From c89281e4a3041bbfab45c1f9e07d5fcdee432280 Mon Sep 17 00:00:00 2001 From: Filippos Karapetis Date: Tue, 26 Aug 2008 14:26:43 +0000 Subject: Fix for bug #2057200 - "IHNM: Invisible inventory objects" svn-id: r34189 --- engines/saga/sfuncs.cpp | 33 ++++++++------------------------- 1 file changed, 8 insertions(+), 25 deletions(-) (limited to 'engines') diff --git a/engines/saga/sfuncs.cpp b/engines/saga/sfuncs.cpp index ea61f5ce04..feee6612f4 100644 --- a/engines/saga/sfuncs.cpp +++ b/engines/saga/sfuncs.cpp @@ -276,31 +276,14 @@ void Script::sfTakeObject(SCRIPTFUNC_PARAMS) { if (obj->_sceneNumber != ITE_SCENE_INV) { obj->_sceneNumber = ITE_SCENE_INV; - // WORKAROUND for a problematic object in IHNM - // There are 3 different scenes in front of the zeppelin, in Gorrister's chapter. A scene where the - // zeppelin is in the air (scene 17), a scene where it approaches Gorrister's (scene 16) and another one - // where it has landed (scene 18). - // In two of these scenes (the "on air" and "approaching" ones), when the player uses the knife with the - // rope, the associated script picks up object id 16392. In the "zeppelin landed" scene (scene 18), the - // associated script picks up object id 16390. This seems to be a script bug, as it should be id 16392, - // like in the other two scenes, as it is the same object (the rope). Picking up object 16390 leads to an - // assertion anyway, therefore we change the problematic object (16390) to the correct one (16392) here. - // Fixes bug #1861126 - "IHNM: Crash when Gorrister cuts sheet in the mooring ring" - if (_vm->getGameType() == GType_IHNM) { - if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 18) { - if (objectId == 16390) - objectId = 16392; - } - } - - // WORKAROUND for two incorrect object sprites in the IHNM demo - // (the mirror and the icon in Ted's part). Set them correctly here - if (_vm->getGameId() == GID_IHNM_DEMO) { - if (objectId == 16408) - obj->_spriteListResourceId = 24; - if (objectId == 16409) - obj->_spriteListResourceId = 25; - } + // Normally, when objects are picked up, they should always have the same + // _spriteListResourceId as their _index value. Some don't in IHNM, so + // we fix their sprite here + // Fixes bugs #2057200 - "IHNM: Invisible inventory objects", + // #1861126 - "IHNM: Crash when Gorrister cuts sheet in the mooring ring" + // and some incorrect objects in the IHNM demo + if (_vm->getGameType() == GType_IHNM) + obj->_spriteListResourceId = obj->_index; _vm->_interface->addToInventory(objectId); } -- cgit v1.2.3