Fixed bug #1658643: AGI: SQ1 (2.2 DOS ENG) Graphic error, ego leaves behind copy

Also, removed one of the two workarounds for the KQ4 intro, as it's not needed

svn-id: r26754
This commit is contained in:
Filippos Karapetis 2007-05-05 23:54:29 +00:00
parent b82c68542c
commit 0ab860d60d

View File

@ -50,7 +50,6 @@ void AgiEngine::lSetCel(VtEntry *v, int n) {
// in the KQ4 introduction
// It seems there's either a bug with KQ4's logic script 120 (the intro script)
// or flag 64 is not set correctly, which causes the erroneous behavior from the actors
// Check below in lSetLoop for the second part of this workaround
if (getFeatures() & GF_KQ4 && !(v->flags & UPDATE) && (v->currentView == 172))
return;
@ -77,12 +76,6 @@ void AgiEngine::lSetLoop(VtEntry *v, int n) {
if (v->currentCel >= v->numCels)
v->currentCel = 0;
// WORKAROUND: This is the second part of the hack to fix the KQ4 introduction.
// Refer above to function lSetCel for the first part and an explanation
// FIXME: Remove this workaround
if (getFeatures() & GF_KQ4 && !(v->flags & UPDATE) && (v->currentView == 172))
return;
v->loopData = &_game.views[v->currentView].loop[n];
}
@ -282,6 +275,30 @@ void AgiEngine::setLoop(VtEntry *v, int n) {
* @param n number of AGI view resource
*/
void AgiEngine::setView(VtEntry *v, int n) {
uint16 viewFlags = 0;
// When setting a view to the view table, if there's already another view set in that
// view table entry and it's still drawn, erase the existing view before setting the new one
// Fixes bug #1658643: AGI: SQ1 (2.2 DOS ENG) Graphic error, ego leaves behind copy
if (v->viewData != NULL) {
if (v->currentView != n && v->flags & DRAWN) {
viewFlags = v->flags; // Store the flags for the view
_sprites->eraseUpdSprites();
if (v->flags & UPDATE) {
v->flags &= ~DRAWN;
} else {
_sprites->eraseNonupdSprites();
v->flags &= ~DRAWN;
_sprites->blitNonupdSprites();
}
_sprites->blitUpdSprites();
_sprites->commitBlock(v->xPos, v->yPos - v->ySize + 1, v->xPos + v->xSize - 1, v->yPos);
v->flags = viewFlags; // Restore the view's flags
}
}
v->viewData = &_game.views[n];
v->currentView = n;
v->numLoops = v->viewData->numLoops;