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authorSven Hesse2006-08-12 09:16:08 +0000
committerSven Hesse2006-08-12 09:16:08 +0000
commit1c4715b71f79acede6b3758cfd16881bad14e23e (patch)
treecf69fad6a6ab92b973405b058f035f3c00223033 /engines/gob/game_v2.cpp
parentde9ba3adeec3a89a1155685d8e3fc589962f1d11 (diff)
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- Some more goblins-handling functions
- Fixed some mistakes I made in the Parse_v2 functions. Now the goblins (finally) move. Also, the correct music is played in the first screen. - Found the hook for the menu - On freeing a sound slot, only stop the playing music if it's in the slot to free svn-id: r23700
Diffstat (limited to 'engines/gob/game_v2.cpp')
-rw-r--r--engines/gob/game_v2.cpp8
1 files changed, 8 insertions, 0 deletions
diff --git a/engines/gob/game_v2.cpp b/engines/gob/game_v2.cpp
index ec0ef0a27b..b81819f3f2 100644
--- a/engines/gob/game_v2.cpp
+++ b/engines/gob/game_v2.cpp
@@ -115,6 +115,7 @@ void Game_v2::playTot(int16 skipPlay) {
loadTotFile(_curTotFile);
if (_totFileData == 0) {
_vm->_draw->blitCursor();
+ _vm->_inter->_terminate = 2;
break;
}
@@ -258,6 +259,13 @@ void Game_v2::playTot(int16 skipPlay) {
strcpy(_curTotFile, _totToLoad);
}
+ } else {
+ _vm->_scenery->_pCaptureCounter = oldCaptureCounter;
+ _vm->_global->_inter_execPtr = (char *)_totFileData;
+ _vm->_global->_inter_execPtr += READ_LE_UINT16(_totFileData + (skipPlay << 1) + 0x66);
+ _vm->_inter->callSub(2);
+ if (_vm->_inter->_terminate != 0)
+ _vm->_inter->_terminate = 2;
}
strcpy(_curTotFile, savedTotName);