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author | Kari Salminen | 2008-08-06 23:12:25 +0000 |
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committer | Kari Salminen | 2008-08-06 23:12:25 +0000 |
commit | 92eec1b905c81f068a4e65d54cc1fb8944914592 (patch) | |
tree | d040fb87bd8819eaa73a296f7113ee8c4ae10c18 /engines | |
parent | f5e9a3e185088692fe13ece79d86600f2e1d7759 (diff) | |
download | scummvm-rg350-92eec1b905c81f068a4e65d54cc1fb8944914592.tar.gz scummvm-rg350-92eec1b905c81f068a4e65d54cc1fb8944914592.tar.bz2 scummvm-rg350-92eec1b905c81f068a4e65d54cc1fb8944914592.zip |
HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck.
The player's position is changed only by *one* pixel but it helps
and makes it possible to carry on with the game (Previously the player was totally stuck).
svn-id: r33673
Diffstat (limited to 'engines')
-rw-r--r-- | engines/cine/main_loop.cpp | 18 |
1 files changed, 18 insertions, 0 deletions
diff --git a/engines/cine/main_loop.cpp b/engines/cine/main_loop.cpp index e9fbe188b7..9be2184f91 100644 --- a/engines/cine/main_loop.cpp +++ b/engines/cine/main_loop.cpp @@ -261,6 +261,24 @@ void CineEngine::mainLoop(int bootScriptIdx) { } } + // HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck. + // After the first arcade sequence the player comes up stairs from + // the water in Santa Paragua's downtown in front of the flower shop. + // Previously he was completely stuck after getting up the stairs. + // If the background is the one used in the flower shop scene ("21.PI1") + // and the player is at the exact location after getting up the stairs + // then we just nudge him a tiny bit away from the stairs and voila, he's free! + // Maybe the real problem behind all this is collision data related as it looks + // like there's some boundary right there near position (204, 110) which we can + // jump over by moving the character to (204, 109). The script handling the + // flower shop scene is AIRPORT.PRC's 13th script. + // FIXME: Remove the hack and solve what's really causing the problem in the first place. + if (g_cine->getGameType() == Cine::GType_OS) { + if (scumm_stricmp(renderer->getBgName(), "21.PI1") == 0 && objectTable[1].x == 204 && objectTable[1].y == 110) { + objectTable[1].y--; // Move the player character upward on-screen by one pixel + } + } + stopMusicAfterFadeOut(); di = executePlayerInput(); |