diff options
Diffstat (limited to 'engines/scumm/object.cpp')
-rw-r--r-- | engines/scumm/object.cpp | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/engines/scumm/object.cpp b/engines/scumm/object.cpp index 128270538d..d3e96e5bef 100644 --- a/engines/scumm/object.cpp +++ b/engines/scumm/object.cpp @@ -23,7 +23,7 @@ * */ -#include "common/stdafx.h" + #include "scumm/scumm.h" #include "scumm/actor.h" #include "scumm/bomp.h" @@ -113,7 +113,7 @@ void ScummEngine::setOwnerOf(int obj, int owner) { if (owner == 0) { clearOwnerOf(obj); - + // FIXME: See bug #1535358 and many others. Essentially, the following // code, while matching disasm of various versions of the SCUMM engine, // is total bullocks, and leads to odd crashes due to out-of-bounds @@ -125,7 +125,7 @@ void ScummEngine::setOwnerOf(int obj, int owner) { // The bad code: // if (ss->where == WIO_INVENTORY && _inventory[ss->number] == obj) { // That check makes no sense at all: _inventory only contains 80 items, - // which are in the order the player picked up items. We can only + // which are in the order the player picked up items. We can only // guess that the SCUMM coders meant to write // if (ss->where == WIO_INVENTORY && ss->number == obj) { // which would ensure that an object script that nukes itself gets @@ -133,10 +133,10 @@ void ScummEngine::setOwnerOf(int obj, int owner) { // lead to new regressions. // Another fix would be to completely remove this check, which should // not cause much problems, since it'll only succeed by pure chance. - // + // // For now we follow a more defensive route: We perform the check // if ss->number is small enough. - + ss = &vm.slot[_currentScript]; if (ss->where == WIO_INVENTORY) { if (ss->number < _numInventory && _inventory[ss->number] == obj) { @@ -174,7 +174,7 @@ void ScummEngine::clearOwnerOf(int obj) { } } } else { - + // Alternatively, scan the inventory to see if the object is in there... for (i = 0; i < _numInventory; i++) { if (_inventory[i] == obj) { @@ -182,7 +182,7 @@ void ScummEngine::clearOwnerOf(int obj) { // Found the object! Nuke it from the inventory. _res->nukeResource(rtInventory, i); _inventory[i] = 0; - + // Now fill up the gap removing the object from the inventory created. a = _inventory; for (i = 0; i < _numInventory - 1; i++, a++) { |