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Fascination:
- Fix a potential bug in winDraw - Add a hack (and a todo) to work around the missing texts and windows in Amiga, Atari and early PC floppy version. svn-id: r48053
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@ -974,7 +974,7 @@ void Draw::winDraw(int16 fct) {
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case DRAW_LOADSPRITE: // 5 - Uncompress and load a sprite
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// TODO: check the implementation, currently dirty cut and paste of DRAW_SPRITE code
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resource = _vm->_game->_resources->getResource((uint16) _spriteLeft,
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resource = _vm->_game->_resources->getResource((_spriteLeft & 0x3FFF),
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&_spriteRight, &_spriteBottom);
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if (!resource) {
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@ -277,6 +277,7 @@ bool Resources::loadTOTResourceTable() {
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_totResStart = totProps.scriptEnd;
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_totSize = stream->size() - _totResStart;
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if (_totSize <= 0)
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return false;
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@ -571,8 +572,14 @@ TextItem *Resources::getTextItem(uint16 id) const {
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if ((totItem.offset == 0xFFFF) || (totItem.size == 0))
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return 0;
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if ((totItem.offset + totItem.size) > (_totTextTable->size))
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if ((totItem.offset + totItem.size) > (_totTextTable->size)) {
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// HACK: Some Fascination versions (Amiga, Atari and first PC floppies) have a different header, which is a problem here.
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// TODO: Handle that in a proper way
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if ((_vm->getGameType() == kGameTypeFascination) & (_totTextTable->size < 0))
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warning("totTextTable with negative size id:%d offset:%d in file %s : (size: %d)", id, totItem.offset, totItem.size, _totFile.c_str(), _totTextTable->size);
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else
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return 0;
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}
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return new TextItem(_totTextTable->data + totItem.offset, totItem.size);
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}
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@ -701,8 +708,10 @@ byte *Resources::getTOTData(TOTResourceItem &totItem) const {
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int32 offset = _totResourceTable->dataOffset + totItem.offset - _totResStart;
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if ((offset < 0) || (((uint32) (offset + totItem.size)) > _totSize))
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if ((offset < 0) || (((uint32) (offset + totItem.size)) > _totSize)) {
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warning("Skipping data id:%d offset:%d size :%d in file %s : out of _totTextTable", totItem.index, totItem.offset, totItem.size, _totFile.c_str());
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return 0;
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}
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return _totData + offset;
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}
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