HUGO: Fix labyrinth bug in Hugo 2 for Windows

svn-id: r52485
This commit is contained in:
Arnaud Boutonné 2010-09-01 22:11:01 +00:00
parent 64313cd7f1
commit ca74eb3e8b
5 changed files with 5 additions and 17 deletions

View file

@ -523,9 +523,6 @@ void HugoEngine::processMaze() {
debugC(1, kDebugEngine, "processMaze");
//actlist alnewscr = {&aheroxy,&astophero,&aherostop,&anewscr,NULL};
//actlist_pt alist = &alnewscr[0];
currImage = _hero->currImagePtr; // Get ptr to current image
x1 = _hero->x + currImage->x1; // Left edge of object
x2 = _hero->x + currImage->x2; // Right edge
@ -534,41 +531,29 @@ void HugoEngine::processMaze() {
if (x1 < _maze.x1) {
// Exit west
// anewscr.screen = *_screen_p - 1;
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - 1;
// aheroxy.x = _maze.x2 - SHIFT - (x2 - x1);
_actListArr[_alNewscrIndex][0].a2.x = _maze.x2 - SHIFT - (x2 - x1);
// aheroxy.y = _hero_p->y;
_actListArr[_alNewscrIndex][0].a2.y = _hero->y;
_status.routeIndex = -1;
scheduler().insertActionList(_alNewscrIndex);
} else if (x2 > _maze.x2) {
// Exit east
// anewscr.screen = *_screen_p + 1;
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + 1;
// aheroxy.x = _maze.x1 + SHIFT;
_actListArr[_alNewscrIndex][0].a2.x = _maze.x1 + SHIFT;
// aheroxy.y = _hero_p->y;
_actListArr[_alNewscrIndex][0].a2.y = _hero->y;
_status.routeIndex = -1;
scheduler().insertActionList(_alNewscrIndex);
} else if (y1 < _maze.y1 - SHIFT) {
// Exit north
// anewscr.screen = *_screen_p - _maze.size;
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p - _maze.size;
// aheroxy.x = _maze.x3; // special offset for perspective
_actListArr[_alNewscrIndex][0].a2.x = _maze.x3;
// aheroxy.y = _maze.y2 - SHIFT - (y2 - y1);
_actListArr[_alNewscrIndex][0].a2.y = _maze.y2 - SHIFT - (y2 - y1);
_status.routeIndex = -1;
scheduler().insertActionList(_alNewscrIndex);
} else if (y2 > _maze.y2 - SHIFT / 2) {
// Exit south
// anewscr.screen = *_screen_p + _maze.size;
_actListArr[_alNewscrIndex][3].a8.screenIndex = *_screen_p + _maze.size;
// aheroxy.x = _maze.x4; // special offset for perspective
_actListArr[_alNewscrIndex][0].a2.x = _maze.x4;
// aheroxy.y = _maze.y1 + SHIFT;
_actListArr[_alNewscrIndex][0].a2.y = _maze.y1 + SHIFT;
_status.routeIndex = -1;
scheduler().insertActionList(_alNewscrIndex);

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@ -848,6 +848,7 @@ bool HugoEngine::loadHugoDat() {
case INIT_MAZE: // 30
_actListArr[i][j].a30.timer = in.readSint16BE();
_actListArr[i][j].a30.mazeSize = in.readByte();
_actListArr[i][j].a30.x1 = in.readSint16BE();
_actListArr[i][j].a30.y1 = in.readSint16BE();
_actListArr[i][j].a30.x2 = in.readSint16BE();
_actListArr[i][j].a30.y2 = in.readSint16BE();
@ -1130,6 +1131,7 @@ bool HugoEngine::loadHugoDat() {
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readSint16BE();
in.readByte();
break;
case EXIT_MAZE: // 31

View file

@ -33,7 +33,7 @@
#include "hugo/game.h"
#define HUGO_DAT_VER_MAJ 0 // 1 byte
#define HUGO_DAT_VER_MIN 18 // 1 byte
#define HUGO_DAT_VER_MIN 19 // 1 byte
#define DATAALIGNMENT 4
namespace Common {

View file

@ -1154,6 +1154,7 @@ void writeActListArray(FILE *outFile, const actList actListArr[], int nbrElem) {
case INIT_MAZE: // 30
writeSint16BE(outFile, ((act *) actListArr[i][j])->a30.timer);
writeByte(outFile, ((act *) actListArr[i][j])->a30.mazeSize);
writeSint16BE(outFile, ((act *) actListArr[i][j])->a30.x1);
writeSint16BE(outFile, ((act *) actListArr[i][j])->a30.y1);
writeSint16BE(outFile, ((act *) actListArr[i][j])->a30.x2);
writeSint16BE(outFile, ((act *) actListArr[i][j])->a30.y2);

View file

@ -31,7 +31,7 @@
#define DATAALIGNMENT 4
#define HUGO_DAT_VER_MAJ 0 // 1 byte
#define HUGO_DAT_VER_MIN 18 // 1 byte
#define HUGO_DAT_VER_MIN 19 // 1 byte
typedef unsigned char uint8;
typedef unsigned char byte;