diff options
Diffstat (limited to 'engines/sci/graphics/animate.cpp')
-rw-r--r-- | engines/sci/graphics/animate.cpp | 19 |
1 files changed, 17 insertions, 2 deletions
diff --git a/engines/sci/graphics/animate.cpp b/engines/sci/graphics/animate.cpp index 4aa19db9f4..b962e819a6 100644 --- a/engines/sci/graphics/animate.cpp +++ b/engines/sci/graphics/animate.cpp @@ -205,13 +205,28 @@ void GfxAnimate::fill(byte &old_picNotValid, bool maySetNsRect) { view = _cache->getView(it->viewId); // adjust loop and cel, if any of those is invalid - if (it->loopNo >= view->getLoopCount()) { + // this seems to be completely crazy code + // sierra sci checked signed int16 to be above or equal the counts and reseted to 0 in those cases + // later during view processing those are compared unsigned again and then set to maximum count - 1 + // Games rely on this behaviour. For example laura bow 1 has a knight standing around in room 37 + // which has cel set to 3. This cel does not exist and the actual knight is 0 + // In kq5 on the other hand during the intro, when the trunk is opened, cel is set to some real + // high number, which is negative when considered signed. This actually requires to get fixed to + // maximum cel, otherwise the trunk would be closed. + int16 viewLoopCount = view->getLoopCount(); + if (it->loopNo >= viewLoopCount) { it->loopNo = 0; writeSelectorValue(_s->_segMan, curObject, SELECTOR(loop), it->loopNo); + } else if (it->loopNo < 0) { + it->loopNo = viewLoopCount - 1; + // not setting selector is right, sierra sci didn't do it during view processing as well } - if (it->celNo >= view->getCelCount(it->loopNo)) { + int16 viewCelCount = view->getCelCount(it->loopNo); + if (it->celNo >= viewCelCount) { it->celNo = 0; writeSelectorValue(_s->_segMan, curObject, SELECTOR(cel), it->celNo); + } else if (it->celNo < 0) { + it->celNo = viewCelCount - 1; } // Process global scaling, if needed |