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author | James Brown | 2002-11-09 10:05:43 +0000 |
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committer | James Brown | 2002-11-09 10:05:43 +0000 |
commit | cc14b87f25f13535bfd37d2f01a8dbebd1f34ea5 (patch) | |
tree | 0738772e474a9f44e8c15ac9b9db6771225a80fc /scumm/actor.cpp | |
parent | 7eb9753a9ccc950b7ad64c2ac1e9ef0994379b31 (diff) | |
download | scummvm-rg350-cc14b87f25f13535bfd37d2f01a8dbebd1f34ea5.tar.gz scummvm-rg350-cc14b87f25f13535bfd37d2f01a8dbebd1f34ea5.tar.bz2 scummvm-rg350-cc14b87f25f13535bfd37d2f01a8dbebd1f34ea5.zip |
Patch 635873: Loom Masking Hack - update
svn-id: r5473
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r-- | scumm/actor.cpp | 24 |
1 files changed, 14 insertions, 10 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index 7188b25c18..1f1e658b54 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -899,7 +899,10 @@ void Actor::drawActorCostume() // FIXME - Hack to fix two glitches in the scene where Bobbin // heals Rusty: Bobbin's feet get masked when Rusty shows him // what happens to The Forge, and Rusty gets masked after - // Bobbin heals him. + // Bobbin heals him. (Room 34) + // + // It also fixes a much less noticable glitch when Bobbin + // jumps out of Mandible's cage. (Room 43) // // When an actor is moved around without regards to walkboxes, // its walkbox is set to 0. Unfortunately that's a valid @@ -910,24 +913,25 @@ void Actor::drawActorCostume() // to be at the moment or, if it's not in any box, don't mask // at all. // - // Checking if ignoreBoxes != 0 isn't enough to fix all the - // glitches, so I have to check for walkbox 0. However, that - // gives too many false positives -- it breaks masking in a - // few other rooms, e.g. when Stoke leaves the room where he + // This is similar to the clipping == 100 check used for AKOS + // costumes, except I haven't been able to figure out the + // proper check here. It's not quite enough to check if + // ignoreBoxes != 0 and checking if walkbox == 0 yields too + // many false positives, e.g. Bobbin leaving the sandy beach + // towards the forest, or Stoke leaving the room where he // locks up "Rusty". // // Until someone can find the proper fix, only apply it to the - // one room where it's actually needed. + // rooms where it's actually known to be needed. - if (_vm->_gameId == GID_LOOM256 && _vm->_currentRoom == 34 && walkbox == 0) { + if (_vm->_gameId == GID_LOOM256 && (_vm->_currentRoom == 34 || _vm->_currentRoom == 43) && walkbox == 0) { int num_boxes, i; cr._zbuf = 0; num_boxes = _vm->getNumBoxes(); - // For this particular room it won't matter in which - // direction we loop. In other rooms, looping in the - // other direction may pick the wrong box. + // Sometimes boxes overlap, so the direction of this + // loop matters in some rooms. for (i = 0; i < num_boxes; i++) { if (_vm->checkXYInBoxBounds(i, x, y)) { |