aboutsummaryrefslogtreecommitdiff
path: root/engines/agi/op_cmd.cpp
diff options
context:
space:
mode:
Diffstat (limited to 'engines/agi/op_cmd.cpp')
-rw-r--r--engines/agi/op_cmd.cpp21
1 files changed, 15 insertions, 6 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index edbbb4e1a7..3f8630521d 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -948,7 +948,14 @@ void cmdShowMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
}
}
+// Seems to have been added for AGI3, at least according to PC AGI
+// Space Quest 2 on Apple IIgs (using AGI ) calls it during the spaceship cutscene in the intro
+// but show.mouse is never called afterwards. Game running under emulator doesn't seem to hide the mouse cursor.
+// TODO: figure out, what exactly happens. Probably some hacked-in command and not related to mouse cursor for that game?
void cmdHideMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
+ if (getVersion() < 0x3000)
+ return;
+
// WORKAROUND: Turns off current movement that's being caused with the mouse.
// This fixes problems with too many popup boxes appearing in the Amiga
// Gold Rush's copy protection failure scene (i.e. the hanging scene, logic.192).
@@ -990,15 +997,17 @@ void cmdFenceMouse(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
// HoldKey was added in 2.425
// There was no way to disable this mode until 3.098 though
void cmdHoldKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
- if (getVersion() >= 0x2425) {
- vm->_keyHoldMode = true;
- }
+ if (getVersion() < 0x2425)
+ return;
+
+ vm->_keyHoldMode = true;
}
void cmdReleaseKey(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
- if (getVersion() >= 0x3098) {
- vm->_keyHoldMode = false;
- }
+ if (getVersion() < 0x3098)
+ return;
+
+ vm->_keyHoldMode = false;
}
void cmdAdjEgoMoveToXY(AgiGame *state, AgiEngine *vm, uint8 *parameter) {