[Scummvm-cvs-logs] CVS: scummvm/scumm resource.cpp,1.67,1.68
Max Horn
fingolfin at users.sourceforge.net
Thu May 1 07:36:07 CEST 2003
Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1:/tmp/cvs-serv17350/scumm
Modified Files:
resource.cpp
Log Message:
khalek, your patch didn't handle Indy (the original cause for my patch). This oneshould work better.
Index: resource.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/resource.cpp,v
retrieving revision 1.67
retrieving revision 1.68
diff -u -d -r1.67 -r1.68
--- resource.cpp 1 May 2003 11:40:21 -0000 1.67
+++ resource.cpp 1 May 2003 14:35:21 -0000 1.68
@@ -560,12 +560,16 @@
// FIXME - TODO: This check used to be "i==0". However, that causes
// problems when using this function to ensure charset 0 is loaded.
+ // This is done for many games, e.g. Zak256 or Indy3 (EGA and VGA).
+ // For now we restrict the check to anything which is not a charset.
// Question: Why was this check like that in the first place?
- // Answer: costumes with an index of zero in the newer games at least
- // TODO: determine after what version this behaviour changes...
- if ((_gameId == GID_ZAK256) && (i < 0))
- return;
- else if (i == 0)
+ // Answer: costumes with an index of zero in the newer games at least.
+ // TODO: determine why the heck anything would try to load a costume
+ // with id 0. Is that "normal", or is it caused by yet another bug in
+ // our code base? After all we also have to add special cases for many
+ // of our script opcodes that check for the (invalid) actor 0... so
+ // maybe both issues are related...
+ if (type != rtCharset && i == 0)
return;
if (i <= res.num[type])
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