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authorAndrew Kurushin2005-01-18 15:01:21 +0000
committerAndrew Kurushin2005-01-18 15:01:21 +0000
commitb4b2e52df78fd309613d8df73f090b98e834969b (patch)
tree7e79ad73fbb11d0755e2c3e4926d99ab3653bb95 /saga/interface.cpp
parentc1ce30b0bfa69aee3c91602536da8d2c5fa72e8b (diff)
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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.cpp78
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;