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author | Filippos Karapetis | 2010-07-22 08:58:59 +0000 |
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committer | Filippos Karapetis | 2010-07-22 08:58:59 +0000 |
commit | 87e4823c752ce617668a0ad87f810ef274b67ef6 (patch) | |
tree | a0a1ad49bf1ef03a5d85de6d41bf54de2bbed81c /engines/sci/engine/workarounds.cpp | |
parent | 093800dc1cfa795ed0b58a0e9be99479f42d2d5e (diff) | |
download | scummvm-rg350-87e4823c752ce617668a0ad87f810ef274b67ef6.tar.gz scummvm-rg350-87e4823c752ce617668a0ad87f810ef274b67ef6.tar.bz2 scummvm-rg350-87e4823c752ce617668a0ad87f810ef274b67ef6.zip |
SCI: Moved the actual workaround arrays inside a cpp file
svn-id: r51132
Diffstat (limited to 'engines/sci/engine/workarounds.cpp')
-rw-r--r-- | engines/sci/engine/workarounds.cpp | 161 |
1 files changed, 161 insertions, 0 deletions
diff --git a/engines/sci/engine/workarounds.cpp b/engines/sci/engine/workarounds.cpp new file mode 100644 index 0000000000..dce9dbd844 --- /dev/null +++ b/engines/sci/engine/workarounds.cpp @@ -0,0 +1,161 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + * + */ + +#include "sci/engine/workarounds.h" + +namespace Sci { + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry opcodeDivWorkarounds[] = { + { GID_QFG1VGA, 301, 928, 0, "Blink", "init", -1, 0, { WORKAROUND_FAKE, 0 } }, // when entering inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call, index, workaround +const SciWorkaroundEntry opcodeDptoaWorkarounds[] = { + { GID_LSL6, 360, 938, 0, "ROsc", "cycleDone", -1, 0, { WORKAROUND_FAKE, 1 } }, // when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +#define FAKE WORKAROUND_FAKE + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry uninitializedReadWorkarounds[] = { + { GID_CNICK_KQ, 200, 0, 1, "Character", "<noname 446>", -1, 504, { FAKE, 0 } }, // checkers, like in hoyle 3 + { GID_CNICK_KQ, 200, 0, 1, "Character", "<noname 446>", -1, 505, { FAKE, 0 } }, // checkers, like in hoyle 3 + { GID_CNICK_KQ, -1, 700, 0, "gcWindow", "<noname 183>", -1, -1, { FAKE, 0 } }, // when entering control menu, like in hoyle 3 + { GID_CNICK_LONGBOW, 0, 0, 0, "RH Budget", "<noname 110>", -1, 1, { FAKE, 0 } }, // when starting the game + { GID_FREDDYPHARKAS, -1, 24, 0, "gcWin", "open", -1, 5, { FAKE, 0xf } }, // is used as priority for game menu + { GID_FREDDYPHARKAS, -1, 31, 0, "quitWin", "open", -1, 5, { FAKE, 0xf } }, // is used as priority for game menu + { GID_GK1, -1, 64950, 1, "Feature", "handleEvent", -1, 0, { FAKE, 0 } }, // sometimes when walk-clicking + { GID_GK2, 34, 11, 0, "", "export 10", -1, 3, { FAKE, 0 } }, // called when the game starts + { GID_HOYLE1, 4, 104, 0, "GinRummyCardList", "calcRuns", -1, 4, { FAKE, 0 } }, // Gin Rummy / right when the game starts + { GID_HOYLE1, 5, 204, 0, "tableau", "checkRuns", -1, 2, { FAKE, 0 } }, // Cribbage / during the game + { GID_HOYLE3, 200, 0, 1, "Character", "say", -1, 504, { FAKE, 0 } }, // when starting checkers, first time a character says something + { GID_HOYLE3, 200, 0, 1, "Character", "say", -1, 505, { FAKE, 0 } }, // when starting checkers, first time a character says something + { GID_HOYLE3, -1, 700, 0, "gcWindow", "open", -1, -1, { FAKE, 0 } }, // when entering control menu + { GID_ISLANDBRAIN, 140, 140, 0, "piece", "init", -1, 3, { FAKE, 1 } }, // first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0 + { GID_ISLANDBRAIN, 200, 268, 0, "anElement", "select", -1, 0, { FAKE, 0 } }, // elements puzzle, gets used before super TextIcon + { GID_JONES, 1, 232, 0, "weekendText", "draw", 0x3d3, 0, { FAKE, 0 } }, // jones/cd only - gets called during the game + { GID_JONES, 764, 255, 0, "", "export 0", -1, 13, { FAKE, 0 } }, // jones/ega&vga only - called when the game starts + { GID_JONES, 764, 255, 0, "", "export 0", -1, 14, { FAKE, 0 } }, // jones/ega&vga only - called when the game starts + { GID_KQ5, 90, 0, 0, "", "export 29", -1, 3, { FAKE, 0 } }, // called when playing harp for the harpies, is used for kDoAudio + { GID_KQ5, 25, 25, 0, "rm025", "doit", -1, 0, { FAKE, 0 } }, // inside witch forest, when going to the room where the walking rock is + { GID_KQ6, 30, 30, 0, "rats", "changeState", -1, 0, { FAKE, 0 } }, // rats in the catacombs + { GID_KQ6, 500, 500, 0, "rm500", "init", -1, 0, { FAKE, 0 } }, // going to island of the beast + { GID_KQ6, 520, 520, 0, "rm520", "init", -1, 0, { FAKE, 0 } }, // going to boiling water trap on beast isle + { GID_KQ6, -1, 903, 0, "controlWin", "open", -1, 4, { FAKE, 0 } }, // when opening the controls window (save, load etc) + { GID_LAURABOW2, -1, 24, 0, "gcWin", "open", -1, 5, { FAKE, 0xf } }, // is used as priority for game menu + { GID_LSL1, 250, 250, 0, "increase", "handleEvent", -1, 2, { FAKE, 0 } }, // casino, playing game, increasing bet + { GID_LSL1, 720, 720, 0, "rm720", "init", -1, 0, { FAKE, 0 } }, // age check room + { GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, 200, { FAKE, 0 } }, // right after entering the 3 ethnic groups inside comedy club + { GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, 201, { FAKE, 0 } }, // see above + { GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, 202, { FAKE, 0 } }, // see above + { GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, 203, { FAKE, 0 } }, // see above + { GID_LSL3, -1, 997, 0, "TheMenuBar", "handleEvent", -1, 1, { FAKE, 0xf } }, // when setting volume the first time, this temp is used to set volume on entry (normally it would have been initialized to 's') + { GID_LSL6, -1, 85, 0, "washcloth", "doVerb", -1, 0, { FAKE, 0 } }, // washcloth in inventory + { GID_LSL6, -1, 928, -1, "Narrator", "startText", -1, 0, { FAKE, 0 } }, // used by various objects that are even translated in foreign versions, that's why we use the base-class + { GID_LSL6HIRES, 0, 85, 0, "LL6Inv", "init", -1, 0, { FAKE, 0 } }, // on startup + { GID_LSL6HIRES, -1, 64950, 1, "Feature", "handleEvent", -1, 0, { FAKE, 0 } }, // at least when entering swimming pool area + { GID_QFG2, -1, 71, 0, "theInvSheet", "doit", -1, 1, { FAKE, 0 } }, // accessing the inventory + { GID_SQ1, -1, 703, 0, "", "export 1", -1, 0, { FAKE, 0 } }, // sub that's called from several objects while on sarien battle cruiser + { GID_SQ1, -1, 703, 0, "firePulsar", "changeState", 0x18a, 0, { FAKE, 0 } }, // export 1, but called locally (when shooting at aliens) + { GID_SQ4, -1, 928, 0, "Narrator", "startText", -1, 1000, { FAKE, 1 } }, // sq4cd: method returns this to the caller + { GID_SQ6, 100, 0, 0, "SQ6", "init", -1, 2, { FAKE, 0 } }, // called when the game starts + { GID_SQ6, 100, 64950, 0, "View", "handleEvent", -1, 0, { FAKE, 0 } }, // called when pressing "Start game" in the main menu + { GID_SQ6, -1, 64964, 0, "DPath", "init", -1, 1, { FAKE, 0 } }, // during the game + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kAbs_workarounds[] = { + { GID_HOYLE1, 1, 1, 0, "room1", "doit", -1, 0, { WORKAROUND_FAKE, 0x3e9 } }, // crazy eights - called with objects instead of integers + { GID_HOYLE1, 2, 2, 0, "room2", "doit", -1, 0, { WORKAROUND_FAKE, 0x3e9 } }, // old maid - called with objects instead of integers + { GID_HOYLE1, 3, 3, 0, "room3", "doit", -1, 0, { WORKAROUND_FAKE, 0x3e9 } }, // hearts - called with objects instead of integers + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kDisposeScript_workarounds[] = { + { GID_QFG1, 64, 64, 0, "rm64", "dispose", -1, 0, { WORKAROUND_IGNORE, 0 } }, // when leaving graveyard, parameter 0 is an object + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kDoSoundFade_workarounds[] = { + { GID_KQ1, -1, 989, 0, "gameSound", "fade", -1, 0, { WORKAROUND_IGNORE, 0 } }, // gets called in several scenes (e.g. graham cracker) with 0:0 + { GID_KQ6, 105, 989, 0, "globalSound", "fade", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // floppy: during intro, parameter 4 is an object + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kGraphDrawLine_workarounds[] = { + { GID_SQ1, 43, 43, 0, "someoneDied", "changeState", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // happens when ordering beer, gets called with 1 extra parameter + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kGraphRestoreBox_workarounds[] = { + { GID_LSL6, -1, 85, 0, "rScroller", "hide", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring (sometimes), same as the one below + { GID_LSL6, -1, 85, 0, "lScroller", "hide", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring (sometimes), same as the one below + { GID_LSL6, -1, 86, 0, "LL6Inv", "show", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring, is called with hunk segment, but hunk is not allocated at that time + // ^^ TODO: check, if this is really a script error or an issue with our restore code + { GID_LSL6, -1, 86, 0, "LL6Inv", "hide", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // happens during the game, gets called with 1 extra parameter + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kGraphFillBoxForeground_workarounds[] = { + { GID_LSL6, -1, 0, 0, "LSL6", "hideControls", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // happens when giving the bungee key to merrily (room 240) and at least in room 650 too - gets called with additional 5th parameter + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kGraphFillBoxAny_workarounds[] = { + { GID_SQ4, -1, 818, 0, "iconTextSwitch", "show", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // game menu "text/speech" display - parameter 5 is missing, but the right color number is on the stack + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kSetPort_workarounds[] = { + { GID_LSL6, 740, 740, 0, "rm740", "drawPic", -1, 0, { WORKAROUND_IGNORE, 0 } }, // ending scene, is called with additional 3 (!) parameters + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kUnLoad_workarounds[] = { + { GID_LSL6, 130, 130, 0, "recruitLarryScr", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident + { GID_LSL6, 740, 740, 0, "showCartoon", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // during ending, 4 additional parameters are passed by accident + { GID_SQ1, 43, 303, 0, "slotGuy", "dispose", -1, 0, { WORKAROUND_IGNORE, 0 } }, // when leaving ulence flats bar, parameter 1 is not passed - script error + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +// gameID, room,script,lvl, object-name, method-name, call,index, workaround +const SciWorkaroundEntry kStrCpy_workarounds[] = { + { GID_ISLANDBRAIN, 260, 45, 0, "aWord", "addOn", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // Hominy Homonym puzzle + SCI_WORKAROUNDENTRY_TERMINATOR +}; + +} // End of namespace Sci |