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author | Robert Špalek | 2009-11-05 23:59:26 +0000 |
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committer | Robert Špalek | 2009-11-05 23:59:26 +0000 |
commit | 73cf7a55fcc75712f1c9944f425af2f2d31454b9 (patch) | |
tree | 6bd3b2d41708c215c612b2ad61cfd72c2fbd176d /engines/draci/walking.cpp | |
parent | 45aa06a83fc043bd9a4878b32387da54fc6e8cc8 (diff) | |
download | scummvm-rg350-73cf7a55fcc75712f1c9944f425af2f2d31454b9.tar.gz scummvm-rg350-73cf7a55fcc75712f1c9944f425af2f2d31454b9.tar.bz2 scummvm-rg350-73cf7a55fcc75712f1c9944f425af2f2d31454b9.zip |
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
Diffstat (limited to 'engines/draci/walking.cpp')
-rw-r--r-- | engines/draci/walking.cpp | 12 |
1 files changed, 10 insertions, 2 deletions
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; } } |