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authorRobert Špalek2009-11-05 23:59:26 +0000
committerRobert Špalek2009-11-05 23:59:26 +0000
commit73cf7a55fcc75712f1c9944f425af2f2d31454b9 (patch)
tree6bd3b2d41708c215c612b2ad61cfd72c2fbd176d
parent45aa06a83fc043bd9a4878b32387da54fc6e8cc8 (diff)
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Fixed several gross walking bugs.
- SIGSEGV by not stopping walking when changing rooms - reset of the mouse cursor and object title during gate scripts - updating the previous animation phase, also when starting new animation - swapped up and down animations svn-id: r45690
-rw-r--r--engines/draci/game.cpp18
-rw-r--r--engines/draci/walking.cpp12
2 files changed, 25 insertions, 5 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index 8539751c87..7516da3c03 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -1381,8 +1381,22 @@ bool Game::enterNewRoom() {
_persons[kDragonObject]._y = 0;
}
- // Set the appropriate loop statu before loading the room
+ // Set the appropriate loop status before loading the room
setLoopStatus(kStatusGate);
+
+ // Make sure the possible walking path from the previous room is
+ // cleaned up. Some rooms (e.g., the map) don't support walking.
+ _walkingState.stopWalking();
+
+ // Clean the mouse and animation title. It gets first updated in
+ // loop(), hence if the hero walks during the initialization scripts,
+ // the old values would remain otherwise.
+ _vm->_mouse->setCursorType(kNormalCursor);
+ Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
+ titleAnim->markDirtyRect(_vm->_screen->getSurface());
+ Text *title = reinterpret_cast<Text *>(titleAnim->getCurrentFrame());
+ title->setText("");
+
// Reset the flag allowing to run the scripts. It may have been turned
// on by pressing Escape in the intro or in the map room.
_vm->_script->endCurrentProgram(false);
@@ -1406,8 +1420,6 @@ bool Game::enterNewRoom() {
// Reset the loop status.
setLoopStatus(kStatusOrdinary);
- _vm->_mouse->setCursorType(kNormalCursor);
-
setIsReloaded(false);
if (_vm->_script->shouldEndProgram()) {
// Escape pressed during the intro or map animations run in the
diff --git a/engines/draci/walking.cpp b/engines/draci/walking.cpp
index 1400471f04..4a0e65c9b3 100644
--- a/engines/draci/walking.cpp
+++ b/engines/draci/walking.cpp
@@ -516,6 +516,7 @@ bool WalkingState::continueWalking() {
if (!wasUpdated) {
return true;
}
+ _lastAnimPhase = animPhase;
debugC(3, kDraciWalkingDebugLevel, "Continuing walking in segment %d and position %d/%d", _segment, _position, _length);
@@ -573,7 +574,14 @@ void WalkingState::heroAnimationFinished() {
// walking/staying/talking animations are cyclic.
Movement nextAnim = directionForNextPhase();
_vm->_game->playHeroAnimation(nextAnim);
- _lastAnimPhase = 0;
+
+ // Retrieve the current animation phase. Don't just use 0, because we
+ // cannot assume that nextAnim has just started. If it was already
+ // playing before, then playHeroAnimation(nextAnim) does nothing.
+ const GameObject *dragon = _vm->_game->getObject(kDragonObject);
+ const int animID = dragon->_anim[nextAnim];
+ Animation *anim = _vm->_anims->getAnimation(animID);
+ _lastAnimPhase = anim->currentFrameNum();
debugC(2, kDraciWalkingDebugLevel, "Turned for segment %d, starting animation %d", _segment+1, nextAnim);
@@ -596,7 +604,7 @@ Movement WalkingState::animationForDirection(const Common::Point &here, const Co
if (abs(dx) >= abs(dy)) {
return dx >= 0 ? kMoveRight : kMoveLeft;
} else {
- return dy >= 0 ? kMoveUp : kMoveDown;
+ return dy >= 0 ? kMoveDown : kMoveUp;
}
}