HOPKINS: Fix bank animation speed for OS2 and BeOS version, add code to replace display_version

This commit is contained in:
Strangerke 2013-01-26 15:30:27 +01:00
parent 4887fd6e6e
commit 33431f666c

View File

@ -134,8 +134,6 @@ bool HopkinsEngine::runWin95Demo() {
_globals._helicopterFl = false;
_globals.iRegul = 1;
warning("TODO Affiche_Version(1)");
_graphicsManager.lockScreen();
_graphicsManager.clearScreen();
_graphicsManager.unlockScreen();
@ -793,13 +791,23 @@ bool HopkinsEngine::runFull() {
if (getPlatform() == Common::kPlatformLinux) {
_globals._helicopterFl = false;
_eventsManager.mouseOff();
// No code has been added to display the version as it's wrong
// in my copy: it mentions a Win95 version v4 using DirectDraw
} else if (getPlatform() == Common::kPlatformWindows) {
_globals._helicopterFl = false;
_globals.iRegul = 1;
// warning("TODO: Affiche_Version();");
// This code displays the game version.
// It wasn't present in the original and could be put in the debugger
// It has been added there for debug purposes
_graphicsManager.loadImage("VERSW");
_graphicsManager.fadeInLong();
_eventsManager.delay(500);
_graphicsManager.fadeOutLong();
} else {
//warning("_graphicsManager.loadImage(\"VERSW\");"); // OS/2
//warning("_graphicsManager.FADE_INW();"); // OS/2
// This piece of code, though named "display_version" in the original,
// displays a "loading please wait" screen.
_graphicsManager.loadImage("VERSW");
_graphicsManager.fadeInLong();
_eventsManager.delay(500);
_graphicsManager.fadeOutLong();
_globals.iRegul = 1;
@ -888,12 +896,13 @@ bool HopkinsEngine::runFull() {
if (getPlatform() == Common::kPlatformLinux || getPlatform() == Common::kPlatformWindows) {
if (getPlatform() == Common::kPlatformLinux)
_graphicsManager.FADE_LINUX = 2;
if (!_globals._censorshipFl)
_animationManager.playAnim("BANQUE.ANM", 200, 28, 200);
else
_animationManager.playAnim("BANKUK.ANM", 200, 28, 200);
} else {
_animationManager.playAnim("BANQUE.ANM", 200, 12, 200);
_animationManager.playAnim("BANQUE.ANM", 200, 28, 200);
}
_soundManager._specialSoundNum = 0;
_soundManager.DEL_SAMPLE(1);