SCI: Added a more specific workaround for bug #3267956. This fixes bug #3291115 - "KQ6: Game freezes when getting paper from web"

This commit is contained in:
md5 2011-04-28 04:13:44 +03:00
parent af28efae41
commit 5654e12575

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@ -325,14 +325,6 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
return acc;
}
// If the current volume of the slot is the same as the target volume,
// return without performing any fading. This fixes the music in room
// 406 in KQ6 (bug #3267956), where the game scripts ask for the background
// music to be played, and then faded to volume 127 (but the music is
// already at volume 127) and subsequently stopped.
if (argc >= 4 && musicSlot->volume == CLIP<uint16>(argv[1].toUint16(), 0, MUSIC_VOLUME_MAX))
return acc;
switch (argc) {
case 1: // SCI0
// SCI0 fades out all the time and when fadeout is done it will also
@ -353,7 +345,19 @@ reg_t SoundCommandParser::kDoSoundFade(int argc, reg_t *argv, reg_t acc) {
musicSlot->fadeStep = volume > musicSlot->fadeTo ? -5 : 5;
musicSlot->fadeTickerStep = argv[2].toUint16() * 16667 / _music->soundGetTempo();
musicSlot->fadeTicker = 0;
// TODO: We only handle zero and non-zero parameters, but this parameter
// can have other values as well (e.g. it's 3 in KQ6).
musicSlot->stopAfterFading = (argc == 5) ? (argv[4].toUint16() != 0) : false;
// WORKAROUND/HACK: In the labyrinth in KQ6, when falling in the pit and
// lighting the lantern, the game scripts perform a fade in of the game
// music, but set it to stop after fading. Remove that flag here. This is
// marked as both a workaround and a hack because this issue could be a
// problem with our fading code and an incorrect handling of that
// parameter, or a script bug in that scene. Fixes bug #3267956.
if (g_sci->getGameId() == GID_KQ6 && g_sci->getEngineState()->currentRoomNumber() == 406 &&
musicSlot->resourceId == 400)
musicSlot->stopAfterFading = false;
break;
default: