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authorRobert Špalek2009-11-08 06:56:30 +0000
committerRobert Špalek2009-11-08 06:56:30 +0000
commit75bbe04280d1a919d6113097e21636265ff412d2 (patch)
tree405e024556110fbae143993da12b369a1de140b5 /engines/draci
parent4341a366410bc2f15d0001b69261a37d56016b10 (diff)
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Fix enabling mouse cursor when entering a room.
It used to have a wrong palette. svn-id: r45749
Diffstat (limited to 'engines/draci')
-rw-r--r--engines/draci/game.cpp15
1 files changed, 8 insertions, 7 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp
index daad892b6c..f8b86a7d7a 100644
--- a/engines/draci/game.cpp
+++ b/engines/draci/game.cpp
@@ -1356,6 +1356,7 @@ bool Game::enterNewRoom() {
return true;
}
debugC(1, kDraciLogicDebugLevel, "Entering room %d using gate %d", _newRoom, _newGate);
+ _vm->_mouse->cursorOff();
// TODO: maybe wait till all sounds end instead of stopping them.
// In any case, make sure all sounds are stopped before we deallocate
@@ -1411,6 +1412,13 @@ bool Game::enterNewRoom() {
// cleaned up. Some rooms (e.g., the map) don't support walking.
_walkingState.stopWalking();
+ // 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);
+
+ loadRoom(_newRoom);
+ loadOverlays();
+
// 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.
@@ -1420,13 +1428,6 @@ bool Game::enterNewRoom() {
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);
-
- loadRoom(_newRoom);
- loadOverlays();
-
// Run the program for the gate the dragon came through
runGateProgram(_newGate);