diff options
author | Colin Snover | 2016-10-29 19:50:35 -0500 |
---|---|---|
committer | Colin Snover | 2016-11-02 15:43:07 -0500 |
commit | e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c (patch) | |
tree | f9a8cbf4f2dea3f1a3ce34012aaa8e18b7006ee7 /engines/sci | |
parent | c42e74c562c3a55cb72901e8ecb56da600bfcb42 (diff) | |
download | scummvm-rg350-e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c.tar.gz scummvm-rg350-e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c.tar.bz2 scummvm-rg350-e8c429832f7b6393f853fd6d9ce8ba2e62f6a93c.zip |
SCI32: Automate kNumCels workaround
Diffstat (limited to 'engines/sci')
-rw-r--r-- | engines/sci/engine/workarounds.cpp | 15 | ||||
-rw-r--r-- | engines/sci/engine/workarounds.h | 1 | ||||
-rw-r--r-- | engines/sci/graphics/celobj32.cpp | 28 |
3 files changed, 9 insertions, 35 deletions
diff --git a/engines/sci/engine/workarounds.cpp b/engines/sci/engine/workarounds.cpp index dabf79a54b..52c5c33066 100644 --- a/engines/sci/engine/workarounds.cpp +++ b/engines/sci/engine/workarounds.cpp @@ -684,21 +684,6 @@ const SciWorkaroundEntry kNewWindow_workarounds[] = { }; // gameID, room,script,lvl, object-name, method-name, local-call-signature, index, workaround -const SciWorkaroundEntry kNumCels_workarounds[] = { - { GID_GK1, 460, 64998, -1, "GKEgo", "lastCel", NULL, -1, { WORKAROUND_FAKE, 5 } }, // when Gabriel clicks "ask" on the bartender from a distance - { GID_GK1, 808, 64998, -1, "sDJEnters", "changeState", NULL, -1, { WORKAROUND_FAKE, 6 } }, // - { GID_GK2, 470, 64998, -1, "pLookieLoos", "lastCel", NULL, -1, { WORKAROUND_FAKE, 50 } }, // random background movement in the crime scene in Munich city centre - { GID_GK2, 470, 64998, -1, "pNewsCrew", "lastCel", NULL, -1, { WORKAROUND_FAKE, 18 } }, // random background movement in the crime scene in Munich city centre - { GID_GK2, 470, 64998, -1, "pLeberGroup", "lastCel", NULL, -1, { WORKAROUND_FAKE, 22 } }, // random background movement in the crime scene in Munich city centre - { GID_SQ6, 270, 64998, -1, "offWorld", "lastCel", NULL, -1, { WORKAROUND_FAKE, 3 } }, // when exiting the kidnapping room - { GID_SQ6, 320, 64998, -1, "wandererB", "lastCel", NULL, -1, { WORKAROUND_FAKE, 8 } }, // random background movement on Polysorbate LX street 3 - { GID_SQ6, 340, 64998, -1, "wandererB", "lastCel", NULL, -1, { WORKAROUND_FAKE, 8 } }, // random background movement on Polysorbate LX street 1 - { GID_SQ6, 530, 64998, -1, "monitors", "lastCel", NULL, -1, { WORKAROUND_FAKE, 5 } }, // random background movement during cutscene - { GID_SQ6, 680, 64998, -1, "ego", "lastCel", NULL, -1, { WORKAROUND_FAKE, 44 } }, // when double-clicking hand icon on blockage - SCI_WORKAROUNDENTRY_TERMINATOR -}; - -// gameID, room,script,lvl, object-name, method-name, local-call-signature, index, workaround const SciWorkaroundEntry kPalVarySetPercent_workarounds[] = { { GID_GK1, 370, 370, 0, "graceComeOut", "changeState", NULL, 0, { WORKAROUND_STILLCALL, 0 } }, // there's an extra parameter in GK1, when changing chapters. This extra parameter seems to be a bug or just unimplemented functionality, as there's no visible change from the original in the chapter change room SCI_WORKAROUNDENTRY_TERMINATOR diff --git a/engines/sci/engine/workarounds.h b/engines/sci/engine/workarounds.h index c50a7fb04e..2d72ae5811 100644 --- a/engines/sci/engine/workarounds.h +++ b/engines/sci/engine/workarounds.h @@ -85,7 +85,6 @@ extern const SciWorkaroundEntry kIsObject_workarounds[]; extern const SciWorkaroundEntry kMemory_workarounds[]; extern const SciWorkaroundEntry kMoveCursor_workarounds[]; extern const SciWorkaroundEntry kNewWindow_workarounds[]; -extern const SciWorkaroundEntry kNumCels_workarounds[]; extern const SciWorkaroundEntry kPalVarySetPercent_workarounds[]; extern const SciWorkaroundEntry kRandom_workarounds[]; extern const SciWorkaroundEntry kReadNumber_workarounds[]; diff --git a/engines/sci/graphics/celobj32.cpp b/engines/sci/graphics/celobj32.cpp index 430500ce1e..09ea05bd59 100644 --- a/engines/sci/graphics/celobj32.cpp +++ b/engines/sci/graphics/celobj32.cpp @@ -800,7 +800,7 @@ int16 CelObjView::getNumLoops(const GuiResourceId viewId) { return resource->data[2]; } -int16 CelObjView::getNumCels(const GuiResourceId viewId, const int16 loopNo) { +int16 CelObjView::getNumCels(const GuiResourceId viewId, int16 loopNo) { const Resource *const resource = g_sci->getResMan()->findResource(ResourceId(kResourceTypeView, viewId), false); if (!resource) { @@ -813,25 +813,15 @@ int16 CelObjView::getNumCels(const GuiResourceId viewId, const int16 loopNo) { // Every version of SCI32 has a logic error in this function that causes // random memory to be read if a script requests the cel count for one - // past the maximum loop index. At least GK1 room 800 does this, and gets - // stuck in an infinite loop because the game script expects this method - // to return a non-zero value. - // The scope of this bug means it is likely to pop up in other games, so we - // explicitly trap the bad condition here and report it so that any other - // game scripts relying on this broken behavior can be fixed as well + // past the maximum loop index. For example, GK1 room 808 does this, and + // gets stuck in an infinite loop because the game script expects this + // method to return a non-zero value. + // This bug is triggered in basically every SCI32 game and appears to be + // universally fixable simply by always using the next lowest loop instead. if (loopNo == loopCount) { - SciCallOrigin origin; - SciWorkaroundSolution solution = trackOriginAndFindWorkaround(0, kNumCels_workarounds, &origin); - switch (solution.type) { - case WORKAROUND_NONE: - error("[CelObjView::getNumCels]: loop number %d is equal to loop count in view %u, %s", loopNo, viewId, origin.toString().c_str()); - case WORKAROUND_FAKE: - return (int16)solution.value; - case WORKAROUND_IGNORE: - return 0; - case WORKAROUND_STILLCALL: - break; - } + const SciCallOrigin origin = g_sci->getEngineState()->getCurrentCallOrigin(); + debugC(kDebugLevelWorkarounds, "Workaround: kNumCels loop %d -> loop %d in view %u, %s", loopNo, loopNo - 1, viewId, origin.toString().c_str()); + --loopNo; } if (loopNo > loopCount || loopNo < 0) { |