SCI/newgui: kAnimate - fastCast change (again)

svn-id: r45314
This commit is contained in:
Martin Kiewitz 2009-10-21 20:57:42 +00:00
parent 8f8af8a19b
commit fd9a062452
2 changed files with 20 additions and 9 deletions

View File

@ -49,6 +49,14 @@ SciGuiAnimate::~SciGuiAnimate() {
void SciGuiAnimate::init() {
_listData = NULL;
_listSize = 0;
_ignoreFastCast = false;
if (getSciVersion() <= SCI_VERSION_01)
_ignoreFastCast = true;
if (!_s->_segMan->findObjectByName("fastCast").isNull())
_ignoreFastCast = true;
if (_ignoreFastCast)
warning("Ignoring fast cast");
}
void SciGuiAnimate::disposeLastCast() {
@ -64,18 +72,19 @@ bool SciGuiAnimate::invoke(List *list, int argc, reg_t *argv) {
reg_t curObject;
uint16 signal;
// LSL1VGA does use global variable 84, and it does point to the fastCast object. But
// it should not abort. Hooray for another game-specific workaround...
reg_t fastCastObj = (_s->_gameName != "lsl1sci") ? _s->_segMan->findObjectByName("fastCast") : NULL_REG;
while (curNode) {
curObject = curNode->value;
// Check if the game has a fastCast object set
// if we don't abort kAnimate processing, at least in kq5 there will be animation cels drawn into speech boxes.
reg_t global84 = _s->script_000->_localsBlock->_locals[84];
if (!fastCastObj.isNull() && global84 == fastCastObj)
return false;
if (!_ignoreFastCast) {
// Check if the game has a fastCast object set
// if we don't abort kAnimate processing, at least in kq5 there will be animation cels drawn into speech boxes.
reg_t global84 = _s->script_000->_localsBlock->_locals[84];
if (!global84.isNull()) {
if (!strcmp(_s->_segMan->getObjectName(global84), "fastCast"))
return false;
}
}
signal = GET_SEL32V(segMan, curObject, signal);
if (!(signal & kSignalFrozen)) {

View File

@ -88,6 +88,8 @@ private:
GuiAnimateEntry *_listData;
GuiAnimateList _list;
//List *_lastCast;
bool _ignoreFastCast;
};
} // End of namespace Sci