(Walking animation when turning not correct)
Also match v1/2 walk code more to the orginal behavior
in general, to eliminate accuracy glitches.
Also, get rid of memory leaks in resetScumm().
I now own an original German copy, and I haven't been able to reproduce
the bug that was reported many moons ago. It's possible that a different
German release with the bug exists, and I haven't checked the script
differences in the German release yet, but I do believe that just comes
from a bad copy of the game.
Anyway, just leaving the enhancement as is for now.
We had this "+1" on the old version of the code as well...
It's not in the disasm but for now this seems easier
than going through the dirty rects code :-)
This is the thing I held off doing during the HE gfx rewrite, only to find out
it was actually needed. As usual, a great number of changes for... only
one small bug fixed. This closes ticket #9619:
"SCUMM/HE: PUTTZOO- Kenya Animation Bug Persists"
I have tested a bunch of representative HE70+,80,90,95,98,99,100
entries and I didn't notice regressions.
HE versions under 70 have not been touched by this, as I'd like to
know if there are issues with actor/object overlaps BEFORE actually
starting disassembling 16-bit DOS executables...
Indeed, we were missing some code from the original
which handled overlapping actors in which some moved
and some did not, which caused the latter to be erased.
Thanks eriktorbjorn for the great pointers on this.
This is a follow to my previous commit. We get rid of
the remaining LOOM FIXME. I have checked the different
SCUMM versions to see when the _ignoreBoxes check got
introduced.
(missing room check)
This was (again) a very old bug that got unmasked
by recent changes. There was even a comment
from 2003 about how original DIG checked for the
current room, but we - allegedly - wouldn't have to
do that.
There is still a FIXME about Loom. I'll have a look at
that, too, since it is not difficult to do...
The turning interpolation was completely disabled for v7/8, since it
interfered with DIG walk scripts. The result was that DIG was the only
v7/8 game that still had (script controlled) turning animations. COMI
and FT don't use walk scripts. So the actors would just flip directly from
the current facing direction to the target facing.
I have now changed parts of the walking code (and some other parts)
to better match the original v7/8 code.