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author | James Brown | 2002-10-23 08:40:57 +0000 |
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committer | James Brown | 2002-10-23 08:40:57 +0000 |
commit | f46346c2aaa4d63b8c7da1d359f41c8951909806 (patch) | |
tree | b78a6eacdd7b00f3b28fb64aab744957c08dfb65 /scumm/actor.cpp | |
parent | c77009e15148835d879ae41621c5d6b30554c127 (diff) | |
download | scummvm-rg350-f46346c2aaa4d63b8c7da1d359f41c8951909806.tar.gz scummvm-rg350-f46346c2aaa4d63b8c7da1d359f41c8951909806.tar.bz2 scummvm-rg350-f46346c2aaa4d63b8c7da1d359f41c8951909806.zip |
Patch 627294: Fix loom mask regression by making the last change a fixme hack instead of a generic case
svn-id: r5278
Diffstat (limited to 'scumm/actor.cpp')
-rw-r--r-- | scumm/actor.cpp | 45 |
1 files changed, 30 insertions, 15 deletions
diff --git a/scumm/actor.cpp b/scumm/actor.cpp index 80b6667341..4412f2ea9e 100644 --- a/scumm/actor.cpp +++ b/scumm/actor.cpp @@ -896,26 +896,40 @@ void Actor::drawActorCostume() cr._outheight = _vm->virtscr->height; - // If walkbox is 0, that could mean two things: + // 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. // - // Either the actor is or has been moved around with - // ignoreBoxes != 0. In this case, use the mask for the - // walkbox the actor is currently inside or, if it's not in - // any walkbox, don't mask at all. + // When an actor is moved around without regards to walkboxes, + // its walkbox is set to 0. Unfortunately that's a valid + // walkbox in older games, and its mask may be completely + // wrong for this purpose. // - // This fixes two graphics glitches in Loom. Bobbin's feet - // are not obscured after Rusty's ghost has shown him what's - // happened to The Forge, and Rusty himself isn't partially - // obscured after Bobbin heals him. + // So instead use the mask of the box where the actor happens + // to be at the moment or, if it's not in any box, don't mask + // at all. // - // Or it could mean that the actor really is in walkbox 0. + // 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 + // locks up "Rusty". + // + // Until someone can find the proper fix, only apply it to the + // one room where it's actually needed. - if (_vm->_gameId == GID_LOOM256 && walkbox == 0) { - int i; + if (_vm->_gameId == GID_LOOM256 && _vm->_currentRoom == 34 && 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. - for (i = _vm->getNumBoxes() - 1; i >= 0; i--) { + for (i = 0; i < num_boxes; i++) { if (_vm->checkXYInBoxBounds(i, x, y)) { cr._zbuf = _vm->getMaskFromBox(i); break; @@ -1141,8 +1155,9 @@ void Actor::startWalkActor(int destX, int destY, int dir) abr.dist = 0; walkbox = 0; } else { - // FIXME: this prevents part of bug #605970 (Loom) from occuring. Not sure - // if there is a better way to achieve this. + // FIXME: this prevents part of bug #605970 (Loom) from + // occuring, and also fixes a walk bug with Rusty's ghost. + // Not sure if there is a better way to achieve this. if (walkbox == 0) adjustActorPos(); |