Opened 16 years ago

Closed 16 years ago

Last modified 12 months ago

#8243 closed patch

V2: Inventory fixes

Reported by: eriktorbjorn Owned by: fingolfin
Priority: normal Component: Engine: SCUMM
Keywords: Cc:


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)

v2-inventory.diff (3.0 KB ) - added by eriktorbjorn 16 years ago.
Patch against a June 3 CVS snapshot

Download all attachments as: .zip

Change History (5)

by eriktorbjorn, 16 years ago

Attachment: v2-inventory.diff added

Patch against a June 3 CVS snapshot

comment:1 by fingolfin, 16 years ago

Owner: set to fingolfin

comment:2 by fingolfin, 16 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

* 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;
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

comment:3 by fingolfin, 16 years ago

Status: newclosed

comment:4 by digitall, 12 months ago

Component: Engine: SCUMM
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