Added code to de-activate town NPCs once the player makes it to the castle, since they're no longer needed

svn-id: r48661
This commit is contained in:
Paul Gilbert 2010-04-16 10:00:49 +00:00
parent fcb8719e93
commit f7ac94db12
2 changed files with 15 additions and 0 deletions

View File

@ -420,6 +420,7 @@ void Game::displayChuteAnimation() {
void Game::displayBarrelAnimation() {
Mouse &mouse = Mouse::getReference();
Resources &res = Resources::getReference();
debugC(ERROR_INTERMEDIATE, kLureDebugAnimations, "Starting barrel animation");
Palette palette(BARREL_PALETTE_ID);
@ -433,6 +434,16 @@ void Game::displayBarrelAnimation() {
delete anim;
// Disable town NPCs that are no longer needed
res.deactivateHotspot(SKORL_ID);
res.deactivateHotspot(BLACKSMITH_ID);
res.deactivateHotspot(GWEN_ID);
res.deactivateHotspot(MALLIN_ID);
res.deactivateHotspot(MONK1_ID);
res.deactivateHotspot(GOEWIN_ID);
res.deactivateHotspot(MONK2_ID);
res.deactivateHotspot(WAYNE_ID);
Sound.killSounds();
mouse.cursorOn();
}

View File

@ -253,7 +253,11 @@ enum CursorType {CURSOR_ARROW = 0, CURSOR_DISK = 1, CURSOR_TIME_START = 2,
#define RATPOUCH_ID 0x3E9
#define SKORL_ID 0x3EA
#define BLACKSMITH_ID 0x3EB
#define GWEN_ID 0x3EC
#define MALLIN_ID 0x3ED
#define MONK1_ID 0x3EE
#define GOEWIN_ID 0x3EF
#define MONK2_ID 0x3F0
#define WAYNE_ID 0x3f1
#define CASTLE_SKORL_ID 0x3F3
#define FIRST_NONCHARACTER_ID 0x408