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author | Kari Salminen | 2008-01-14 17:03:14 +0000 |
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committer | Kari Salminen | 2008-01-14 17:03:14 +0000 |
commit | d167ad4066ce1e8365e04de24cd09202a1e99e37 (patch) | |
tree | faff49ed6636b006a93da4dc73c9fa15ee5bd76a /engines/agi | |
parent | 5870bebd6d4bf659c4a405b3a0be895ff42f93b0 (diff) | |
download | scummvm-rg350-d167ad4066ce1e8365e04de24cd09202a1e99e37.tar.gz scummvm-rg350-d167ad4066ce1e8365e04de24cd09202a1e99e37.tar.bz2 scummvm-rg350-d167ad4066ce1e8365e04de24cd09202a1e99e37.zip |
Workaround for bug #1660424 (KQ4: Zombie bug) which is a script bug present in the original game.
svn-id: r30482
Diffstat (limited to 'engines/agi')
-rw-r--r-- | engines/agi/op_cmd.cpp | 31 |
1 files changed, 31 insertions, 0 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp index 6f98a00af5..a2e533ab32 100644 --- a/engines/agi/op_cmd.cpp +++ b/engines/agi/op_cmd.cpp @@ -1222,6 +1222,37 @@ cmd(distance) { } else { d = 0xff; } + + // WORKAROUND: Fixes King's Quest IV's script bug #1660424 (KQ4: Zombie bug). + // In the graveyard (Room 16) at night if you had the Obsidian Scarab (Item 4) + // and you were very close to a spot where a zombie was going to rise up from the + // ground you could reproduce the bug. Just standing there and letting the zombie + // try to rise up the Obsidian Scarab would repel the zombie immediately and that + // would make the script bug so that the zombie would still come up but it just + // wouldn't chase Rosella around anymore. If it had worked correctly the zombie + // wouldn't have come up at all or it would have come up and gone back down + // immediately. The latter approach is the one implemented here. + if (g_agi->getGameID() == GID_KQ4 && _v[vCurRoom] == 16 && p2 >= 221 && p2 <= 223) { + // Room 16 is a graveyard where three zombies come up at night. It uses logic 16. + // Variables 221-223 are used to save the distance between each zombie and Rosella. + // Variables 155, 156 and 162 are used to save the state of each zombie. + // Rosella gets turned to a zombie only if any of the zombies is under 10 units away + // from her and she doesn't have the Obsidian Scarab (Item 4). Likewise Rosella makes + // a zombie go back into the ground if the zombie comes under 15 units away from her + // and she has the Obsidian Scarab. To ensure a zombie always first rises up before + // checking for either of the aforementioned conditions (Rosella getting turned to + // a zombie or the zombie getting turned away by the scarab) we make it appear the + // zombie is far away from Rosella if the zombie is not already up and chasing her. + enum zombieStates {ZOMBIE_SET_TO_RISE_UP, ZOMBIE_RISING_UP, ZOMBIE_CHASING_EGO}; + static const uint8 zombieStateVarNumList[] = {155, 156, 162}; + uint8 zombieNum = p2 - 221; // Zombie's number (In range 0-2) + uint8 zombieStateVarNum = zombieStateVarNumList[zombieNum]; // Number of the variable containing zombie's state + uint8 zombieState = _v[zombieStateVarNum]; // Zombie's state + // If zombie is not chasing Rosella then set its distance from Rosella to the maximum + if (zombieState != ZOMBIE_CHASING_EGO) + d = 0xff; + } + _v[p2] = (unsigned char)d; } |