[Scummvm-cvs-logs] scummvm master -> 22522196f409a1dd0a0cba202557f827e82ab501
m-kiewitz
m_kiewitz at users.sourceforge.net
Fri Feb 19 12:52:49 CET 2016
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:
22522196f4 AGI: Slightly change artificial delay to detect GR mule
Commit: 22522196f409a1dd0a0cba202557f827e82ab501
https://github.com/scummvm/scummvm/commit/22522196f409a1dd0a0cba202557f827e82ab501
Author: Martin Kiewitz (m_kiewitz at users.sourceforge.net)
Date: 2016-02-19T12:52:19+01:00
Commit Message:
AGI: Slightly change artificial delay to detect GR mule
Now also detects the text, that is shown when following your
mule in Gold Rush!
Changed paths:
engines/agi/agi.cpp
diff --git a/engines/agi/agi.cpp b/engines/agi/agi.cpp
index 4b344c0..5461efb 100644
--- a/engines/agi/agi.cpp
+++ b/engines/agi/agi.cpp
@@ -573,6 +573,8 @@ void AgiEngine::syncSoundSettings() {
//
// Scenes that need this:
//
+// Gold Rush:
+// - when following your mule "Yet right on his tail!!!" (NewRoom/NewPicture - but room 123 stays the same)
// Manhunter 1:
// - intro text screen (DrawPic)
// - MAD "zooming in..." during intro and other scenes, for example room 124 (NewRoom)
@@ -668,8 +670,6 @@ void AgiEngine::artificialDelayTrigger_NewRoom(int16 newRoomNr) {
millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWROOM, _artificialDelayCurrentRoom, newRoomNr);
if (_game.nonBlockingTextShown) {
- _game.nonBlockingTextShown = false;
-
if (newRoomNr != _artificialDelayCurrentRoom) {
if (millisecondsDelay < 2000) {
// wait a bit, we detected non-blocking text
@@ -680,6 +680,7 @@ void AgiEngine::artificialDelayTrigger_NewRoom(int16 newRoomNr) {
if (millisecondsDelay) {
wait(millisecondsDelay, true); // set busy mouse cursor
+ _game.nonBlockingTextShown = false;
}
}
@@ -695,15 +696,17 @@ void AgiEngine::artificialDelayTrigger_DrawPicture(int16 newPictureNr) {
millisecondsDelay = artificialDelay_SearchTable(ARTIFICIALDELAYTYPE_NEWPICTURE, _artificialDelayCurrentPicture, newPictureNr);
if (_game.nonBlockingTextShown) {
- _game.nonBlockingTextShown = false;
- if (millisecondsDelay < 2000) {
- // wait a bit, we detected non-blocking text
- millisecondsDelay = 2000; // 2 seconds, set busy
+ if (newPictureNr != _artificialDelayCurrentPicture) {
+ if (millisecondsDelay < 2000) {
+ // wait a bit, we detected non-blocking text
+ millisecondsDelay = 2000; // 2 seconds, set busy
+ }
}
}
if (millisecondsDelay) {
wait(millisecondsDelay, true); // set busy mouse cursor
+ _game.nonBlockingTextShown = false;
}
}
_artificialDelayCurrentPicture = newPictureNr;
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