[Scummvm-cvs-logs] SF.net SVN: scummvm:[33673] scummvm/trunk/engines/cine/main_loop.cpp
buddha_ at users.sourceforge.net
buddha_ at users.sourceforge.net
Thu Aug 7 01:12:26 CEST 2008
Revision: 33673
http://scummvm.svn.sourceforge.net/scummvm/?rev=33673&view=rev
Author: buddha_
Date: 2008-08-06 23:12:25 +0000 (Wed, 06 Aug 2008)
Log Message:
-----------
HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck.
The player's position is changed only by *one* pixel but it helps
and makes it possible to carry on with the game (Previously the player was totally stuck).
Modified Paths:
--------------
scummvm/trunk/engines/cine/main_loop.cpp
Modified: scummvm/trunk/engines/cine/main_loop.cpp
===================================================================
--- scummvm/trunk/engines/cine/main_loop.cpp 2008-08-06 21:47:20 UTC (rev 33672)
+++ scummvm/trunk/engines/cine/main_loop.cpp 2008-08-06 23:12:25 UTC (rev 33673)
@@ -261,6 +261,24 @@
}
}
+ // HACK: In Operation Stealth after the first arcade sequence jump player's position to avoid getting stuck.
+ // After the first arcade sequence the player comes up stairs from
+ // the water in Santa Paragua's downtown in front of the flower shop.
+ // Previously he was completely stuck after getting up the stairs.
+ // If the background is the one used in the flower shop scene ("21.PI1")
+ // and the player is at the exact location after getting up the stairs
+ // then we just nudge him a tiny bit away from the stairs and voila, he's free!
+ // Maybe the real problem behind all this is collision data related as it looks
+ // like there's some boundary right there near position (204, 110) which we can
+ // jump over by moving the character to (204, 109). The script handling the
+ // flower shop scene is AIRPORT.PRC's 13th script.
+ // FIXME: Remove the hack and solve what's really causing the problem in the first place.
+ if (g_cine->getGameType() == Cine::GType_OS) {
+ if (scumm_stricmp(renderer->getBgName(), "21.PI1") == 0 && objectTable[1].x == 204 && objectTable[1].y == 110) {
+ objectTable[1].y--; // Move the player character upward on-screen by one pixel
+ }
+ }
+
stopMusicAfterFadeOut();
di = executePlayerInput();
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