With the actor questions pending, I'm now trying to set up a few objects in the OpenQuest rooms. Again I ran into problems. The only pickable object in the Road game is the axe, so I'm somewhat short of examples. :-)
* For an object that exists only in the inventory (e.g. the character starts with it or picks it from within a closet), it seems I still have to call pickupObject to give it to the actor, setObjectOwner doesn't work. Is that correct? * For objects that have a room version and an inventory version, can you somehow combine them in a single object definition? For the axe, there's a Road::axe and a ResRoom::Axe. Wouldn't it be a much more readable definition if there was only one axe? * In the case that I can't combine the definitions: Can I at least test in which room an object is? In the inventoryHandler, the Icon verb is called on all inventory objects to allow the non-inventory version to call setInventoryIcon with the inventory version. I'd like to get rid of some of these Icon verbs, as they are mostly the same. If I could somehow test in which room an object is, I could call setInventoryIcon directly if it's in the ResRoom. * Can you have different states with different bitmap sizes? I couldn't get it to work, the compiler complains. * How do you animate a background object? My guess would be that you periodically call a script that swaps the object state, but I don't know how to do that. * How do you change the state of inventory objects and draw the icons accordingly (e.g. a torchlight turned on and off)? setVerbObject doesn't seem to take the state into account... * Are the inventory arrows implemented? They don't work for me. I know it's a lot of issues, but there's also good news: I've set up 2 rooms (more than one!) and they work. :-) -- Gerrit [EMAIL PROTECTED] -- http://www.fastmail.fm - Faster than the air-speed velocity of an unladen european swallow _______________________________________________ ScummC-general mailing list [email protected] https://mail.gna.org/listinfo/scummc-general
