Fixed the two animation FIXMEs

svn-id: r32325
This commit is contained in:
Filippos Karapetis 2008-05-27 16:02:07 +00:00
parent 9d13d90d4f
commit 2675cd38a6

View File

@ -616,10 +616,15 @@ void DrasculaEngine::animation_2_1() {
if (anima("rap.bin", 16))
break;
sentido_hare = 3;
// FIXME: the room number is changed here to "no_bj". Is it
// possible to use loadPic("no_bj.alg") instead?
loadPic("no_bj.alg"); // is this ok?
//strcpy(num_room, "no_bj.alg");
// The room number was originally changed here to "no_bj.alg",
// which doesn't exist. In reality, this was just a hack to
// set the room number to a non-existant one, so that BJ does
// not appear again when the room is refreshed after the
// animation where Count Drascula abducts her. We set the
// room number to -1 for the same purpose
// Also check animation_9_6(), where the same hack was used by
// the original
roomNumber = -1;
if ((term_int == 1) || (getscan() == Common::KEYCODE_ESCAPE))
break;
pause(8);
@ -2416,12 +2421,14 @@ void DrasculaEngine::animation_9_6() {
hare_x = -1;
obj_saliendo = 108;
carga_escoba("59.ald");
// FIXME: the room number is changed here to "nada". Not
// sure if this makes any difference, as loadPic is called
// right afterwards. Is it possible to use loadPic("nada.alg")
// instead?
loadPic("nada.alg"); // is this ok?
//strcpy(num_room, "nada.alg");
// The room number was originally changed here to "nada.alg",
// which is a non-existant file. In reality, this was just a
// hack to set the room number to a non-existant one, so that
// room sprites do not appear again when the room is refreshed.
// We set the room number to -1 for the same purpose.
// Also check animation_2_1(), where the same hack was used
// by the original
roomNumber = -1;
loadPic("nota2.alg");
decompressPic(dir_dibujo1, HALF_PAL);
black();