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


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