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author | sluicebox | 2018-12-02 13:16:46 -0800 |
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committer | Filippos Karapetis | 2018-12-02 23:16:46 +0200 |
commit | 673cc0ed9e126543685de6db53c45f3c7536781b (patch) | |
tree | bb59e619b6d04e2f6bf9759a57cd5013c23ca9a2 /engines | |
parent | ca2209cb5fd3c9548946d69cc7444431d3cce863 (diff) | |
download | scummvm-rg350-673cc0ed9e126543685de6db53c45f3c7536781b.tar.gz scummvm-rg350-673cc0ed9e126543685de6db53c45f3c7536781b.tar.bz2 scummvm-rg350-673cc0ed9e126543685de6db53c45f3c7536781b.zip |
SCI: Fix LB2 armor hall door pathfinding bug #9952 (#1427)
Works around pathfinding algorithm difference that breaks the game
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/engine/script_patches.cpp | 27 |
1 files changed, 27 insertions, 0 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp index 29ec62db75..d68eb0cb35 100644 --- a/engines/sci/engine/script_patches.cpp +++ b/engines/sci/engine/script_patches.cpp @@ -4678,6 +4678,32 @@ static const uint16 laurabow2PatchRememberWiredEastDoor[] = { PATCH_END }; +// It's possible to walk through the closed door in room 448 and enter the crate +// room before act 5 due to differences in our pathfinding algorithm from Sierra's. +// Ego is able to stand one pixel farther than Sierra's algorithm allowed and +// reach the control area behind the door which triggers the room change. +// We work around this by expanding the closed door's polygon points by one +// pixel to prevent ego from being able to reach the control area. +// +// Applies to: All Floppy and CD versions +// Responsible method: transomDoor:createPoly +// Fixes bug #9952 +static const uint16 laurabow2SignatureFixArmorHallDoorPathfinding[] = { + SIG_MAGICDWORD, + 0x39, 0x6c, // pushi 6c [ x = 108 ] + 0x39, 0x78, // pushi 78 [ y = 120 ] + 0x39, 0x58, // pushi 58 [ x = 88 ] + 0x38, SIG_UINT16(0x0083), // pushi 83 [ y = 131 ] + SIG_END +}; + +static const uint16 laurabow2PatchFixArmorHallDoorPathfinding[] = { + 0x39, 0x6d, // pushi 6d [ x = 109 ] + PATCH_ADDTOOFFSET(+4), + 0x38, PATCH_UINT16(0x0084), // pushi 84 [ y = 132 ] + PATCH_END +}; + // The crate room (room 460) in act 5 locks up the game if you enter from the // elevator (room 660), swing the hanging crate, and then attempt to leave // back through the elevator door. @@ -5165,6 +5191,7 @@ static const SciScriptPatcherEntry laurabow2Signatures[] = { { true, 350, "CD/Floppy: museum party fix entering south 2/2", 1, laurabow2SignatureMuseumPartyFixEnteringSouth2, laurabow2PatchMuseumPartyFixEnteringSouth2 }, { true, 430, "CD/Floppy: make wired east door persistent", 1, laurabow2SignatureRememberWiredEastDoor, laurabow2PatchRememberWiredEastDoor }, { true, 430, "CD/Floppy: fix wired east door", 1, laurabow2SignatureFixWiredEastDoor, laurabow2PatchFixWiredEastDoor }, + { true, 448, "CD/Floppy: fix armor hall door pathfinding", 1, laurabow2SignatureFixArmorHallDoorPathfinding, laurabow2PatchFixArmorHallDoorPathfinding }, { true, 460, "CD/Floppy: fix crate room east door lockup", 1, laurabow2SignatureFixCrateRoomEastDoorLockup, laurabow2PatchFixCrateRoomEastDoorLockup }, { true, 2660, "CD/Floppy: fix elevator lockup", 1, laurabow2SignatureFixElevatorLockup, laurabow2PatchFixElevatorLockup }, { true, 550, "CD/Floppy: fix back rub east entrance lockup", 1, laurabow2SignatureFixBackRubEastEntranceLockup, laurabow2PatchFixBackRubEastEntranceLockup }, |