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authorEugene Sandulenko2004-10-08 01:22:39 +0000
committerEugene Sandulenko2004-10-08 01:22:39 +0000
commit94d9a2149b8b757ed36cb0f315cd281d1447d1a0 (patch)
treea01681619e95b1125ec5488176c75a8b1329b9cd /saga/objectmap.h
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/objectmap.h')
-rw-r--r--saga/objectmap.h22
1 files changed, 12 insertions, 10 deletions
diff --git a/saga/objectmap.h b/saga/objectmap.h
index cdeaa2823f..dff64993b6 100644
--- a/saga/objectmap.h
+++ b/saga/objectmap.h
@@ -28,14 +28,18 @@
namespace Saga {
-enum R_OBJECT_FLAGS {
- R_OBJECT_EXIT = 0x01,
- R_OBJECT_NORMAL = 0x02
-};
-
-struct R_CLICKAREA {
- int n_points;
- Point *points;
+enum OBJECT_FLAGS {
+ OBJECT_ENABLED = (1<<0), // Object is enabled
+ OBJECT_EXIT = (1<<1), // Causes char to exit
+
+ // Causes the character not to walk to the object (but they will
+ // look at it).
+ OBJECT_NOWALK = (1<<2),
+
+ // When the object is clicked on it projects the
+ // click point downwards from the middle of the object until it
+ // reaches the lowest point in the zone.
+ OBJECT_PROJECT = (1<<3)
};
struct R_OBJECTMAP_ENTRY {
@@ -49,8 +53,6 @@ struct R_OBJECTMAP_ENTRY {
R_CLICKAREA *clickareas;
};
-class Gfx;
-
class ObjectMap{
public:
int reg(void);