#8243 closed patch
V2: Inventory fixes
Reported by: | eriktorbjorn | Owned by: | fingolfin |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: |
Description
There are two things that have been bothering me about the inventory in V2 games:
Very long object names should be shortened to fit inside their alotted "box" in the inventory. One such object is the broken bottles of ketchup in Maniac Mansion.
The inventory should be redrawn when you switch to a different kid in Maniac Mansion.
This patch tries to address both these problems, but since there are several ways to do this I wanted to post it here for review, rather than just applying it straight away.
Ticket imported from: #748675. Ticket imported from: patches/348.
Attachments (1)
Change History (5)
by , 21 years ago
Attachment: | v2-inventory.diff added |
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comment:1 by , 21 years ago
Owner: | set to |
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comment:2 by , 21 years ago
This patch won't apply anymore because we replaced the GF_AFTER_V2 stuff. Won't be hard to adjust it, though. Some ideas:
* Instead of modifying drawString, you could also simply replace the call to drawString(1) with something like _messagePtr[v2_mouseover_boxes[i].width() / 8] = 0; drawString(1); That would require slightly less changes.
* I wonder if _oldV2Ego really has to be global - since only scripts will change the value of VAR_EGO, wouldn't it be sufficient to copy its value at the start of scummLoop(), to a local variable, and then check against that local var after the scripts have been run?
I'll try both these ideas and will apply a corresponding patch if it works.
comment:3 by , 21 years ago
Status: | new → closed |
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comment:4 by , 6 years ago
Component: | → Engine: SCUMM |
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Patch against a June 3 CVS snapshot