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authorPaul Gilbert2015-08-28 21:27:17 -0400
committerPaul Gilbert2015-08-28 21:27:17 -0400
commitfefd46c60c94c20261d910e22de767fba3dcbcc7 (patch)
tree8a6b6935d3728cd2461dcaab100e4697f8fc53ba /engines/sherlock/tattoo
parentc8aa1450a250646e59b6bdb0c5c16be86b854f0b (diff)
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SHERLOCK: RT: Workaround for monkey cap cutscene ending too quickly
Somewhat unusually, the cutscene for the monkey stealing Hodgkins cap (wilb29a.tlk) is ended immediately after they both run off-screen, but the characters aren't properly marked as hidden until several seconds later when another script, 30cuend, is called. If a user saved the game really quickly before 30cuend is fired, it can leave the game in an in-consistent state. This commit fixes that by forcing the WAIT cursor to remain active until 30cuend has executed.
Diffstat (limited to 'engines/sherlock/tattoo')
-rw-r--r--engines/sherlock/tattoo/tattoo_talk.cpp15
1 files changed, 15 insertions, 0 deletions
diff --git a/engines/sherlock/tattoo/tattoo_talk.cpp b/engines/sherlock/tattoo/tattoo_talk.cpp
index 7c57605f61..98bf452c3c 100644
--- a/engines/sherlock/tattoo/tattoo_talk.cpp
+++ b/engines/sherlock/tattoo/tattoo_talk.cpp
@@ -184,7 +184,22 @@ TattooTalk::TattooTalk(SherlockEngine *vm) : Talk(vm), _talkWidget(vm), _passwor
}
void TattooTalk::talkTo(const Common::String filename) {
+ Events &events = *_vm->_events;
+ TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
+
+ // WORKAROUND: Keep wait cursor active until very end of the cutscene of the monkey
+ // stealing the cap, which is finished by calling the 30cuend script
+ if (filename == "wilb29a")
+ events.incWaitCounter();
+
Talk::talkTo(filename);
+
+ if (filename == "wilb29a")
+ ui._menuMode = TALK_MODE;
+ if (filename == "30cuend") {
+ events.decWaitCounter();
+ events.setCursor(ARROW);
+ }
}
void TattooTalk::talkInterface(const byte *&str) {