This is wrong -/* if ((script_num = _vm->_scene->_objectMap->getEPNum(objectNum)) != -1) { - // Set active verb in script module - _vm->_script->putWord(4, 4, I_VerbData[_activeVerb].s_verb); - - // Execute object script if present - if (script_num != 0) { - _vm->_script->SThreadExecute(_iThread, script_num); - } - }*/ - } else { - // Not a normal scene object - walk to it as if it weren't there - location.fromScreenPoint(imousePt); - - _vm->_actor->actorWalkTo(ID_PROTAG, location); - } - - return SUCCESS; -} - -int Interface::handlePlayfieldUpdate(SURFACE *ds, const Point& imousePt) { - return SUCCESS; - /* - const char *object_name; - int objectNum; - uint16 object_flags = 0; - - char new_status[STATUS_TEXT_LEN]; - - new_status[0] = 0; - - objectNum = _vm->_scene->_objectMap->hitTest(imousePt); - - if (objectNum == -1) { - // Cursor over nothing - just display current verb - setStatusText(I_VerbData[_activeVerb].verb_str); - return SUCCESS; - } - - object_flags = _vm->_scene->_objectMap->getFlags(objectNum); - object_name = _vm->_scene->_objectMap->getName(objectNum); - - if (object_flags & OBJECT_EXIT) { // FIXME. This is wrong - // Normal scene object - display as subject of verb - snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[_activeVerb].verb_str, object_name); - } else { - // Not normal scene object - override verb as we can only - // walk to this object - snprintf(new_status, STATUS_TEXT_LEN, "%s %s", I_VerbData[I_VERB_WALKTO].verb_str, object_name); - } - - setStatusText(new_status); - - return SUCCESS; - */ -} - PanelButton *Interface::verbHitTest(const Point& mousePoint) { PanelButton *panelButton; Rect rect; |