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authorsluicebox2018-10-04 01:27:46 -0700
committerFilippos Karapetis2018-10-15 00:18:33 +0300
commit9ed826c9bc030d4a03c432a5fed6dc8820691dd6 (patch)
tree4feca4be2592ed65d06d630f7eb45d5d7f2e0f00
parent457c4ee8acbd8dbb5dbca227ff80a0f6c5b684ce (diff)
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SCI: Fix LB2 back rub east entrance bug #10729
Fixes a lockup in the original game
-rw-r--r--engines/sci/engine/script_patches.cpp44
1 files changed, 44 insertions, 0 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp
index edbeaf5b74..0eab51f1ed 100644
--- a/engines/sci/engine/script_patches.cpp
+++ b/engines/sci/engine/script_patches.cpp
@@ -3797,6 +3797,49 @@ static const uint16 laurabow2PatchFixCrateRoomEastDoorLockup[] = {
PATCH_END
};
+// The act 4 back rub scene in Yvette's (room 550) locks up the game when
+// entered from Carrington's (room 560) instead of the hallway (room 510).
+//
+// The difference is that entering from the hallway sets the room script to
+// eRS (Enter Room Script) and entering from Carrington's doesn't set any
+// room script. When sBackRubInterrupted moves ego off screen to the south,
+// lRS (Leave Room Script) is run by LBRoom:doit if a room script isn't set,
+// and lRS:changState(0) calls handsOff. Since control is already disabled,
+// this unexpected second handsOff causes handsOn(1) to restore the disabled
+// state in the hallway and the user never regains control.
+//
+// We fix this by setting sBackRubInterrupted as the room's script instead of
+// backRub's script in backRub:doVerb/<noname300>(0). The script executes the
+// same but having it set as the room script prevents LBRoom:doit from running
+// lRS which prevents the extra handsOff. This patch overwrites backRub's
+// default verb handler but that's okay because that code never executes.
+// doVerb is only called by sBackRubViewing:changeState(6) which passes verb 0.
+// The entire scene is in handsOff mode so the user can't send any verbs.
+//
+// Affects: All Floppy and CD versions
+// Responsible method: backRub:doVerb/<noname300> in script 550
+// Fixes bug #10729
+static const uint16 laurabow2SignatureFixBackRubEastEntranceLockup[] = {
+ SIG_MAGICDWORD,
+ 0x31, 0x0c, // bnt 0c [ unused default verb handler ]
+ 0x38, PATCH_UINT16(0x0092), // push 0092 [ setScript/<noname146> ]
+ 0x78, // push1
+ 0x72, SIG_ADDTOOFFSET(+2), // lofsa sBackRubInterrupted [ cd: 0c94, floppy: 0c70 ]
+ 0x36, // push
+ 0x54, 0x06, // self 6 [ self:setScript sBackRubInterrupted ]
+ 0x33, 0x09, // jmp 9 [ exit switch ]
+ 0x38, SIG_ADDTOOFFSET(+2), // push doVerb/<noname300> [ cd: 011d, floppy: 012c ]
+ SIG_END
+};
+
+static const uint16 laurabow2PatchFixBackRubEastEntranceLockup[] = {
+ PATCH_ADDTOOFFSET(+10),
+ 0x81, 0x02, // lag 2 [ rm550 ]
+ 0x4a, 0x06, // send 6 [ rm550:setScript sBackRubInterrupted ]
+ 0x32, PATCH_UINT16(0x0006), // jmp 6 [ exit switch ]
+ PATCH_END
+};
+
// LB2 Floppy 1.0 doesn't initialize act 4 correctly when triggered by finding
// the dagger, causing the act 4 scene in Yvette's (room 550) to lockup the game.
//
@@ -4088,6 +4131,7 @@ static const SciScriptPatcherEntry laurabow2Signatures[] = {
{ true, 430, "CD/Floppy: make wired east door persistent", 1, laurabow2SignatureRememberWiredEastDoor, laurabow2PatchRememberWiredEastDoor },
{ true, 430, "CD/Floppy: fix wired east door", 1, laurabow2SignatureFixWiredEastDoor, laurabow2PatchFixWiredEastDoor },
{ true, 460, "CD/Floppy: fix crate room east door lockup", 1, laurabow2SignatureFixCrateRoomEastDoorLockup, laurabow2PatchFixCrateRoomEastDoorLockup },
+ { true, 550, "CD/Floppy: fix back rub east entrance lockup", 1, laurabow2SignatureFixBackRubEastEntranceLockup, laurabow2PatchFixBackRubEastEntranceLockup },
{ true, 26, "Floppy: fix act 4 initialization", 1, laurabow2SignatureFixAct4Initialization, laurabow2PatchFixAct4Initialization },
{ true, 550, "Floppy: missing desk lamp message", 1, laurabow2SignatureMissingDeskLampMessage, laurabow2PatchMissingDeskLampMessage },
{ true, 440, "Floppy: handle armor inset events", 1, laurabow2SignatureHandleArmorInsetEvents, laurabow2PatchHandleArmorInsetEvents },