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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
#include "xeen/patcher.h"
#include "xeen/xeen.h"
#include "xeen/map.h"
#include "xeen/party.h"
#include "common/memstream.h"
#include "common/serializer.h"
namespace Xeen {
struct ScriptEntry {
uint _gameId;
int _mapId;
const byte *_data;
};
struct ObjectEntry {
int _gameId; ///< Game Id
int _removeMazeId; ///< Maze Id of copy to remove
int _removeObjNumber; ///< Object number of copy to remove
int _refMazeId; ///< Reference object maze id
int _refObjNumber; ///< Reference object's number
};
static const byte DS_MAP54_LINE8[] = { 8, 10, 10, DIR_EAST, 8, OP_MoveWallObj, 20, 100, 100 };
static const byte SW_MAP53_LINE8[] = { 5, 14, 6, DIR_EAST, 8, OP_Exit };
static const byte DS_MAP116[] = { 9, 10, 6, 4, 2, OP_TakeOrGive, 0, 0, 103, 128 };
static const byte DS_MAP62_PIT1[] = { 9, 11, 8, DIR_ALL, 4, OP_FallToMap, 61, 11, 8, 0 };
static const byte DS_MAP62_PIT2[] = { 9, 7, 4, DIR_ALL, 4, OP_FallToMap, 61, 7, 4, 0 };
#define SCRIPT_PATCHES_COUNT 5
static const ScriptEntry SCRIPT_PATCHES[] = {
{ GType_DarkSide, 54, DS_MAP54_LINE8 }, // Fix curtain on level 2 of Ellinger's Tower
{ GType_Swords, 53, SW_MAP53_LINE8 }, // Fix chest in Hart having gems, but saying "Nothing Here"
{ GType_DarkSide, 116, DS_MAP116 }, // Fix statue in Dark Tower setting invalid world flag
{ GType_DarkSide, 62, DS_MAP62_PIT1 }, // Fix fall position for pit
{ GType_DarkSide, 62, DS_MAP62_PIT2 } // Fix fall position for pit
};
// List of objects that need to be removed. Most of these are for copies of objects that appear in
// the distance on the edge of other maps, so they don't simply pop into existance when the map changes.
// When the main object is removed, the original didn't properly also removie the object copies
#define REMOVE_OBJECTS_COUNT 6
static const ObjectEntry REMOVE_OBJECTS[] = {
// Floating statue in the distance off SE corner of map
{ GType_Clouds, 24, 15, 0, 0 },
// Desert Paladin stones
{ GType_DarkSide, 10, 9, 14, 1 },
{ GType_DarkSide, 11, 5, 10, 0 },
{ GType_DarkSide, 15, 5, 14, 4 },
{ GType_DarkSide, 15, 6, 14, 5 },
{ GType_DarkSide, 10, 10, 14, 5 }
};
/*------------------------------------------------------------------------*/
void Patcher::patch() {
patchScripts();
patchObjects();
}
void Patcher::patchScripts() {
Map &map = *g_vm->_map;
Party &party = *g_vm->_party;
uint gameId = g_vm->getSpecificGameId();
for (int patchIdx = 0; patchIdx < SCRIPT_PATCHES_COUNT; ++patchIdx) {
const ScriptEntry &se = SCRIPT_PATCHES[patchIdx];
if (se._gameId != gameId || se._mapId != party._mazeId)
continue;
MazeEvent evt;
Common::MemoryReadStream memStream(se._data, se._data[0] + 1);
Common::Serializer s(&memStream, nullptr);
evt.synchronize(s);
// Scan through the events to find a matching line
int idx = 0;
while (idx < (int)map._events.size() && (evt._position != map._events[idx]._position
|| evt._direction != map._events[idx]._direction || evt._line != map._events[idx]._line))
++idx;
// Set the event
if (idx == (int)map._events.size())
map._events.push_back(evt);
else
map._events[idx] = evt;
}
}
void Patcher::patchObjects() {
Map &map = *g_vm->_map;
Party &party = *g_vm->_party;
const MazeData *mapData = map.mazeDataSurrounding();
int gameId = g_vm->getSpecificGameId();
for (int roCtr = 0; roCtr < REMOVE_OBJECTS_COUNT; ++roCtr) {
const ObjectEntry &oe = REMOVE_OBJECTS[roCtr];
if (oe._gameId != gameId || oe._removeMazeId != party._mazeId)
continue;
MazeObject &mazeObj = map._mobData._objects[oe._removeObjNumber];
// If specified object has a linked reference object, we need to check if it's removed
if (oe._refMazeId) {
int mazeIndex = -1;
while (++mazeIndex < 9) {
if (mapData[mazeIndex]._mazeId == oe._refMazeId)
break;
}
if (mazeIndex == 9)
error("Could not find specified reference maze in object patcher");
if (mapData[mazeIndex]._objectsPresent[oe._refObjNumber])
// Object linked to is still present, so we don't remove the object yet
continue;
}
// Ensure the object is marked as removed
mazeObj._position.x = mazeObj._position.y = 128;
}
}
} // End of namespace Xeen
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