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engines/mm/xeen/patcher.cpp
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148
engines/mm/xeen/patcher.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "mm/xeen/patcher.h"
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#include "mm/xeen/xeen.h"
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#include "mm/xeen/map.h"
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#include "mm/xeen/party.h"
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#include "common/memstream.h"
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#include "common/serializer.h"
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namespace MM {
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namespace Xeen {
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struct ScriptEntry {
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uint _gameId;
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int _mapId;
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const byte *_data;
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};
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struct ObjectEntry {
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int _gameId; ///< Game Id
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int _removeMazeId; ///< Maze Id of copy to remove
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int _removeObjNumber; ///< Object number of copy to remove
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int _refMazeId; ///< Reference object maze id
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int _refObjNumber; ///< Reference object's number
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};
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static const byte DS_MAP54_LINE8[] = { 8, 10, 10, DIR_EAST, 8, OP_MoveWallObj, 20, 100, 100 };
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static const byte SW_MAP53_LINE8[] = { 5, 14, 6, DIR_EAST, 8, OP_Exit };
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static const byte DS_MAP116[] = { 9, 10, 6, 4, 2, OP_TakeOrGive, 0, 0, 103, 128 };
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static const byte DS_MAP62_PIT1[] = { 9, 11, 8, DIR_ALL, 4, OP_FallToMap, 61, 11, 8, 0 };
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static const byte DS_MAP62_PIT2[] = { 9, 7, 4, DIR_ALL, 4, OP_FallToMap, 61, 7, 4, 0 };
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#define SCRIPT_PATCHES_COUNT 5
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static const ScriptEntry SCRIPT_PATCHES[] = {
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{ GType_DarkSide, 54, DS_MAP54_LINE8 }, // Fix curtain on level 2 of Ellinger's Tower
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{ GType_Swords, 53, SW_MAP53_LINE8 }, // Fix chest in Hart having gems, but saying "Nothing Here"
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{ GType_DarkSide, 116, DS_MAP116 }, // Fix statue in Dark Tower setting invalid world flag
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{ GType_DarkSide, 62, DS_MAP62_PIT1 }, // Fix fall position for pit
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{ GType_DarkSide, 62, DS_MAP62_PIT2 } // Fix fall position for pit
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};
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// List of objects that need to be removed. Most of these are for copies of objects that appear in
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// the distance on the edge of other maps, so they don't simply pop into existence when the map changes.
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// When the main object is removed, the original didn't properly also remove the object copies
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#define REMOVE_OBJECTS_COUNT 6
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static const ObjectEntry REMOVE_OBJECTS[] = {
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// Floating statue in the distance off SE corner of map
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{ GType_Clouds, 24, 15, 0, 0 },
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// Desert Paladin stones
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{ GType_DarkSide, 10, 9, 14, 1 },
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{ GType_DarkSide, 11, 5, 10, 0 },
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{ GType_DarkSide, 15, 5, 14, 4 },
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{ GType_DarkSide, 15, 6, 14, 5 },
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{ GType_DarkSide, 10, 10, 14, 5 }
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};
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/*------------------------------------------------------------------------*/
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void Patcher::patch() {
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patchScripts();
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patchObjects();
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}
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void Patcher::patchScripts() {
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Map &map = *g_vm->_map;
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Party &party = *g_vm->_party;
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uint gameId = g_vm->getSpecificGameId();
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for (int patchIdx = 0; patchIdx < SCRIPT_PATCHES_COUNT; ++patchIdx) {
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const ScriptEntry &se = SCRIPT_PATCHES[patchIdx];
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if (se._gameId != gameId || se._mapId != party._mazeId)
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continue;
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MazeEvent evt;
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Common::MemoryReadStream memStream(se._data, se._data[0] + 1);
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Common::Serializer s(&memStream, nullptr);
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evt.synchronize(s);
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// Scan through the events to find a matching line
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int idx = 0;
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while (idx < (int)map._events.size() && (evt._position != map._events[idx]._position
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|| evt._direction != map._events[idx]._direction || evt._line != map._events[idx]._line))
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++idx;
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// Set the event
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if (idx == (int)map._events.size())
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map._events.push_back(evt);
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else
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map._events[idx] = evt;
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}
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}
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void Patcher::patchObjects() {
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Map &map = *g_vm->_map;
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Party &party = *g_vm->_party;
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const MazeData *mapData = map.mazeDataSurrounding();
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int gameId = g_vm->getSpecificGameId();
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for (int roCtr = 0; roCtr < REMOVE_OBJECTS_COUNT; ++roCtr) {
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const ObjectEntry &oe = REMOVE_OBJECTS[roCtr];
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if (oe._gameId != gameId || oe._removeMazeId != party._mazeId)
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continue;
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MazeObject &mazeObj = map._mobData._objects[oe._removeObjNumber];
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// If specified object has a linked reference object, we need to check if it's removed
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if (oe._refMazeId) {
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int mazeIndex = -1;
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while (++mazeIndex < 9) {
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if (mapData[mazeIndex]._mazeId == oe._refMazeId)
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break;
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}
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if (mazeIndex == 9)
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error("Could not find specified reference maze in object patcher");
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if (mapData[mazeIndex]._objectsPresent[oe._refObjNumber])
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// Object linked to is still present, so we don't remove the object yet
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continue;
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}
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// Ensure the object is marked as removed
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mazeObj._position.x = mazeObj._position.y = 128;
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}
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}
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} // End of namespace Xeen
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} // End of namespace MM
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