diff options
| author | Andrew Kurushin | 2005-01-18 15:01:21 +0000 | 
|---|---|---|
| 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; | 
