diff options
-rw-r--r-- | engines/draci/game.cpp | 18 | ||||
-rw-r--r-- | engines/draci/walking.cpp | 12 |
2 files changed, 25 insertions, 5 deletions
diff --git a/engines/draci/game.cpp b/engines/draci/game.cpp index 8539751c87..7516da3c03 100644 --- a/engines/draci/game.cpp +++ b/engines/draci/game.cpp @@ -1381,8 +1381,22 @@ bool Game::enterNewRoom() { _persons[kDragonObject]._y = 0; } - // Set the appropriate loop statu before loading the room + // Set the appropriate loop status before loading the room setLoopStatus(kStatusGate); + + // Make sure the possible walking path from the previous room is + // cleaned up. Some rooms (e.g., the map) don't support walking. + _walkingState.stopWalking(); + + // 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. + _vm->_mouse->setCursorType(kNormalCursor); + Animation *titleAnim = _vm->_anims->getAnimation(kTitleText); + titleAnim->markDirtyRect(_vm->_screen->getSurface()); + 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); @@ -1406,8 +1420,6 @@ bool Game::enterNewRoom() { // Reset the loop status. setLoopStatus(kStatusOrdinary); - _vm->_mouse->setCursorType(kNormalCursor); - setIsReloaded(false); if (_vm->_script->shouldEndProgram()) { // Escape pressed during the intro or map animations run in the 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; } } |