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authorRobert Špalek2009-11-08 06:46:24 +0000
committerRobert Špalek2009-11-08 06:46:24 +0000
commit4341a366410bc2f15d0001b69261a37d56016b10 (patch)
tree4c177b8451cb06f2d18f240ecb14180527c2823f /engines/draci/animation.cpp
parenta4393d46b203c183d26f931e247f30d760b6ad0b (diff)
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Implement QuickHero walking.
Pressing Q during the game enables/disables faster walking; all animation phases are flipped after one refresh instead of after given delay. svn-id: r45748
Diffstat (limited to 'engines/draci/animation.cpp')
-rw-r--r--engines/draci/animation.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/engines/draci/animation.cpp b/engines/draci/animation.cpp
index ea310c1bb6..3121cc2a40 100644
--- a/engines/draci/animation.cpp
+++ b/engines/draci/animation.cpp
@@ -38,6 +38,7 @@ Animation::Animation(DraciEngine *vm, int index) : _vm(vm) {
_playing = false;
_looping = false;
_paused = false;
+ _canBeQuick = false;
_tick = _vm->_system->getMillis();
_currentFrame = 0;
_hasChangedFrame = true;
@@ -95,7 +96,8 @@ void Animation::nextFrame(bool force) {
const Drawable *frame = getConstCurrentFrame();
Surface *surface = _vm->_screen->getSurface();
- if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis())) {
+ if (force || (_tick + frame->getDelay() <= _vm->_system->getMillis()) ||
+ _canBeQuick && _vm->_game->getEnableQuickHero() && _vm->_game->getWantQuickHero()) {
// If we are at the last frame and not looping, stop the animation
// The animation is also restarted to frame zero
if ((_currentFrame == getFrameCount() - 1) && !_looping) {