Fix for bug #2057200 - "IHNM: Invisible inventory objects"

svn-id: r34189
This commit is contained in:
Filippos Karapetis 2008-08-26 14:26:43 +00:00
parent df5c0b6d0c
commit c89281e4a3

View File

@ -276,31 +276,14 @@ void Script::sfTakeObject(SCRIPTFUNC_PARAMS) {
if (obj->_sceneNumber != ITE_SCENE_INV) { if (obj->_sceneNumber != ITE_SCENE_INV) {
obj->_sceneNumber = ITE_SCENE_INV; obj->_sceneNumber = ITE_SCENE_INV;
// WORKAROUND for a problematic object in IHNM // Normally, when objects are picked up, they should always have the same
// There are 3 different scenes in front of the zeppelin, in Gorrister's chapter. A scene where the // _spriteListResourceId as their _index value. Some don't in IHNM, so
// zeppelin is in the air (scene 17), a scene where it approaches Gorrister's (scene 16) and another one // we fix their sprite here
// where it has landed (scene 18). // Fixes bugs #2057200 - "IHNM: Invisible inventory objects",
// In two of these scenes (the "on air" and "approaching" ones), when the player uses the knife with the // #1861126 - "IHNM: Crash when Gorrister cuts sheet in the mooring ring"
// rope, the associated script picks up object id 16392. In the "zeppelin landed" scene (scene 18), the // and some incorrect objects in the IHNM demo
// associated script picks up object id 16390. This seems to be a script bug, as it should be id 16392, if (_vm->getGameType() == GType_IHNM)
// like in the other two scenes, as it is the same object (the rope). Picking up object 16390 leads to an obj->_spriteListResourceId = obj->_index;
// assertion anyway, therefore we change the problematic object (16390) to the correct one (16392) here.
// Fixes bug #1861126 - "IHNM: Crash when Gorrister cuts sheet in the mooring ring"
if (_vm->getGameType() == GType_IHNM) {
if (_vm->_scene->currentChapterNumber() == 1 && _vm->_scene->currentSceneNumber() == 18) {
if (objectId == 16390)
objectId = 16392;
}
}
// WORKAROUND for two incorrect object sprites in the IHNM demo
// (the mirror and the icon in Ted's part). Set them correctly here
if (_vm->getGameId() == GID_IHNM_DEMO) {
if (objectId == 16408)
obj->_spriteListResourceId = 24;
if (objectId == 16409)
obj->_spriteListResourceId = 25;
}
_vm->_interface->addToInventory(objectId); _vm->_interface->addToInventory(objectId);
} }