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authorMartin Kiewitz2013-12-21 23:54:35 +0100
committerMartin Kiewitz2013-12-21 23:54:35 +0100
commit68567ec2b166934d485ffe9826f5fd56818a786e (patch)
treec1bdbfae3bb3d851803220fecf499d722ec064f4
parent5f699929c85bc14cbcba8197f58c71ec1ffe5d8e (diff)
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SCI: improved one of the kq6 audio+text patches
KQPrint windows now get closed automatically when in audio+text mode
-rw-r--r--engines/sci/engine/script_patches.cpp23
1 files changed, 20 insertions, 3 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp
index d040ec4e75..0e2b38bfbb 100644
--- a/engines/sci/engine/script_patches.cpp
+++ b/engines/sci/engine/script_patches.cpp
@@ -1079,21 +1079,38 @@ static const uint16 kq6CDPatchAudioTextSupport2[] = {
// Additional patch specifically for King's Quest 6
// Fixes special windows, used for example in the Pawn shop (room 280),
// when the man in a robe complains about no more mints.
+// We have to change even more code, because the game uses PODialog class for
+// text windows and myDialog class for audio. Both are saved to KQ6Print::dialog
+// Sadly PODialog is created during KQ6Print::addText, myDialog is set during
+// KQ6Print::showSelf, which is called much later and KQ6Print::addText requires
+// KQ6Print::dialog to be set, which means we have to set it before calling addText
+// for audio mode, otherwise the user would have to click to get those windows disposed.
// Patched method: KQ6Print::say
-// Currently those windows wait for a mouse-click and don't close automatically
static const uint16 kq6CDSignatureAudioTextSupport3[] = {
+ 0x31, 0x6e, // bnt [to text code]
+ SIG_ADDTOOFFSET(+85),
SIG_MAGICDWORD,
0x8f, 0x01, // lsp param[1]
0x35, 0x01, // ldi 01
0x1a, // eq?
0x31, 0x0c, // bnt [code to set property repressText to 1]
0x38, // pushi (selector addText)
+ SIG_ADDTOOFFSET(+9), // skip addText-calling code
+ 0x33, 0x10, // jmp [to ret]
+ 0x35, 0x01, // ldi 01
+ 0x65, 0x2e, // aTop repressText
+ 0x33, 0x0a, // jmp [to ret]
SIG_END
};
static const uint16 kq6CDPatchAudioTextSupport3[] = {
- PATCH_ADDTOOFFSET(+5),
- 0x18, 0x18, // not (waste bytes)
+ 0x31, 0x5c, // adjust jump to reuse audio mode addText-calling code
+ PATCH_ADDTOOFFSET(102),
+ 0x48, // ret
+ 0x48, // waste byte
+ 0x72, 0x0e, 0x00, // lofsa myDialog
+ 0x65, 0x12, // aTop dialog
+ 0x33, 0xed, // jump back to audio mode addText-calling code
PATCH_END
};