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authorFilippos Karapetis2008-05-27 16:02:07 +0000
committerFilippos Karapetis2008-05-27 16:02:07 +0000
commit2675cd38a6bda20caad17f092eaec71dd1f13f94 (patch)
tree68b41972239b5f441b0fc27f44e658275b87f6c3
parent9d13d90d4f1dfc2bfd20a018fc1fe0405a108743 (diff)
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Fixed the two animation FIXMEs
svn-id: r32325
-rw-r--r--engines/drascula/animation.cpp27
1 files changed, 17 insertions, 10 deletions
diff --git a/engines/drascula/animation.cpp b/engines/drascula/animation.cpp
index bb1c5e1e73..ea4431fca8 100644
--- a/engines/drascula/animation.cpp
+++ b/engines/drascula/animation.cpp
@@ -616,10 +616,15 @@ void DrasculaEngine::animation_2_1() {
if (anima("rap.bin", 16))
break;
sentido_hare = 3;
- // FIXME: the room number is changed here to "no_bj". Is it
- // possible to use loadPic("no_bj.alg") instead?
- loadPic("no_bj.alg"); // is this ok?
- //strcpy(num_room, "no_bj.alg");
+ // The room number was originally changed here to "no_bj.alg",
+ // which doesn't exist. In reality, this was just a hack to
+ // set the room number to a non-existant one, so that BJ does
+ // not appear again when the room is refreshed after the
+ // animation where Count Drascula abducts her. We set the
+ // room number to -1 for the same purpose
+ // Also check animation_9_6(), where the same hack was used by
+ // the original
+ roomNumber = -1;
if ((term_int == 1) || (getscan() == Common::KEYCODE_ESCAPE))
break;
pause(8);
@@ -2416,12 +2421,14 @@ void DrasculaEngine::animation_9_6() {
hare_x = -1;
obj_saliendo = 108;
carga_escoba("59.ald");
- // FIXME: the room number is changed here to "nada". Not
- // sure if this makes any difference, as loadPic is called
- // right afterwards. Is it possible to use loadPic("nada.alg")
- // instead?
- loadPic("nada.alg"); // is this ok?
- //strcpy(num_room, "nada.alg");
+ // The room number was originally changed here to "nada.alg",
+ // which is a non-existant file. In reality, this was just a
+ // hack to set the room number to a non-existant one, so that
+ // room sprites do not appear again when the room is refreshed.
+ // We set the room number to -1 for the same purpose.
+ // Also check animation_2_1(), where the same hack was used
+ // by the original
+ roomNumber = -1;
loadPic("nota2.alg");
decompressPic(dir_dibujo1, HALF_PAL);
black();