diff options
-rw-r--r-- | engines/lure/res.cpp | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/engines/lure/res.cpp b/engines/lure/res.cpp index 7eb76cad32..e921b93384 100644 --- a/engines/lure/res.cpp +++ b/engines/lure/res.cpp @@ -550,6 +550,7 @@ void Resources::setTalkingCharacter(uint16 id) { uint16 englishLoadOffsets[] = {0x3afe, 0x41BD, 0x7167, 0x7172, 0x8617, 0x88ac, 0}; Hotspot *Resources::activateHotspot(uint16 hotspotId) { + Resources &resources = Resources::getReference(); HotspotData *res = getHotspot(hotspotId); if (!res) return NULL; res->roomNumber &= 0x7fff; // clear any suppression bit in room # @@ -561,7 +562,6 @@ Hotspot *Resources::activateHotspot(uint16 hotspotId) { // If it's NPC with a schedule, then activate the schedule if ((res->npcScheduleId != 0) && (res->npcSchedule.isEmpty())) { - Resources &resources = Resources::getReference(); CharacterScheduleEntry *entry = resources.charSchedules().getEntry(res->npcScheduleId); res->npcSchedule.addFront(DISPATCH_ACTION, entry, res->roomNumber); } @@ -621,9 +621,12 @@ Hotspot *Resources::activateHotspot(uint16 hotspotId) { // Special post-load handling if (res->loadOffset == 3) hotspot->setPersistant(true); if (res->loadOffset == 5) hotspot->handleTalkDialog(); - if (hotspotId == CASTLE_SKORL_ID) + if (hotspotId == CASTLE_SKORL_ID) { // The Castle skorl has a default room #99, so it needs to be adjusted dynamically - res->npcSchedule.top().setRoomNumber(res->roomNumber); + res->npcSchedule.clear(); + CharacterScheduleEntry *entry = resources.charSchedules().getEntry(res->npcScheduleId); + res->npcSchedule.addFront(DISPATCH_ACTION, entry, res->roomNumber); + } // TODO: Figure out why there's a room set in the animation decode for a range of characters, // particularly since it doesn't seem to match what happens in-game |