[Scummvm-cvs-logs] scummvm master -> 57d782420baf15b38ecd74418693f45606fe1a4d

criezy criezy at scummvm.org
Sat Apr 9 17:20:17 CEST 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:
57d782420b DRASCULA: Fix character walking off screen


Commit: 57d782420baf15b38ecd74418693f45606fe1a4d
    https://github.com/scummvm/scummvm/commit/57d782420baf15b38ecd74418693f45606fe1a4d
Author: Thierry Crozat (criezy at scummvm.org)
Date: 2016-04-09T15:43:04+01:00

Commit Message:
DRASCULA: Fix character walking off screen

There was an unhandled case in chapter 2 when the character is at
the exact Y location and close to the X location to where we asked
him to walk. The code started the walk but without properly setting
the curDirection and trackProtagonist variables. This resulted in the
walk never stopping.

I checked what the original source code is doing for this case and
implemented it in the same way: the character does not start walking.

This fixes bug #7112: DRASCULA: protagonist walking off the screen

Changed paths:
    engines/drascula/actors.cpp



diff --git a/engines/drascula/actors.cpp b/engines/drascula/actors.cpp
index 849e2cc..b41647d 100644
--- a/engines/drascula/actors.cpp
+++ b/engines/drascula/actors.cpp
@@ -123,6 +123,8 @@ void DrasculaEngine::startWalking() {
 			walkUp();
 		else if (roomY > curY + curHeight)
 			walkDown();
+		else
+			characterMoved = 0;
 	} else {
 		if ((roomX < curX + curWidth / 2 ) && (roomY <= (curY + curHeight)))
 			quadrant_1();






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