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-rw-r--r--engines/zvision/scripting/scr_file_handling.cpp18
1 files changed, 18 insertions, 0 deletions
diff --git a/engines/zvision/scripting/scr_file_handling.cpp b/engines/zvision/scripting/scr_file_handling.cpp
index a8344ad5f4..cfbde110ad 100644
--- a/engines/zvision/scripting/scr_file_handling.cpp
+++ b/engines/zvision/scripting/scr_file_handling.cpp
@@ -141,6 +141,24 @@ bool ScriptManager::parseCriteria(Common::SeekableReadStream &stream, Common::Li
criteriaList.back().push_back(entry);
}
+ // WORKAROUND for a script bug in Zork: Grand Inquisitor, room me2j
+ // (Closing the Time Tunnels). When the time tunnel is open the game
+ // shows a close-up of only the tunnel, instead of showing the entire
+ // booth. However, the scripts that draw the lever in its correct
+ // state do not test this flag, causing it to be drawn when it should
+ // not be. This bug does not happen in the original game, suggesting
+ // a ScummVM bug. But I'm not aware of any other such glitches, and it
+ // still seems like a correct way of working around bug #6770.
+ if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 9536) {
+ Puzzle::CriteriaEntry entry;
+ entry.key = 9404; // me2j_time_tunnel_open
+ entry.criteriaOperator = Puzzle::EQUAL_TO;
+ entry.argumentIsAKey = false;
+ entry.argument = 0;
+
+ criteriaList.back().push_back(entry);
+ }
+
while (!stream.eos() && !line.contains('}')) {
Puzzle::CriteriaEntry entry;