diff options
-rw-r--r-- | engines/agi/op_cmd.cpp | 11 |
1 files changed, 6 insertions, 5 deletions
diff --git a/engines/agi/op_cmd.cpp b/engines/agi/op_cmd.cpp index 3abd360c40..c8f0552018 100644 --- a/engines/agi/op_cmd.cpp +++ b/engines/agi/op_cmd.cpp @@ -1245,7 +1245,7 @@ cmd(distance) { } // 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) + // In the graveyard (Rooms 16 and 18) 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 @@ -1253,10 +1253,11 @@ cmd(distance) { // 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. + if (g_agi->getGameID() == GID_KQ4 && (_v[vCurRoom] == 16 || _v[vCurRoom] == 18) && p2 >= 221 && p2 <= 223) { + // Rooms 16 and 18 are graveyards where three zombies come up at night. They use logics 16 and 18. // 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. + // Variables 155, 156 and 162 are used to save the state of each zombie in room 16. + // Variables 155, 156 and 158 are used to save the state of each zombie in room 18. // 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 @@ -1265,7 +1266,7 @@ cmd(distance) { // 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 zombieStateVarNumList[] = {155, 156, (_v[vCurRoom] == 16) ? 162 : 158}; 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 |