Added sanity checks for hitzones in SAGA, after discussing with h00ligan and sev. Removed a hack for IHNM which is not needed anymore and removed a redundant check for zero object types

svn-id: r27140
This commit is contained in:
Filippos Karapetis 2007-06-06 16:37:10 +00:00
parent 44d98de023
commit a265844351
5 changed files with 20 additions and 17 deletions

View File

@ -1289,6 +1289,10 @@ void Interface::handleChapterSelectionClick(const Point& mousePoint) {
switch (objectTypeId(obj)) {
case kGameObjectHitZone:
hitZone = _vm->_scene->_actionMap->getHitZone(objectIdToIndex(obj));
if (hitZone == NULL)
return;
if (hitZone->getFlags() & kHitZoneExit)
script = hitZone->getScriptNumber();
break;

View File

@ -110,12 +110,7 @@ public:
int hitTest(const Point& testPoint);
HitZone *getHitZone(int16 index) {
if ((index < 0) || (index >= _hitZoneListCount)) {
// HACK: If we get a wrong hitzone, return the last hitzone in the list
// Normally, we don't get wrong hitzones in ITE, however IHNM still seems
// to have problems with some, therefore just throw a warning for now and
// continue with a valid hitzone
warning("ObjectMap::getHitZone wrong index 0x%X, adjusting it to 0x%X", index, _hitZoneListCount - 1);
index = _hitZoneListCount - 1;
return NULL;
}
return _hitZoneList[index];
}

View File

@ -352,6 +352,10 @@ const char *SagaEngine::getObjectName(uint16 objectId) {
return _actor->_actorsStrings.getString(actor->_nameIndex);
case kGameObjectHitZone:
hitZone = _scene->_objectMap->getHitZone(objectIdToIndex(objectId));
if (hitZone == NULL)
return "";
return _scene->_sceneStrings.getString(hitZone->getNameIndex());
}
warning("SagaEngine::getObjectName name not found for 0x%X", objectId);

View File

@ -469,6 +469,10 @@ void Script::doVerb() {
else if (objectType == kGameObjectHitZone) {
scriptModuleNumber = _vm->_scene->getScriptModuleNumber();
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(_pendingObject[0]));
if (hitZone == NULL)
return;
if ((hitZone->getFlags() & kHitZoneExit) == 0) {
scriptEntrypointNumber = hitZone->getScriptNumber();
}

View File

@ -386,13 +386,14 @@ void Script::sfScriptDoAction(SCRIPTFUNC_PARAMS) {
break;
case kGameObjectHitZone:
case kGameObjectStepZone:
if (objectTypeId(objectId) == 0)
return;
else if (objectTypeId(objectId) == kGameObjectHitZone)
if (objectTypeId(objectId) == kGameObjectHitZone)
hitZone = _vm->_scene->_objectMap->getHitZone(objectIdToIndex(objectId));
else
hitZone = _vm->_scene->_actionMap->getHitZone(objectIdToIndex(objectId));
if (hitZone == NULL)
return;
scriptEntryPointNumber = hitZone->getScriptNumber();
moduleNumber = _vm->_scene->getScriptModuleNumber();
break;
@ -731,14 +732,6 @@ void Script::sfEnableZone(SCRIPTFUNC_PARAMS) {
int16 flag = thread->pop();
HitZone *hitZone;
// HACK: Don't disable the tear in scene 14, to keep the staircase functioning
// FIXME: Investigate why this hack is needed and remove it
if (_vm->getGameType() == GType_IHNM && _vm->_scene->currentChapterNumber() == 1 &&
_vm->_scene->currentSceneNumber() == 14) {
warning("sfEnableZone: HACK: Prevent unusable staircase");
return; // Do nothing
}
if (objectTypeId(objectId) == 0)
return;
else if (objectTypeId(objectId) == kGameObjectHitZone)
@ -746,6 +739,9 @@ void Script::sfEnableZone(SCRIPTFUNC_PARAMS) {
else
hitZone = _vm->_scene->_actionMap->getHitZone(objectIdToIndex(objectId));
if (hitZone == NULL)
return;
if (flag) {
hitZone->setFlag(kHitZoneEnabled);
} else {