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authorMartin Kiewitz2016-02-14 15:17:29 +0100
committerMartin Kiewitz2016-02-14 15:17:57 +0100
commit8eefa4e2b52806fe0bbdf7805241e4d913706f5e (patch)
tree3fb593b6164a5d91110b974769c3f66bc02cade8
parenteaad4208c73a80dd30bce19306f3f1420abbcaa7 (diff)
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AGI: Added a few comments about KQ1
set.simple gets called when killing the witch + planting beans Right after bowing to the king, ego faces away from him. This issue was already present in 1.7.0. Could probably get solved later via script patcher.
-rw-r--r--engines/agi/op_cmd.cpp2
-rw-r--r--engines/agi/view.cpp6
2 files changed, 7 insertions, 1 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp
index e7363c313a..61ef20a16a 100644
--- a/engines/agi/op_cmd.cpp
+++ b/engines/agi/op_cmd.cpp
@@ -895,6 +895,8 @@ void cmdSetSimple(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
// it's called with parameter 16.
// Original interpreter doesn't seem to play any sound.
// TODO: Figure out what's going on. It can't be automatic saving of course.
+ // Also getting called in KQ1, when planting beans - parameter 12.
+ // And when killing the witch - parameter 40.
if ((getVersion() < 0x2425) || (getVersion() == 0x2440)) {
// was not available before 2.2425, but also not available in 2.440
warning("set.simple called, although not available for current AGI version");
diff --git a/engines/agi/view.cpp b/engines/agi/view.cpp
index 322afd8ec0..a13e40e60d 100644
--- a/engines/agi/view.cpp
+++ b/engines/agi/view.cpp
@@ -482,7 +482,11 @@ void AgiEngine::setLoop(ScreenObjEntry *screenObj, int16 loopNr) {
// requested loop not existant
// instead of error()ing out, we instead clip it
// At least required for possibly Manhunter 1 according to previous comment when leaving the arcade machine
- // TODO: check MH1
+ // TODO: Check MH1
+ // TODO: This causes an issue in KQ1, when bowing to the king in room 53
+ // Ego will face away from the king, because the scripts set the loop first and then the view
+ // Loop is corrected by us, because at that time it's invalid. Was already present in 1.7.0
+ // We should probably script-patch it out.
int16 requestedLoopNr = loopNr;
loopNr = screenObj->loopCount - 1;