diff options
Diffstat (limited to 'engines')
-rw-r--r-- | engines/sci/engine/script_patches.cpp | 47 |
1 files changed, 47 insertions, 0 deletions
diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp index 5e85c39f51..5ef75f86a8 100644 --- a/engines/sci/engine/script_patches.cpp +++ b/engines/sci/engine/script_patches.cpp @@ -4092,6 +4092,52 @@ static const SciScriptPatcherEntry pq3Signatures[] = { #pragma mark - #pragma mark Police Quest 4 +// In Police Quest 4 inside the Bitty Kitty show (room 315), the player has to first talk with a young woman, show her the police badge, then +// show her the red shoe. She will tell the player that may "Barbie" knows more. +// After leaving and entering later (not detailed here), Barbie will be available. +// Now the player needs to show her the police badge as well and then it goes a bit weird. +// +// The player can show her the red shoe immediately, which will work dialog-wise, but points won't be awarded and the corresponding flag will also not get set. +// Internally the game checks if some regular talking dialog (for Barbie) has been accessed before awarding the points and setting the flags. +// When the player does not recognize this, the player may get stuck and it will look as if a game breaking glitch has happened. +// +// Showing the red shoe to the young woman AND showing it to Barbie is all done using the same script. +// It works via shoeShoe::changeState. +// +// The code in there of state 0 checks first who is currently inside the room using stripper::noun. +// Afterwards for the young woman it checks local 3 if it's zero or not zero. +// Local 3 is set, when the player has shown the police badge to the person, that is currently inside the room. +// +// For Barbie strangely global 9Ah is checked instead, which then causes those issues. +// +// We change the Barbie code to also check local 3, which seems to work out. +// We can't simply remove the check, otherwise the flag will get set even when the player +// hasn't shown the badge, which will cause Barbie to not answer the question and the player +// won't be able to show her the shoe a second time. +// +// This of course also happened, when using the original interpreter. +// +// Applies to at least: English floppy, German floppy, English CD +// Responsible method: showShoe::changeState(0) - script 315 +// Fixes bug: #9849 +static const uint16 pq4BittyKittyShowBarieRedShoeSignature[] = { + // stripper::noun check is for checking, if police badge was shown + SIG_MAGICDWORD, + 0x89, 0x9a, // lsg global[9Ah] + 0x35, 0x02, // ldi 02 + 0x1e, // gt? + 0x30, SIG_UINT16(0x0028), // bnt [skip 2 points code] + 0x39, 0x61, // pushi 61h (flag) + SIG_END +}; + +static const uint16 pq4BittyKittyShowBarbieRedShoePatch[] = { + 0x83, 0x03, // lal local[3] + 0x30, PATCH_UINT16(0x002b), // bnt [skip 2 points code] + 0x33, 1, // jmp 1 (waste some bytes) + PATCH_END +}; + // In Police Quest 4 scripts for room 390 (city hall) use ticks instead of seconds. // Ticks are not behaving the same as seconds. Ticks will also go down within game menus including inventory. // When getting attacked, the player has almost no time to draw the gun - and even when the player has the gun @@ -4182,6 +4228,7 @@ static const uint16 pq4FloppyCityHallCuffEnemyTimerPatch[] = { // script, description, signature patch static const SciScriptPatcherEntry pq4Signatures[] = { + { true, 315, "show barbie the red shoe points fix", 1, pq4BittyKittyShowBarieRedShoeSignature, pq4BittyKittyShowBarbieRedShoePatch }, { true, 390, "floppy: city hall: draw gun timer", 1, pq4FloppyCityHallDrawGunTimerSignature, pq4FloppyCityHallDrawGunTimerPatch }, { true, 390, "floppy: city hall: tell enemy drop weapon timer", 1, pq4FloppyCityHallTellEnemyDropWeaponTimerSignature, pq4FloppyCityHallTellEnemyDropWeaponTimerPatch }, { true, 390, "floppy: city hall: tell enemy turn around timer", 1, pq4FloppyCityHallTellEnemyTurnAroundTimerSignature, pq4FloppyCityHallTellEnemyTurnAroundTimerPatch }, |