[Scummvm-git-logs] scummvm branch-2-1 -> bec233797c70234ac5fd8cb8c6110a4a6280c8d4

dreammaster paulfgilbert at gmail.com
Wed Jan 8 06:15:37 UTC 2020


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
bec233797c XEEN: Fix crash in WOXCD Deep Mine Alpha


Commit: bec233797c70234ac5fd8cb8c6110a4a6280c8d4
    https://github.com/scummvm/scummvm/commit/bec233797c70234ac5fd8cb8c6110a4a6280c8d4
Author: Paul Gilbert (dreammaster at scummvm.org)
Date: 2020-01-07T22:13:30-08:00

Commit Message:
XEEN: Fix crash in WOXCD Deep Mine Alpha

Changed paths:
    NEWS.md
    engines/xeen/map.cpp


diff --git a/NEWS.md b/NEWS.md
index 0c4d030..5671ad1 100644
--- a/NEWS.md
+++ b/NEWS.md
@@ -39,6 +39,7 @@ For a more comprehensive changelog of the latest experimental code, see:
  Xeen:
    - Fix display of gold and gem amounts on the Switch.
    - Fix tavern exit locations in Swords of Xeen.
+   - Fix crash loading Deep Mine Alpha in World of Xeen CD
 
  3DS port:
    - Major improvements.
diff --git a/engines/xeen/map.cpp b/engines/xeen/map.cpp
index 9fd967b..22a8536 100644
--- a/engines/xeen/map.cpp
+++ b/engines/xeen/map.cpp
@@ -785,17 +785,22 @@ void Map::load(int mapId) {
 				}
 			} else if (File::exists(mobName)) {
 				// For surrounding maps, set up flags for whether objects are present
-				// Load the monster/object data
-				File mobFile(mobName);
-				XeenSerializer sMob(&mobFile, nullptr);
-				MonsterObjectData mobData(_vm);
-				mobData.synchronize(sMob, _monsterData);
-				mobFile.close();
 
-				mazeDataP->_objectsPresent.resize(mobData._objects.size());
-				for (uint objIndex = 0; objIndex < mobData._objects.size(); ++objIndex) {
-					const Common::Point &pt = mobData._objects[objIndex]._position;
-					mazeDataP->_objectsPresent[objIndex] = ABS(pt.x) != 128 && ABS(pt.y) != 128;
+				// WORKAROUND: In WOX CD Map 120, one of the maps for Deep Mine Alpha,
+				// has invalid monster data. So to work around it, we just ignore it
+				if (!(mapId == 120 && g_vm->getIsCD() && g_vm->getGameID() == GType_WorldOfXeen)) {
+					// Load the monster/object data
+					File mobFile(mobName);
+					XeenSerializer sMob(&mobFile, nullptr);
+					MonsterObjectData mobData(_vm);
+					mobData.synchronize(sMob, _monsterData);
+					mobFile.close();
+
+					mazeDataP->_objectsPresent.resize(mobData._objects.size());
+					for (uint objIndex = 0; objIndex < mobData._objects.size(); ++objIndex) {
+						const Common::Point &pt = mobData._objects[objIndex]._position;
+						mazeDataP->_objectsPresent[objIndex] = ABS(pt.x) != 128 && ABS(pt.y) != 128;
+					}
 				}
 			}
 		}




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