Update comment for SO_WAIT_FOR_TURN workaround in The Dig, this is due to script bugs. SO_WAIT_FOR_TURN is never used by FT r COMI either, so remove game check.

svn-id: r20962
This commit is contained in:
Travis Howell 2006-02-27 23:25:07 +00:00
parent f3106feaf5
commit 86c913a5f4

View File

@ -2231,19 +2231,15 @@ void ScummEngine_v6::o6_wait() {
break;
return;
case 232: // SO_WAIT_FOR_TURN
// FIXME: This opcode is really odd. It's used a lot in The Dig.
// But sometimes it receives the actor ID as params, and sometimes an
// angle. However in (almost?) all cases, just before calling it, _curActor
// is set, so we can use it. I tried to add code that detects if an angle
// is passed, and if so, wait till that angle is reached, but that leads to hangs.
// Disassembly doesn't show anything special for that opcode, though.
// WORKAROUND for bug #744441: An angle will often be received as the
// actor numnber due to script bugs in The Dig. In all cases where this
// occurs, _curActor is set just before it, so we can use it instead.
//
// For now, if the value passed in is divisible by 45, assume it is an
// angle, and use _curActor as the actor to wait for. See bug report #744441
// angle, and use _curActor as the actor to wait for.
offs = fetchScriptWordSigned();
actnum = pop();
if (_game.id == GID_DIG && actnum % 45 == 0) {
warning("Working around invalid actor num %d", actnum);
if (actnum % 45 == 0) {
actnum = _curActor;
}
a = derefActor(actnum, "o6_wait:232b");