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authorJonathan Gray2002-11-20 13:58:23 +0000
committerJonathan Gray2002-11-20 13:58:23 +0000
commit80f13e1973da26f804fbdee6616dc5a0a1a185b9 (patch)
tree93dae833a12fc8b6c5a0f2c3e9f459fdbb635684 /scumm
parent94d01ba7a3e1fb93856ae9a0bedb1becbed210ae (diff)
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add top arrow and indy3 to the inventory arrow fix. the spacing and text handling is pretty much identical by the way between indy3 and zak256. the intial code to make the text in both games readable included the original getSpacing I added in which the spacing was based on pixel comparisons of indy3. I see it has been refined somewhat since then :)
svn-id: r5641
Diffstat (limited to 'scumm')
-rw-r--r--scumm/string.cpp9
1 files changed, 6 insertions, 3 deletions
diff --git a/scumm/string.cpp b/scumm/string.cpp
index f31c25e7cb..bb33381617 100644
--- a/scumm/string.cpp
+++ b/scumm/string.cpp
@@ -1125,9 +1125,12 @@ int CharsetRenderer::getSpacing(byte chr, byte *charset)
}
}
}
-
- // FIXME - this fixes the inventory icons in Zak256, see bug #613109
- if (_vm->_gameId == GID_ZAK256 && (chr==3 || chr==4))
+
+ // FIXME - this fixes the inventory icons in Zak256/Indy3
+ // see bug #613109.
+ // chars 1,2: up arrow chars 3,4: down arrow
+ if ((_vm->_gameId == GID_ZAK256 || _vm->_gameId == GID_INDY3_256)
+ && (chr >= 1 && chr <= 4))
spacing = 6;
return spacing;