[Scummvm-cvs-logs] CVS: scummvm/sword2 interpreter.cpp,1.30,1.31 mouse.cpp,1.45,1.46
Torbj?rn Andersson
eriktorbjorn at users.sourceforge.net
Sat Nov 29 09:06:03 CET 2003
Update of /cvsroot/scummvm/scummvm/sword2
In directory sc8-pr-cvs1:/tmp/cvs-serv19350
Modified Files:
interpreter.cpp mouse.cpp
Log Message:
Clarified comment about the elevator script bug and added a workaround for
the dreaded Pyramid Bug.
Index: interpreter.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/interpreter.cpp,v
retrieving revision 1.30
retrieving revision 1.31
diff -u -d -r1.30 -r1.31
--- interpreter.cpp 28 Nov 2003 07:55:25 -0000 1.30
+++ interpreter.cpp 29 Nov 2003 17:05:30 -0000 1.31
@@ -212,6 +212,8 @@
}
int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) {
+ bool checkPyramidBug = false;
+
#define STACK_SIZE 10
_standardHeader *header = (_standardHeader *) scriptData;
@@ -256,6 +258,27 @@
debug(5, "Start script with offset %d", ip);
}
+ // WORKAROUND: The dreaded pyramid makes the torch untakeable when you
+ // speak to Titipoco. This is because one of the conditions for the
+ // torch to be takeable is that Titipoco isn't doing anything out of
+ // the ordinary. Global variable 913 has to be 0 to signify that he is
+ // in his "idle" state.
+ //
+ // Unfortunately, simply the act of speaking to him sets variable 913
+ // to 1 (probably to stop him from turning around every now and then).
+ // The script may then go on to set the variable to different values
+ // to trigger various behaviours in him, but if you have run out of
+ // these cases the script won't ever set it back to 0 again.
+ //
+ // So if his click hander (action script number 2) finishes, and
+ // variable 913 is 1, we set it back to 0 manually.
+
+ if (strcmp((char *) header->name, "titipoco_81") == 0 &&
+ ip >= (int32) READ_LE_UINT32((const int *) code + 3) &&
+ ip < (int32) READ_LE_UINT32((const int *) code + 4)) {
+ checkPyramidBug = true;
+ }
+
code += noScripts * sizeof(int32) + sizeof(int32);
#ifdef DONTPROCESSSCRIPTCHECKSUM
@@ -290,8 +313,16 @@
switch (curCommand) {
case CP_END_SCRIPT:
// End the script
- debug(5, "End script",0);
+ debug(5, "End script");
runningScript = 0;
+
+ // WORKAROUND: Pyramid Bug. See explanation above.
+
+ if (checkPyramidBug && _globals[913] == 1) {
+ warning("Working around Titipoco script bug (the \"Pyramid Bug\")");
+ _globals[913] = 0;
+ }
+
break;
case CP_PUSH_LOCAL_VAR32:
// Push the contents of a local variable
Index: mouse.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/sword2/mouse.cpp,v
retrieving revision 1.45
retrieving revision 1.46
diff -u -d -r1.45 -r1.46
--- mouse.cpp 23 Nov 2003 13:40:24 -0000 1.45
+++ mouse.cpp 29 Nov 2003 17:05:30 -0000 1.46
@@ -648,23 +648,18 @@
EXIT_FADING = 0;
// WORKAROUND: Examining the lift while at the top of the
- // pyramid causes the game to hang. It looks like a script
- // bug to me: the script hides the mouse cursor, checks if the
- // player pressed the left mouse button and, if not, jumps to
- // an end of script instruction.
+ // pyramid causes the game to hang.
//
- // One idea would be to redirect the action to the elevator
- // object at the bottom of the pyramid instead, but I don't
- // know if that's a safe thing to do so for now I've disabled
- // it. Maybe we could find a better workaround if we had a
- // script decompiler...
+ // Actually, what happens is that the elevator's click handler
+ // (action script 2) disables the mouse cursor. Then it checks
+ // if the user clicked the left button, in which case it
+ // triggers the "going down" animation.
//
- // I'm checking the status of the left button rather than the
- // right button because that's what I think the script does.
+ // If the user didn't click the left button, the script will
+ // terminate. With the mouse cursor still disabled. Ouch!
if (_mouseTouching == 2773 && !LEFT_BUTTON) {
- warning("Ignoring action to work around script bug at pyramid top");
- // _logic->setPlayerActionEvent(CUR_PLAYER_ID, 2737);
+ warning("Working around elevator script bug");
} else
_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);
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