[Scummvm-cvs-logs] scummvm master -> 0658a88737a205b5edacb662a3161e2acd8b7d51
bluegr
bluegr at gmail.com
Fri Jun 28 17:10:40 CEST 2013
This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .
Summary:
0658a88737 NEVERHOOD: Fix incorrect checks for the waterfall sounds
Commit: 0658a88737a205b5edacb662a3161e2acd8b7d51
https://github.com/scummvm/scummvm/commit/0658a88737a205b5edacb662a3161e2acd8b7d51
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2013-06-28T08:09:35-07:00
Commit Message:
NEVERHOOD: Fix incorrect checks for the waterfall sounds
Some of the "wall broken" checks were inverse, resulting in the waterfall
sound being incorrectly heard when the wall was broken. Also,
simplified some of the "wall broken" checks
Changed paths:
engines/neverhood/modules/module3000.cpp
diff --git a/engines/neverhood/modules/module3000.cpp b/engines/neverhood/modules/module3000.cpp
index 373bfb5..bc6b779 100644
--- a/engines/neverhood/modules/module3000.cpp
+++ b/engines/neverhood/modules/module3000.cpp
@@ -49,7 +49,7 @@ Module3000::Module3000(NeverhoodEngine *vm, Module *parentModule, int which)
_isWallBroken = getGlobalVar(V_WALL_BROKEN) != 0;
- if (_isWallBroken) {
+ if (!_isWallBroken) {
_vm->_soundMan->setSoundVolume(0x90F0D1C3, 0);
_vm->_soundMan->playSoundLooping(0x90F0D1C3);
}
@@ -77,11 +77,12 @@ void Module3000::createScene(int sceneNum, int which) {
static const byte kNavigationTypes06[] = {5};
debug(1, "Module3000::createScene(%d, %d)", sceneNum, which);
_vm->gameState().sceneNum = sceneNum;
+ _isWallBroken = getGlobalVar(V_WALL_BROKEN) != 0;
switch (_vm->gameState().sceneNum) {
case 1:
if (!getGlobalVar(V_BOLT_DOOR_OPEN)) {
createNavigationScene(0x004B7C80, which);
- } else if (getGlobalVar(V_WALL_BROKEN)) {
+ } else if (_isWallBroken) {
createNavigationScene(0x004B7CE0, which);
} else {
createNavigationScene(0x004B7CB0, which);
@@ -89,11 +90,11 @@ void Module3000::createScene(int sceneNum, int which) {
break;
case 2:
_vm->_soundMan->playTwoSounds(0x81293110, 0x40030A51, 0xC862CA15, 0);
- if (_isWallBroken) {
+ if (!_isWallBroken) {
_soundVolume = 90;
_vm->_soundMan->setSoundVolume(0x90F0D1C3, 90);
}
- if (getGlobalVar(V_WALL_BROKEN)) {
+ if (_isWallBroken) {
createNavigationScene(0x004B7D58, which);
} else {
createNavigationScene(0x004B7D10, which);
@@ -102,7 +103,7 @@ void Module3000::createScene(int sceneNum, int which) {
case 3:
if (getGlobalVar(V_STAIRS_DOWN))
createNavigationScene(0x004B7E60, which);
- else if (getGlobalVar(V_WALL_BROKEN))
+ else if (_isWallBroken)
createNavigationScene(0x004B7DA0, which);
else
createNavigationScene(0x004B7E00, which);
@@ -150,12 +151,12 @@ void Module3000::createScene(int sceneNum, int which) {
// NOTE: Newly introduced sceneNums
case 1001:
if (!getGlobalVar(V_BOLT_DOOR_OPEN))
- if (getGlobalVar(V_WALL_BROKEN))
+ if (_isWallBroken)
createSmackerScene(0x00940021, true, true, false);
else
createSmackerScene(0x01140021, true, true, false);
else
- if (getGlobalVar(V_WALL_BROKEN))
+ if (_isWallBroken)
createSmackerScene(0x001011B1, true, true, false);
else
createSmackerScene(0x001021B1, true, true, false);
@@ -299,7 +300,7 @@ void Module3000::updateScene() {
} else if (frameNumber == 10) {
_vm->_soundMan->playTwoSounds(0x81293110, 0x40030A51, 0xC862CA15, 0);
}
- if (_isWallBroken && _soundVolume < 90 && frameNumber % 2) {
+ if (!_isWallBroken && _soundVolume < 90 && frameNumber % 2) {
if (frameNumber == 0)
_soundVolume = 40;
else
@@ -313,7 +314,7 @@ void Module3000::updateScene() {
if (navigationScene()->isWalkingForward()) {
uint32 frameNumber = navigationScene()->getFrameNumber();
int navigationIndex = navigationScene()->getNavigationIndex();
- if (_isWallBroken && _soundVolume > 1 && frameNumber % 2) {
+ if (!_isWallBroken && _soundVolume > 1 && frameNumber % 2) {
_soundVolume--;
_vm->_soundMan->setSoundVolume(0x90F0D1C3, _soundVolume);
}
@@ -338,7 +339,7 @@ void Module3000::updateScene() {
if (frameNumber == 40) {
_vm->_soundMan->playTwoSounds(0x81293110, 0x40030A51, 0xC862CA15, 0);
}
- if (_isWallBroken && _soundVolume < 90 && frameNumber % 2) {
+ if (!_isWallBroken && _soundVolume < 90 && frameNumber % 2) {
if (frameNumber == 0)
_soundVolume = 40;
else
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