[Scummvm-git-logs] scummvm master -> 06681177147f6cdf6fe32c2b8f15746ca8211216

dreammaster noreply at scummvm.org
Thu Jan 19 02:56:37 UTC 2023


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
0668117714 XEEN: Implement correct clouds falling logic for Swords


Commit: 06681177147f6cdf6fe32c2b8f15746ca8211216
    https://github.com/scummvm/scummvm/commit/06681177147f6cdf6fe32c2b8f15746ca8211216
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2023-01-18T18:56:21-08:00

Commit Message:
XEEN: Implement correct clouds falling logic for Swords

Changed paths:
    NEWS.md
    engines/xeen/interface.cpp


diff --git a/NEWS.md b/NEWS.md
index b807cf614b4..9f243fee8d2 100644
--- a/NEWS.md
+++ b/NEWS.md
@@ -173,6 +173,7 @@ For a more comprehensive changelog of the latest experimental code, see:
    - Several crash fixes for Clouds of Xeen.
    - Wait until farewell finishes before leaving shops.
    - Don't reload map after leaving character creation.
+   - Implement correct clouds falling logic for Swords of Xeen.
 
  3DS port:
    - Update relocation parser to support PREL31 that are emitted by new compiler.
diff --git a/engines/xeen/interface.cpp b/engines/xeen/interface.cpp
index cf844735d90..37e80d508ec 100644
--- a/engines/xeen/interface.cpp
+++ b/engines/xeen/interface.cpp
@@ -715,7 +715,18 @@ void Interface::startFalling(bool flag) {
 	_falling = FALL_START;
 	draw3d(false);
 
-	if (flag && (!ccNum || party._fallMaze != 0)) {
+	if (!flag && g_vm->getGameID() == GType_Swords) {
+		if (party._mazeId != 52) {
+			party._mazeId = 49;
+			party._mazePosition = Common::Point(7, 0);
+		} else if (party._mazePosition.x == 8 && party._mazePosition.y == 7) {
+			party._mazeId = 78;
+			party._mazePosition = Common::Point(8, 2);
+		} else {
+			party._mazeId = 22;
+			party._mazePosition = Common::Point(7, 9);
+		}
+	} else if (flag && (!ccNum || g_vm->getGameID() == GType_Swords || party._fallMaze != 0)) {
 		party._mazeId = party._fallMaze;
 		party._mazePosition = party._fallPosition;
 	} else if (!ccNum) {




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