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authorTorbjörn Andersson2018-06-30 17:50:16 +0200
committerEugene Sandulenko2018-07-29 09:48:47 +0200
commitf6a0e197b1929bc14d5e1a5b8ce61db5b14833f9 (patch)
tree276af62293bbc63675f202b231e4a3b9f6eb2247
parent2982792eb1498962db855f7213bc2306d24e73cb (diff)
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ZVISION: Add workaround for ZGI bug #10605
It's possible to get the "Fire! Fire!" timer stuck after setting the the inquisitor doll on fire. This should work around that.
-rw-r--r--engines/zvision/scripting/scr_file_handling.cpp22
1 files changed, 22 insertions, 0 deletions
diff --git a/engines/zvision/scripting/scr_file_handling.cpp b/engines/zvision/scripting/scr_file_handling.cpp
index cc845424c7..88d43e0b00 100644
--- a/engines/zvision/scripting/scr_file_handling.cpp
+++ b/engines/zvision/scripting/scr_file_handling.cpp
@@ -222,6 +222,28 @@ bool ScriptManager::parseCriteria(Common::SeekableReadStream &stream, Common::Li
entry.argumentIsAKey = false;
}
+ // WORKAROUND for a script bug in Zork: Grand Inquisitor. If the
+ // fire timer is killed (e.g. by the inventory screen) with less
+ // than 10 units left, it will get stuck and never time out. We
+ // work around that by changing the condition from "greater than
+ // 10" to "greater than 0 but not 2 (the magic time-out value)".
+ //
+ // I have a sneaking suspicion that there may be other timer
+ // glitches like this, but this one makes the game unplayable
+ // and is easy to trigger.
+ if (_engine->getGameId() == GID_GRANDINQUISITOR && key == 17162) {
+ Puzzle::CriteriaEntry entry0;
+ entry0.key = 17161; // pe_fire
+ entry0.criteriaOperator = Puzzle::GREATER_THAN;
+ entry0.argumentIsAKey = false;
+ entry0.argument = 0;
+
+ criteriaList.back().push_back(entry0);
+
+ entry.criteriaOperator = Puzzle::NOT_EQUAL_TO;
+ entry.argument = 2;
+ }
+
criteriaList.back().push_back(entry);
line = stream.readLine();