[Scummvm-cvs-logs] SF.net SVN: scummvm: [29477] scummvm/trunk/engines/saga
thebluegr at users.sourceforge.net
thebluegr at users.sourceforge.net
Sun Nov 11 19:12:55 CET 2007
Revision: 29477
http://scummvm.svn.sourceforge.net/scummvm/?rev=29477&view=rev
Author: thebluegr
Date: 2007-11-11 10:12:55 -0800 (Sun, 11 Nov 2007)
Log Message:
-----------
Don't draw objects with negative x/y values. Now, "ghost" objects are no longer created in the top left corner of the screen when picked up/used. The creation of such ghost objects is a script bug which exists in the original interpreter of IHNM as well. Also, removed a relevant workaround for the note in the first screen of Gorrister's chapter, as it's no longer needed
Modified Paths:
--------------
scummvm/trunk/engines/saga/actor.cpp
scummvm/trunk/engines/saga/script.cpp
Modified: scummvm/trunk/engines/saga/actor.cpp
===================================================================
--- scummvm/trunk/engines/saga/actor.cpp 2007-11-11 11:39:59 UTC (rev 29476)
+++ scummvm/trunk/engines/saga/actor.cpp 2007-11-11 18:12:55 UTC (rev 29477)
@@ -989,6 +989,13 @@
if (obj->_sceneNumber != _vm->_scene->currentSceneNumber())
continue;
+ // WORKAROUND for a bug found in the original interpreter of IHNM
+ // If an object's x or y value is negative, don't draw it
+ // Scripts set negative values for an object's x and y when it shouldn't
+ // be drawn anymore (i.e. when it's picked up or used)
+ if (obj->_location.x < 0 || obj->_location.y < 0)
+ continue;
+
if (calcScreenPosition(obj)) {
_drawOrderList.pushBack(obj, compareFunction);
}
Modified: scummvm/trunk/engines/saga/script.cpp
===================================================================
--- scummvm/trunk/engines/saga/script.cpp 2007-11-11 11:39:59 UTC (rev 29476)
+++ scummvm/trunk/engines/saga/script.cpp 2007-11-11 18:12:55 UTC (rev 29477)
@@ -805,19 +805,6 @@
objectId = ID_NOTHING;
newObjectId = ID_NOTHING;
}
-
- // WORKAROUND for a script bug in the original game scripts of IHNM
- // When the note (item 16406) in the first screen of Gorrister's chapter
- // is read, an invisible ghost object is created in the upper left corner
- // of the screen, that the player can interact with. We ignore that invalid
- // object here
- if (_vm->getGameType() == GType_IHNM) {
- if (objectId == 16406 && mousePoint.x < 60 && mousePoint.y < 60) {
- objectId = ID_NOTHING;
- newObjectId = ID_NOTHING;
- newRightButtonVerb = getVerbType(kVerbNone);
- }
- }
} else {
actor = _vm->_actor->getActor(newObjectId);
objectId = newObjectId;
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