From 8bd01f69b202e12ba656524a8e64691b5fb08414 Mon Sep 17 00:00:00 2001 From: md5 Date: Thu, 24 Feb 2011 16:35:19 +0200 Subject: SCI: Added a workaround for script bug #3044500 - "SQ1EGA: Skimmer-Buyer Dialogue Portrait Backwards Anim" --- engines/sci/graphics/view.cpp | 25 +++++++++++++++++++++++++ 1 file changed, 25 insertions(+) (limited to 'engines/sci/graphics/view.cpp') diff --git a/engines/sci/graphics/view.cpp b/engines/sci/graphics/view.cpp index 3c1f417740..9e8cc2ca44 100644 --- a/engines/sci/graphics/view.cpp +++ b/engines/sci/graphics/view.cpp @@ -313,6 +313,24 @@ int16 GfxView::getHeight(int16 loopNo, int16 celNo) const { const CelInfo *GfxView::getCelInfo(int16 loopNo, int16 celNo) const { assert(_loopCount); + + // WORKAROUND for the EGA version of SQ1: View 506 is the portrait of the + // skimmer buyer in room 41 in SQ1. Loop 0 is his face looking left (shown + // the first time Roger arrives in Ulence Flats) and loop 1 is his face + // looking right (shown the second time he appears, when he makes the + // second offer for the skimmer). In the VGA version, the first two loops + // have 2 cels, a valid one (cel 0) and an invalid one (cel 1). In the EGA + // version, the cels in these two loops have been swapped. The game scripts, + // however seem to get confused by this situation, and when they check loop + // 1, cel 0 via kCelHigh and kCelWide regard it as invalid and never show + // it. We just swap the two cels here in the EGA version, making it behave + // like the VGA version, thus the game scripts show the correct loop. Fixes + // bug #3044500. Note that the same workaround is in getBitmap(). + if (g_sci->getGameId() == GID_SQ1 && !_resMan->isVGA() && _resourceId == 506) { + if ((loopNo == 0 || loopNo == 1) && celNo == 0) + celNo = 1; + } + loopNo = CLIP(loopNo, 0, _loopCount - 1); celNo = CLIP(celNo, 0, _loop[loopNo].celCount - 1); return &_loop[loopNo].cel[celNo]; @@ -516,6 +534,13 @@ void GfxView::unpackCel(int16 loopNo, int16 celNo, byte *outPtr, uint32 pixelCou } const byte *GfxView::getBitmap(int16 loopNo, int16 celNo) { + // WORKAROUND for the EGA version of SQ1, same as the one in getCelInfo(). + // Check getCelInfo() above for more information. + if (g_sci->getGameId() == GID_SQ1 && !_resMan->isVGA() && _resourceId == 506) { + if ((loopNo == 0 || loopNo == 1) && celNo == 0) + celNo = 1; + } + loopNo = CLIP(loopNo, 0, _loopCount -1); celNo = CLIP(celNo, 0, _loop[loopNo].celCount - 1); if (_loop[loopNo].cel[celNo].rawBitmap) -- cgit v1.2.3