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author | Johannes Schickel | 2009-09-13 19:54:41 +0000 |
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committer | Johannes Schickel | 2009-09-13 19:54:41 +0000 |
commit | 7cc0ff23a01556d705584273c5835c4f454e83fa (patch) | |
tree | e9cf58cb318e7c49d987b8995c2e82964c89675b | |
parent | 0af418e7ea3a41f93fcc551a45ee5bae822d812a (diff) | |
download | scummvm-rg350-7cc0ff23a01556d705584273c5835c4f454e83fa.tar.gz scummvm-rg350-7cc0ff23a01556d705584273c5835c4f454e83fa.tar.bz2 scummvm-rg350-7cc0ff23a01556d705584273c5835c4f454e83fa.zip |
Proper fix for bug #2835715 "KYRA: GFX glitch at the bridge". The old fix broke saves, which were made in front of the castle door.
svn-id: r44065
-rw-r--r-- | engines/kyra/saveload_lok.cpp | 37 |
1 files changed, 21 insertions, 16 deletions
diff --git a/engines/kyra/saveload_lok.cpp b/engines/kyra/saveload_lok.cpp index 13f08715fd..bb64057e3f 100644 --- a/engines/kyra/saveload_lok.cpp +++ b/engines/kyra/saveload_lok.cpp @@ -53,7 +53,7 @@ Common::Error KyraEngine_LoK::loadGameState(int slot) { snd_playSoundEffect(0x0A); snd_playWanderScoreViaMap(0, 1); - // unload the current voice file should fix some problems with voices + // unloading the current voice file should fix some problems with voices if (_currentRoom != 0xFFFF && _flags.isTalkie) { char file[32]; assert(_currentRoom < _roomTableSize); @@ -64,7 +64,6 @@ Common::Error KyraEngine_LoK::loadGameState(int slot) { _res->unloadPakFile(file); } - int brandonX = 0, brandonY = 0; for (int i = 0; i < 11; i++) { _characterList[i].sceneId = in->readUint16BE(); _characterList[i].height = in->readByte(); @@ -76,10 +75,6 @@ Common::Error KyraEngine_LoK::loadGameState(int slot) { _characterList[i].y1 = in->readSint16BE(); _characterList[i].x2 = in->readSint16BE(); _characterList[i].y2 = in->readSint16BE(); - if (i == 0) { - brandonX = _characterList[i].x1; - brandonY = _characterList[i].y1; - } //_characterList[i].field_20 = in->readUint16BE(); //_characterList[i].field_23 = in->readUint16BE(); } @@ -193,15 +188,25 @@ Common::Error KyraEngine_LoK::loadGameState(int slot) { _animator->setBrandonAnimSeqSize(3, 48); redrawInventory(0); - - _brandonPosX = _brandonPosY = -1; - - // Unlike the original we did restore Brandon's position in the scene screen on load. - // This appereantly caused graphics gliches in some scenes. For example bug #2835715 - // ("KYRA: GFX glitch in Amiga version at the bridge") is caused by this feature. - // Thus we disable that for now. - //_brandonPosX = brandonX; - //_brandonPosY = brandonY; + + // Original hardcoded Brandon position for certain scenes: + // - SceneId 7 ("A ruined bridge") and flag 0x39 set, which seems + // to indicate that Herman is still in the scene. + // - SceneId 2 ("Inside the temple") and flag 0x2D not set, which + // indicates that the amulet is not obtained yet and thus Brynn + // is still inside the temple + if (_currentCharacter->sceneId == 7 && queryGameFlag(0x39)) { + _currentCharacter->x1 = 282; + _currentCharacter->y1 = 108; + _currentCharacter->facing = 5; + } else if (_currentCharacter->sceneId == 2 && !queryGameFlag(0x2D)) { + _currentCharacter->x1 = 294; + _currentCharacter->y1 = 132; + _currentCharacter->facing = 5; + } + + _brandonPosX = _currentCharacter->x2 = _currentCharacter->x1; + _brandonPosY = _currentCharacter->y2 = _currentCharacter->y1; enterNewScene(_currentCharacter->sceneId, _currentCharacter->facing, 0, 0, 1); @@ -213,7 +218,7 @@ Common::Error KyraEngine_LoK::loadGameState(int slot) { _screen->copyRegion(8, 8, 8, 8, 304, 128, 2, 0); _screen->updateScreen(); - setMousePos(brandonX, brandonY); + setMousePos(_currentCharacter->x1, _currentCharacter->y1); if (in->err() || in->eos()) { warning("Load failed ('%s', '%s').", fileName, header.description.c_str()); |