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author | Strangerke | 2013-11-15 20:38:28 +0100 |
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committer | Strangerke | 2013-11-15 20:38:53 +0100 |
commit | ee7b4819ca0a38d6108e84feae9154458cbfbb6f (patch) | |
tree | 268b22f0033b9a5b72b4480b42dd88f8f3394563 | |
parent | eceaf7f8cbccb984ad3878d94549d92ccc10a492 (diff) | |
download | scummvm-rg350-ee7b4819ca0a38d6108e84feae9154458cbfbb6f.tar.gz scummvm-rg350-ee7b4819ca0a38d6108e84feae9154458cbfbb6f.tar.bz2 scummvm-rg350-ee7b4819ca0a38d6108e84feae9154458cbfbb6f.zip |
TSAGE: R2R - Add hardcoded logic to handle Seeker failing to open door in scene 1800. This fixes a bug in the original game.
-rw-r--r-- | engines/tsage/ringworld2/ringworld2_scenes1.cpp | 33 |
1 files changed, 32 insertions, 1 deletions
diff --git a/engines/tsage/ringworld2/ringworld2_scenes1.cpp b/engines/tsage/ringworld2/ringworld2_scenes1.cpp index d334d45415..00635292b1 100644 --- a/engines/tsage/ringworld2/ringworld2_scenes1.cpp +++ b/engines/tsage/ringworld2/ringworld2_scenes1.cpp @@ -11203,8 +11203,11 @@ bool Scene1800::Doors::startAction(CursorType action, Event &event) { R2_GLOBALS.setFlag(14); } } else { + // Seeker failing to force open doors scene->_sceneMode = 1813; - scene->setAction(&scene->_sequenceManager, scene, 1813, &R2_GLOBALS._player, NULL); + // Original was using 1813 in setAction too, but it somewhat broken. + // Seeker goes 2 pixels to high, hiding behind the door + scene->setAction(&scene->_sequenceManager, scene, 1808, &R2_GLOBALS._player, &scene->_doors, NULL); } } else if (R2_GLOBALS.getFlag(14)) { return SceneActor::startAction(action, event); @@ -11569,6 +11572,29 @@ void Scene1800::signal() { R2_GLOBALS._player.animate(ANIM_MODE_1, NULL); R2_GLOBALS._player.enableControl(CURSOR_USE); break; + // Cases 23 and 24 have been added to fix missing hardcoded logic in the original, + // when Seeker tries to open the door + case 23: + _sceneMode = 24; + R2_GLOBALS._events.setCursor(CURSOR_CROSSHAIRS); + R2_GLOBALS._player.setup(1801, 5, 1); + R2_GLOBALS._player.animate(ANIM_MODE_8, NULL); + _stripManager.start(550, this); + break; + case 24: + R2_GLOBALS._player.disableControl(); + R2_GLOBALS._player.setup(1507, 4, 1); + R2_GLOBALS._player.animate(ANIM_MODE_1, NULL); + R2_GLOBALS._player.enableControl(CURSOR_USE); + + _doors.setup(1801, 3, 1); + _doors.setPosition(Common::Point(160, 139)); + _doors.setDetails(1800, 6, -1, -1, 1, (SceneItem *) NULL); + _doors.show(); + + R2_GLOBALS._player._position.y += 2; + R2_GLOBALS._player.show(); + break; case 1800: R2_GLOBALS._walkRegions.disableRegion(8); if (R2_GLOBALS.getFlag(63)) @@ -11617,6 +11643,11 @@ void Scene1800::signal() { _sceneMode = 13; R2_GLOBALS._player.animate(ANIM_MODE_5, this); break; + // Case 1813 has been added to fix Seeker missing animation in the original game + case 1813: + _sceneMode = 23; + R2_GLOBALS._player.animate(ANIM_MODE_5, this); + break; case 1814: // No break on purpose case 1815: |