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author | Martin Kiewitz | 2016-02-19 12:52:19 +0100 |
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committer | Martin Kiewitz | 2016-02-19 12:52:19 +0100 |
commit | 22522196f409a1dd0a0cba202557f827e82ab501 (patch) | |
tree | 7b9a17290f1faeee60c35ae4fab4aa2d71d0ea0b /engines/agi/agi.cpp | |
parent | dd83d7a544fe8b44260cae5964f843d8bf11fd0c (diff) | |
download | scummvm-rg350-22522196f409a1dd0a0cba202557f827e82ab501.tar.gz scummvm-rg350-22522196f409a1dd0a0cba202557f827e82ab501.tar.bz2 scummvm-rg350-22522196f409a1dd0a0cba202557f827e82ab501.zip |
AGI: Slightly change artificial delay to detect GR mule
Now also detects the text, that is shown when following your
mule in Gold Rush!
Diffstat (limited to 'engines/agi/agi.cpp')
-rw-r--r-- | engines/agi/agi.cpp | 15 |
1 files changed, 9 insertions, 6 deletions
diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp index 4b344c07eb..5461efb5de 100644 --- a/engines/agi/agi.cpp +++ b/engines/agi/agi.cpp @@ -573,6 +573,8 @@ void AgiEngine::syncSoundSettings() { // // Scenes that need this: // +// Gold Rush: +// - when following your mule "Yet right on his tail!!!" (NewRoom/NewPicture - but room 123 stays the same) // Manhunter 1: // - intro text screen (DrawPic) // - MAD "zooming in..." during intro and other scenes, for example room 124 (NewRoom) @@ -668,8 +670,6 @@ void AgiEngine::artificialDelayTrigger_NewRoom(int16 newRoomNr) { millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWROOM, _artificialDelayCurrentRoom, newRoomNr); if (_game.nonBlockingTextShown) { - _game.nonBlockingTextShown = false; - if (newRoomNr != _artificialDelayCurrentRoom) { if (millisecondsDelay < 2000) { // wait a bit, we detected non-blocking text @@ -680,6 +680,7 @@ void AgiEngine::artificialDelayTrigger_NewRoom(int16 newRoomNr) { if (millisecondsDelay) { wait(millisecondsDelay, true); // set busy mouse cursor + _game.nonBlockingTextShown = false; } } @@ -695,15 +696,17 @@ void AgiEngine::artificialDelayTrigger_DrawPicture(int16 newPictureNr) { millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWPICTURE, _artificialDelayCurrentPicture, newPictureNr); if (_game.nonBlockingTextShown) { - _game.nonBlockingTextShown = false; - if (millisecondsDelay < 2000) { - // wait a bit, we detected non-blocking text - millisecondsDelay = 2000; // 2 seconds, set busy + if (newPictureNr != _artificialDelayCurrentPicture) { + if (millisecondsDelay < 2000) { + // wait a bit, we detected non-blocking text + millisecondsDelay = 2000; // 2 seconds, set busy + } } } if (millisecondsDelay) { wait(millisecondsDelay, true); // set busy mouse cursor + _game.nonBlockingTextShown = false; } } _artificialDelayCurrentPicture = newPictureNr; |