From 2675cd38a6bda20caad17f092eaec71dd1f13f94 Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Tue, 27 May 2008 16:02:07 +0000 Subject: [PATCH] Fixed the two animation FIXMEs svn-id: r32325 --- engines/drascula/animation.cpp | 27 +++++++++++++++++---------- 1 file changed, 17 insertions(+), 10 deletions(-) diff --git a/engines/drascula/animation.cpp b/engines/drascula/animation.cpp index bb1c5e1e737..ea4431fca8f 100644 --- a/engines/drascula/animation.cpp +++ b/engines/drascula/animation.cpp @@ -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();