ZVISION: Workaround for bug #6770

Explicitly check if the time tunnel is open (and therefore shown in
close-up) before executing the scripts that draw the lever that is
shown in the normal view. This apparently doesn't happen in the
original engine, which suggests there may be a ScummVM bug. But it
still doesn't seem like the *wrong* thing to do here.
This commit is contained in:
Torbjörn Andersson 2017-11-26 11:13:08 +01:00 committed by David Turner
parent 1eeafb4e30
commit c7b8bc8169

View File

@ -141,6 +141,24 @@ bool ScriptManager::parseCriteria(Common::SeekableReadStream &stream, Common::Li
criteriaList.back().push_back(entry);
}
// WORKAROUND for a script bug in Zork: Grand Inquisitor, room me2j
// (Closing the Time Tunnels). When the time tunnel is open the game
// shows a close-up of only the tunnel, instead of showing the entire
// booth. However, the scripts that draw the lever in its correct
// state do not test this flag, causing it to be drawn when it should
// not be. This bug does not happen in the original game, suggesting
// a ScummVM bug. But I'm not aware of any other such glitches, and it
// still seems like a correct way of working around bug #6770.
if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 9536) {
Puzzle::CriteriaEntry entry;
entry.key = 9404; // me2j_time_tunnel_open
entry.criteriaOperator = Puzzle::EQUAL_TO;
entry.argumentIsAKey = false;
entry.argument = 0;
criteriaList.back().push_back(entry);
}
while (!stream.eos() && !line.contains('}')) {
Puzzle::CriteriaEntry entry;