From 94d9a2149b8b757ed36cb0f315cd281d1447d1a0 Mon Sep 17 00:00:00 2001 From: Eugene Sandulenko Date: Fri, 8 Oct 2004 01:22:39 +0000 Subject: 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 --- saga/interface.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'saga/interface.cpp') 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 { -- cgit v1.2.3