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SCI: Don't fallback to views in SCI1.1+ Mac games
svn-id: r55871
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67d38dc5c3
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@ -429,24 +429,14 @@ void GfxCursor::kernelSetMacCursor(GuiResourceId viewNum, int loopNum, int celNu
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// Here we try to map the view number onto the cursor. What they did was keep the
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// kSetCursor calls the same, but perform remapping on the cursors. They also took
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// it a step further and added a new kPlatform sub-subop that handles remapping
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// automatically.
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// automatically. The view resources may exist, but none of the games actually
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// use them.
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if (_macCursorRemap.empty()) {
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// QFG1/Freddy use a straight viewNum->cursor ID mapping
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if (g_sci->getGameId() != GID_QFG1VGA && g_sci->getGameId() != GID_FREDDYPHARKAS) {
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// The scripts have given us no remapping, so let's try to do this manually.
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// First try and see if the view resource exists. If it does, we're just using
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// that cursor (Hoyle4 does not use Mac cursors, although it has them).
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if (_resMan->testResource(ResourceId(kResourceTypeView, viewNum))) {
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CursorMan.disableCursorPalette(true);
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kernelSetView(viewNum, loopNum, celNum, hotspot);
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return;
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} else if (g_sci->getGameId() == GID_KQ6) {
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// KQ6 seems to use this mapping for its cursors
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viewNum = loopNum * 1000 + celNum;
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} else
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error("Unknown Mac cursor %d", viewNum);
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}
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// QFG1/Freddy/Hoyle4 use a straight viewNum->cursor ID mapping
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// KQ6 seems to use this mapping for its cursors
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if (g_sci->getGameId() == GID_KQ6)
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viewNum = loopNum * 1000 + celNum;
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} else {
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// If we do have the list, we'll be using a remap based on what the
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// scripts have given us.
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@ -464,7 +454,8 @@ void GfxCursor::kernelSetMacCursor(GuiResourceId viewNum, int loopNum, int celNu
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Resource *resource = _resMan->findResource(ResourceId(kResourceTypeCursor, viewNum), false);
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if (!resource) {
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warning("Mac cursor %d not found", viewNum);
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// The cursor resources often don't exist, this is normal behavior
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debug(0, "Mac cursor %d not found", viewNum);
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return;
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}
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