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author | Max Horn | 2006-07-31 10:57:19 +0000 |
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committer | Max Horn | 2006-07-31 10:57:19 +0000 |
commit | a0599ab773e8f324f90baa080c05ce05a7728406 (patch) | |
tree | 50b0dcf9346ebe35e271220dbf5bcc5e01dc1756 /engines/scumm | |
parent | 9918eaa6b9af3ec2d24bf35d5e7ee6cb430e7afe (diff) | |
download | scummvm-rg350-a0599ab773e8f324f90baa080c05ce05a7728406.tar.gz scummvm-rg350-a0599ab773e8f324f90baa080c05ce05a7728406.tar.bz2 scummvm-rg350-a0599ab773e8f324f90baa080c05ce05a7728406.zip |
Cleaned up some comments
svn-id: r23641
Diffstat (limited to 'engines/scumm')
-rw-r--r-- | engines/scumm/boxes.cpp | 24 |
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/scumm/boxes.cpp b/engines/scumm/boxes.cpp index 24cb3659c4..05969bac33 100644 --- a/engines/scumm/boxes.cpp +++ b/engines/scumm/boxes.cpp @@ -90,7 +90,7 @@ static Common::Point closestPtOnLine(const Common::Point &start, const Common::P byte ScummEngine::getMaskFromBox(int box) { - // Fix for bug #740244 and #755863. This appears to have been a + // WORKAROUND for bug #740244 and #755863. This appears to have been a // long standing bug in the original engine? if (_game.version <= 3 && box == 255) return 1; @@ -379,27 +379,27 @@ Box *ScummEngine::getBoxBaseAddr(int box) { if (!ptr || box == 255) return NULL; - // The NES version of Maniac Mansion attempts to set flags for boxes 2-4 + // WORKAROUND: The NES version of Maniac Mansion attempts to set flags for boxes 2-4 // when there are only three boxes (0-2) when walking out to the garage. if ((_game.id == GID_MANIAC) && (_game.platform == Common::kPlatformNES) && (box >= ptr[0])) return NULL; - // FIXME: In "pass to adventure", the loom demo, when bobbin enters + // WORKAROUND: In "pass to adventure", the loom demo, when bobbin enters // the tent to the elders, box = 2, but ptr[0] = 2 -> errors out. - // Hence we disable the check for now. Maybe in PASS (and other old games) - // we shouldn't subtract 1 from ptr[0] when performing the check? - // this also seems to be incorrect for atari st demo of zak - // and assumingly other v2 games - // The same happens in Indy3EGA (see bug #770351) - // Also happens in ZakEGA (see bug #771803). + // Also happens in Indy3EGA (see bug #770351) and ZakEGA (see bug #771803). // // This *might* mean that we have a bug in our box implementation // OTOH, the original engine, unlike ScummVM, performed no bound // checking at all. All the problems so far have been cases where // the value was exactly one more than what we consider the maximum. - // So it's very well possible that all of these are script errors. + // So it seems to be most likely that all of these are script errors. + // + // As a workaround, we simply use the last box if the last+1 box is requested. + // Note that this may cause different behavior than the original game + // engine exhibited! To faithfully reproduce the behavior of the original + // engine, we would have to know the data coming *after* the walkbox table. if (_game.version <= 4 && ptr[0] == box) - box--; + box--; checkRange(ptr[0] - 1, 0, box, "Illegal box %d"); if (_game.version == 0) @@ -715,7 +715,7 @@ byte *ScummEngine::getBoxMatrixBaseAddr() { return ptr; } -/* +/** * Compute if there is a way that connects box 'from' with box 'to'. * Returns the number of a box adjactant to 'from' that is the next on the * way to 'to' (this can be 'to' itself or a third box). |