Patch 627294: Fix loom mask regression by making the last change a fixme hack instead of a generic case

svn-id: r5278
This commit is contained in:
James Brown 2002-10-23 08:40:57 +00:00
parent c77009e151
commit f46346c2aa

View File

@ -896,26 +896,40 @@ void Actor::drawActorCostume()
cr._outheight = _vm->virtscr->height;
// If walkbox is 0, that could mean two things:
// FIXME - Hack to fix two glitches in the scene where Bobbin
// heals Rusty: Bobbin's feet get masked when Rusty shows him
// what happens to The Forge, and Rusty gets masked after
// Bobbin heals him.
//
// Either the actor is or has been moved around with
// ignoreBoxes != 0. In this case, use the mask for the
// walkbox the actor is currently inside or, if it's not in
// any walkbox, don't mask at all.
// When an actor is moved around without regards to walkboxes,
// its walkbox is set to 0. Unfortunately that's a valid
// walkbox in older games, and its mask may be completely
// wrong for this purpose.
//
// This fixes two graphics glitches in Loom. Bobbin's feet
// are not obscured after Rusty's ghost has shown him what's
// happened to The Forge, and Rusty himself isn't partially
// obscured after Bobbin heals him.
// So instead use the mask of the box where the actor happens
// to be at the moment or, if it's not in any box, don't mask
// at all.
//
// Or it could mean that the actor really is in walkbox 0.
// Checking if ignoreBoxes != 0 isn't enough to fix all the
// glitches, so I have to check for walkbox 0. However, that
// gives too many false positives -- it breaks masking in a
// few other rooms, e.g. when Stoke leaves the room where he
// locks up "Rusty".
//
// Until someone can find the proper fix, only apply it to the
// one room where it's actually needed.
if (_vm->_gameId == GID_LOOM256 && walkbox == 0) {
int i;
if (_vm->_gameId == GID_LOOM256 && _vm->_currentRoom == 34 && walkbox == 0) {
int num_boxes, i;
cr._zbuf = 0;
num_boxes = _vm->getNumBoxes();
for (i = _vm->getNumBoxes() - 1; i >= 0; i--) {
// For this particular room it won't matter in which
// direction we loop. In other rooms, looping in the
// other direction may pick the wrong box.
for (i = 0; i < num_boxes; i++) {
if (_vm->checkXYInBoxBounds(i, x, y)) {
cr._zbuf = _vm->getMaskFromBox(i);
break;
@ -1141,8 +1155,9 @@ void Actor::startWalkActor(int destX, int destY, int dir)
abr.dist = 0;
walkbox = 0;
} else {
// FIXME: this prevents part of bug #605970 (Loom) from occuring. Not sure
// if there is a better way to achieve this.
// FIXME: this prevents part of bug #605970 (Loom) from
// occuring, and also fixes a walk bug with Rusty's ghost.
// Not sure if there is a better way to achieve this.
if (walkbox == 0)
adjustActorPos();