[Scummvm-cvs-logs] SF.net SVN: scummvm: [20959] scummvm/trunk/engines/scumm/script_v6.cpp
cyx at users.sourceforge.net
cyx at users.sourceforge.net
Mon Feb 27 14:16:05 CET 2006
Revision: 20959
Author: cyx
Date: 2006-02-27 14:15:21 -0800 (Mon, 27 Feb 2006)
ViewCVS: http://svn.sourceforge.net/scummvm?rev=20959&view=rev
Log Message:
-----------
Revert the 'get rid of SO_WAIT_FOR_TURN workaround' commit but keep it specific to TheDig
Modified Paths:
--------------
scummvm/trunk/engines/scumm/script_v6.cpp
Modified: scummvm/trunk/engines/scumm/script_v6.cpp
===================================================================
--- scummvm/trunk/engines/scumm/script_v6.cpp 2006-02-27 21:55:18 UTC (rev 20958)
+++ scummvm/trunk/engines/scumm/script_v6.cpp 2006-02-27 22:15:21 UTC (rev 20959)
@@ -2231,8 +2231,21 @@
break;
return;
case 232: // SO_WAIT_FOR_TURN
+ // FIXME: This opcode is really odd. It's used a lot in The Dig.
+ // But sometimes it receives the actor ID as params, and sometimes an
+ // angle. However in (almost?) all cases, just before calling it, _curActor
+ // is set, so we can use it. I tried to add code that detects if an angle
+ // is passed, and if so, wait till that angle is reached, but that leads to hangs.
+ // Disassembly doesn't show anything special for that opcode, though.
+ //
+ // For now, if the value passed in is divisible by 45, assume it is an
+ // angle, and use _curActor as the actor to wait for. See bug report #744441
offs = fetchScriptWordSigned();
- actnum = pop();
+ actnum = pop();
+ if (_game.id == GID_DIG && actnum % 45 == 0) {
+ warning("Working around invalid actor num %d", actnum);
+ actnum = _curActor;
+ }
a = derefActor(actnum, "o6_wait:232b");
if (a->isInCurrentRoom() && a->_moving & MF_TURN)
break;
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