/* 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/kernel.h" #include "sci/engine/state.h" #include "sci/engine/vm.h" #include "sci/engine/workarounds.h" #define SCI_WORKAROUNDENTRY_TERMINATOR { (SciGameId)0, -1, -1, 0, NULL, NULL, -1, 0, { WORKAROUND_NONE, 0 } } 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 opcodeOrWorkarounds[] = { { GID_ECOQUEST2, 100, 0, 0, "Rain", "points", 0xcc6, 0, { WORKAROUND_FAKE, 0 } }, // when giving the papers to the customs officer, gets called against a pointer instead of a number - bug #3034464 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 { GID_LSL6HIRES, 360,64938, 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 { GID_SQ5, 200, 939, 0, "Osc", "cycleDone", -1, 0, { WORKAROUND_FAKE, 1 } }, // when going back to bridge the crew is goofing off, we get an object as cycle count SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry uninitializedReadWorkarounds[] = { { GID_CNICK_KQ, 200, 0, 1, "Character", "", -1, 504, { WORKAROUND_FAKE, 0 } }, // checkers, like in hoyle 3 { GID_CNICK_KQ, 200, 0, 1, "Character", "", -1, 505, { WORKAROUND_FAKE, 0 } }, // checkers, like in hoyle 3 { GID_CNICK_KQ, -1, 700, 0, "gcWindow", "", -1, -1, { WORKAROUND_FAKE, 0 } }, // when entering control menu, like in hoyle 3 { GID_CNICK_LONGBOW, 0, 0, 0, "RH Budget", "", -1, 1, { WORKAROUND_FAKE, 0 } }, // when starting the game { GID_ECOQUEST, -1, -1, 0, NULL, "doVerb", -1, 0, { WORKAROUND_FAKE, 0 } }, // almost clicking anywhere triggers this in almost all rooms { GID_FANMADE, 516, 979, 0, "", "export 0", -1, 20, { WORKAROUND_FAKE, 0 } }, // Happens in Grotesteing after the logos { GID_FREDDYPHARKAS, -1, 24, 0, "gcWin", "open", -1, 5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu { GID_FREDDYPHARKAS, -1, 31, 0, "quitWin", "open", -1, 5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu { GID_GK1, -1, 64950, -1, "Feature", "handleEvent", -1, 0, { WORKAROUND_FAKE, 0 } }, // sometimes when walk-clicking { GID_GK2, -1, 11, 0, "", "export 10", -1, 3, { WORKAROUND_FAKE, 0 } }, // called when the game starts { GID_GK2, -1, 11, 0, "", "export 10", -1, 4, { WORKAROUND_FAKE, 0 } }, // called during the game { GID_HOYLE1, 4, 104, 0, "GinRummyCardList", "calcRuns", -1, 4, { WORKAROUND_FAKE, 0 } }, // Gin Rummy / right when the game starts { GID_HOYLE1, 5, 204, 0, "tableau", "checkRuns", -1, 2, { WORKAROUND_FAKE, 0 } }, // Cribbage / during the game { GID_HOYLE3, -1, 0, 1, "Character", "say", -1, 504, { WORKAROUND_FAKE, 0 } }, // when starting checkers or dominoes, first time a character says something { GID_HOYLE3, -1, 0, 1, "Character", "say", -1, 505, { WORKAROUND_FAKE, 0 } }, // when starting checkers or dominoes, first time a character says something { GID_HOYLE3, -1, 700, 0, "gcWindow", "open", -1, -1, { WORKAROUND_FAKE, 0 } }, // when entering control menu { GID_HOYLE3, 100, 100, 0, "dominoHand2", "cue", -1, 1, { WORKAROUND_FAKE, 0 } }, // while playing domino - bug #3036918 { GID_ISLANDBRAIN, 140, 140, 0, "piece", "init", -1, 3, { WORKAROUND_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, { WORKAROUND_FAKE, 0 } }, // elements puzzle, gets used before super TextIcon { GID_JONES, 1, 232, 0, "weekendText", "draw", 0x3d3, 0, { WORKAROUND_FAKE, 0 } }, // jones/cd only - gets called during the game { GID_JONES, 1, 255, 0, "", "export 0", -1, 13, { WORKAROUND_FAKE, 0 } }, // jones/cd only - called when a game ends { GID_JONES, 1, 255, 0, "", "export 0", -1, 14, { WORKAROUND_FAKE, 0 } }, // jones/cd only - called when a game ends { GID_JONES, 764, 255, 0, "", "export 0", -1, 13, { WORKAROUND_FAKE, 0 } }, // jones/ega&vga only - called when the game starts { GID_JONES, 764, 255, 0, "", "export 0", -1, 14, { WORKAROUND_FAKE, 0 } }, // jones/ega&vga only - called when the game starts { GID_KQ5, -1, 0, 0, "", "export 29", -1, 3, { WORKAROUND_FAKE, 0 } }, // called when playing harp for the harpies or when aborting dialog in toy shop, is used for kDoAudio - bug #3034700 { GID_KQ5, 25, 25, 0, "rm025", "doit", -1, 0, { WORKAROUND_FAKE, 0 } }, // inside witch forest, when going to the room where the walking rock is { GID_KQ6, -1, 30, 0, "rats", "changeState", -1, -1, { WORKAROUND_FAKE, 0 } }, // rats in the catacombs (temps 1 - 5) - bugs #3034597, #3035495, #3035824 { GID_KQ6, 210, 210, 0, "rm210", "scriptCheck", -1, 0, { WORKAROUND_FAKE, 1 } }, // using inventory in that room - bug #3034565 { GID_KQ6, 500, 500, 0, "rm500", "init", -1, 0, { WORKAROUND_FAKE, 0 } }, // going to island of the beast { GID_KQ6, 520, 520, 0, "rm520", "init", -1, 0, { WORKAROUND_FAKE, 0 } }, // going to boiling water trap on beast isle { GID_KQ6, -1, 903, 0, "controlWin", "open", -1, 4, { WORKAROUND_FAKE, 0 } }, // when opening the controls window (save, load etc) { GID_KQ7, 30, 64996, 0, "User", "handleEvent", -1, 1, { WORKAROUND_FAKE, 0 } }, // called when pushing a keyboard key { GID_LAURABOW, 37, 0, 0, "CB1", "doit", -1, 1, { WORKAROUND_FAKE, 0 } }, // when going up the stairs (bug #3037694) { GID_LAURABOW, -1, 967, 0, "myIcon", "cycle", -1, 1, { WORKAROUND_FAKE, 0 } }, // having any portrait conversation coming up (initial bug #3034985) { GID_LAURABOW2, -1, 24, 0, "gcWin", "open", -1, 5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu { GID_LAURABOW2, -1, 21, 0, "dropCluesCode", "doit", -1, 1, { WORKAROUND_FAKE, 0x7fff } }, // when asking some questions (e.g. the reporter about the burglary, or the policeman about Ziggy). Must be big, as the game scripts perform lt on it and start deleting journal entries - bugs #3035068, #3036274 { GID_LAURABOW2, 240, 240, 0, "sSteveAnimates", "changeState", -1, 0, { WORKAROUND_FAKE, 0 } }, // Steve Dorian's idle animation at the docks - bug #3036291 { GID_LONGBOW, -1, 213, 0, "clear", "handleEvent", -1, 0, { WORKAROUND_FAKE, 0 } }, // When giving an answer using the druid hand sign code in any room { GID_LONGBOW, -1, 213, 0, "letter", "handleEvent", 0xa8, 1, { WORKAROUND_FAKE, 0 } }, // When using the druid hand sign code in any room - bug #3036601 { GID_LSL1, 250, 250, 0, "increase", "handleEvent", -1, 2, { WORKAROUND_FAKE, 0 } }, // casino, playing game, increasing bet { GID_LSL1, 720, 720, 0, "rm720", "init", -1, 0, { WORKAROUND_FAKE, 0 } }, // age check room { GID_LSL2, 38, 38, 0, "cloudScript", "changeState", -1, 1, { WORKAROUND_FAKE, 0 } }, // entering the room in the middle deck of the ship - bug #3036483 { GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, -1, { WORKAROUND_FAKE, 0 } }, // right after entering the 3 ethnic groups inside comedy club (temps 200, 201, 202, 203) { GID_LSL3, -1, 997, 0, "TheMenuBar", "handleEvent", -1, 1, { WORKAROUND_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, 820, 82, 0, "", "export 0", -1, -1, { WORKAROUND_FAKE, 0 } }, // when touching the electric fence - bug #3038326 { GID_LSL6, -1, 85, 0, "washcloth", "doVerb", -1, 0, { WORKAROUND_FAKE, 0 } }, // washcloth in inventory { GID_LSL6, -1, 928, -1, "Narrator", "startText", -1, 0, { WORKAROUND_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, { WORKAROUND_FAKE, 0 } }, // on startup { GID_LSL6HIRES, -1, 64950, 1, "Feature", "handleEvent", -1, 0, { WORKAROUND_FAKE, 0 } }, // at least when entering swimming pool area { GID_LSL6HIRES, -1, 64964, 0, "DPath", "init", -1, 1, { WORKAROUND_FAKE, 0 } }, // during the game { GID_MOTHERGOOSE, 18, 992, 0, "AIPath", "init", -1, 0, { WORKAROUND_FAKE, 0 } }, // DEMO: Called when walking north from mother goose's house two screens { GID_MOTHERGOOSEHIRES,-1,64950, 1, "Feature", "handleEvent", -1, 0, { WORKAROUND_FAKE, 0 } }, // right when clicking on a child at the start and probably also later { GID_MOTHERGOOSEHIRES,-1,64950, 1, "View", "handleEvent", -1, 0, { WORKAROUND_FAKE, 0 } }, // see above { GID_QFG1, -1, 210, 0, "Encounter", "init", 0xbd0, 0, { WORKAROUND_FAKE, 0 } }, // hq1: going to the brigands hideout { GID_QFG1, -1, 210, 0, "Encounter", "init", 0xbe4, 0, { WORKAROUND_FAKE, 0 } }, // qfg1: going to the brigands hideout { GID_QFG2, -1, 71, 0, "theInvSheet", "doit", -1, 1, { WORKAROUND_FAKE, 0 } }, // accessing the inventory { GID_QFG2, -1, 701, -1, "Alley", "at", -1, 0, { WORKAROUND_FAKE, 0 } }, // when walking inside the alleys in the town - bug #3035835 & #3038367 { GID_QFG3, 330, 330, 0, "rajahTeller", "doChild", -1, -1, { WORKAROUND_FAKE, 0 } }, // when talking to King Rajah about "Rajah" (bug #3036390, temp 1) or "Tarna" (temp 0) { GID_SQ1, 103, 103, 0, "hand", "internalEvent", -1, -1, { WORKAROUND_FAKE, 0 } }, // Spanish (and maybe early versions?) only: when moving cursor over input pad, temps 1 and 2 { GID_SQ1, -1, 703, 0, "", "export 1", -1, 0, { WORKAROUND_FAKE, 0 } }, // sub that's called from several objects while on sarien battle cruiser { GID_SQ1, -1, 703, 0, "firePulsar", "changeState", 0x18a, 0, { WORKAROUND_FAKE, 0 } }, // export 1, but called locally (when shooting at aliens) { GID_SQ4, -1, 398, 0, "showBox", "changeState", -1, 0, { WORKAROUND_FAKE, 0 } }, // sq4cd: called when rummaging in Software Excess bargain bin { GID_SQ4, -1, 928, 0, "Narrator", "startText", -1, 1000, { WORKAROUND_FAKE, 1 } }, // sq4cd: method returns this to the caller { GID_SQ6, 100, 0, 0, "SQ6", "init", -1, 2, { WORKAROUND_FAKE, 0 } }, // called when the game starts { GID_SQ6, 100, 64950, 0, "View", "handleEvent", -1, 0, { WORKAROUND_FAKE, 0 } }, // called when pressing "Start game" in the main menu { GID_SQ6, -1, 64964, 0, "DPath", "init", -1, 1, { WORKAROUND_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 kCelHigh_workarounds[] = { { GID_KQ5, -1, 255, 0, "deathIcon", "setSize", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #3037003 { GID_PQ2, -1, 255, 0, "DIcon", "setSize", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // when showing picture within windows, called with 2nd/3rd parameters as objects { GID_SQ1, 1, 255, 0, "DIcon", "setSize", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // DEMO: Called with 2nd/3rd parameters as objects when clicking on the menu - bug #3035720 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kCelWide_workarounds[] = { { GID_KQ5, -1, 255, 0, "deathIcon", "setSize", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // english floppy: when getting beaten up in the inn and probably more, called with 2nd parameter as object - bug #3037003 { GID_PQ2, -1, 255, 0, "DIcon", "setSize", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // when showing picture within windows, called with 2nd/3rd parameters as objects { GID_SQ1, 1, 255, 0, "DIcon", "setSize", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // DEMO: Called with 2nd/3rd parameters as objects when clicking on the menu - bug #3035720 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kDeviceInfo_workarounds[] = { { GID_FANMADE, -1, 994, 1, "Game", "save", 0xd1c, 0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games, this is called with one parameter for CurDevice (Cascade Quest) { GID_FANMADE, -1, 994, 1, "Game", "save", 0xe55, 0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games, this is called with one parameter for CurDevice (Demo Quest) { GID_FANMADE, -1, 994, 1, "Game", "save", 0xe57, 0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games, this is called with one parameter for CurDevice (I Want My C64 Back) { GID_FANMADE, -1, 994, 1, "Game", "save", 0xe5c, 0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games, this is called with one parameter for CurDevice (Most of them) { GID_FANMADE, -1, 994, 1, "Game", "restore", 0xd1c, 0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games, this is called with one parameter for CurDevice (Cascade Quest) { GID_FANMADE, -1, 994, 1, "Game", "restore", 0xe55, 0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games, this is called with one parameter for CurDevice (Demo Quest) { GID_FANMADE, -1, 994, 1, "Game", "restore", 0xe57, 0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games, this is called with one parameter for CurDevice (I Want My C64 Back) { GID_FANMADE, -1, 994, 1, "Game", "restore", 0xe5c, 0, { WORKAROUND_STILLCALL, 0 } }, // In fanmade games, this is called with one parameter for CurDevice (Most of them) SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kDisplay_workarounds[] = { { GID_ISLANDBRAIN, 300, 300, 0, "geneDude", "show", -1, 0, { WORKAROUND_IGNORE, 0 } }, // when looking at the gene explanation chart - a parameter is an object { GID_PQ2, 23, 23, 0, "rm23Script", "elements", 0x4ae, 0, { WORKAROUND_IGNORE, 0 } }, // when looking at the 2nd page of pate's file - 75h as id { GID_SQ4, 391, 391, 0, "doCatalog", "mode", 0x84, 0, { WORKAROUND_IGNORE, 0 } }, // clicking on catalog in roboter sale - a parameter is an object { GID_SQ4, 391, 391, 0, "choosePlug", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // ordering connector in roboter sale - a parameter is an object SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kDisposeScript_workarounds[] = { { GID_LAURABOW, 777, 777, 0, "myStab", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // DEMO: after the will is signed, parameter 0 is an object - bug #3034907 { GID_QFG1, -1, 64, 0, "rm64", "dispose", -1, 0, { WORKAROUND_IGNORE, 0 } }, // when leaving graveyard, parameter 0 is an object { GID_SQ4, 150, 151, 0, "fightScript", "dispose", -1, 0, { WORKAROUND_IGNORE, 0 } }, // during fight with vohaul, parameter 0 is an object { GID_SQ4, 150, 152, 0, "driveCloseUp", "dispose", -1, 0, { WORKAROUND_IGNORE, 0 } }, // when choosing "beam download", parameter 0 is an object SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kDoSoundFade_workarounds[] = { { GID_CAMELOT, -1, 989, 0, "rmMusic", "fade", -1, 0, { WORKAROUND_IGNORE, 0 } }, // gets called frequently with a NULL reference (i.e. 0:0) - bug #3035149 { 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_KQ4, -1, 989, 0, "mySound", "", -1, 0, { WORKAROUND_IGNORE, 0 } }, // gets called in the demo when trying to open the non-existent menu with 0:0 - bug #3036942 { GID_KQ5, 213, 989, 0, "globalSound3", "fade", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // english floppy: when bandits leave the secret temple, parameter 4 is an object - bug #3037594 { GID_KQ6, 105, 989, 0, "globalSound", "fade", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // floppy: during intro, parameter 4 is an object { GID_KQ6, 460, 989, 0, "globalSound2", "fade", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // after pulling the black widow's web on the isle of wonder, parameter 4 is an object - bug #3034567 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kGetAngle_workarounds[] = { { GID_KQ6, 740, 752, 0, "throwDazzle", "changeState", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // after the Genie is exposed in the Palace (short and long ending), it starts shooting lightning bolts around. An extra 5th parameter is passed - bug #3034610 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kFindKey_workarounds[] = { { GID_ECOQUEST2, 100, 999, 0, "myList", "contains", -1, 0, { WORKAROUND_FAKE, 0 } }, // When Noah Greene gives Adam the Ecorder, and just before the game gives a demonstration, a null reference to a list is passed - bug #3035186 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kGraphDrawLine_workarounds[] = { { GID_ISLANDBRAIN, 300, 300, 0, "dudeViewer", "show", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // when looking at the gene explanation chart, gets called with 1 extra parameter { GID_SQ1, 43, 43, 0, "someoneDied", "changeState", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // 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 kGraphSaveBox_workarounds[] = { { GID_CASTLEBRAIN, 420, 427, 0, "alienIcon", "select", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // when selecting a card during the alien card game, gets called with 1 extra parameter { GID_ISLANDBRAIN, 290, 291, 0, "upElevator", "changeState",0x201f, 0, { WORKAROUND_STILLCALL, 0 } }, // when testing in the elevator puzzle, gets called with 1 argument less - 15 is on stack - bug #3034485 { GID_ISLANDBRAIN, 290, 291, 0, "downElevator", "changeState",0x201f, 0, { WORKAROUND_STILLCALL, 0 } }, // see above { GID_ISLANDBRAIN, 290, 291, 0, "correctElevator", "changeState",0x201f, 0, { WORKAROUND_STILLCALL, 0 } }, // see above (when testing the correct solution) { GID_PQ3, 202, 202, 0, "MapEdit", "movePt", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters - bug #3038077 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 kGraphRedrawBox_workarounds[] = { { GID_SQ4, 405, 405, 0, "swimAfterEgo", "changeState", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified { GID_SQ4, 406, 406, 0, "swimAndShoot", "changeState", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified { GID_SQ4, 410, 410, 0, "swimAfterEgo", "changeState", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified { GID_SQ4, 411, 411, 0, "swimAndShoot", "changeState", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified { GID_SQ4, -1, 704, 0, "shootEgo", "changeState", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // When shot by Droid in Super Computer Maze (Rooms 500, 505, 510...) - accidental additional parameter specified { GID_KQ5, -1, 981, 0, "myWindow", "dispose", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // Happens in the floppy version, when closing any dialog box, accidental additional parameter specified - bug #3036331 { GID_KQ5, -1, 995, 0, "invW", "doit", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // Happens in the floppy version, when closing the inventory window, accidental additional parameter specified SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kGraphUpdateBox_workarounds[] = { { GID_PQ3, 202, 202, 0, "MapEdit", "movePt", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters - bug #3038077 { GID_PQ3, 202, 202, 0, "MapEdit", "addPt", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // when plotting crimes, gets called with 2 extra parameters - bug #3038077 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kIsObject_workarounds[] = { { GID_GK1, 50, 999, 0, "List", "eachElementDo", -1, 0, { WORKAROUND_FAKE, 0 } }, // GK1 demo, when asking Grace for messages it gets called with an invalid parameter (type "error") - bug #3034519 { GID_ISLANDBRAIN, -1, 999, 0, "List", "eachElementDo", -1, 0, { WORKAROUND_FAKE, 0 } }, // when going to the game options, choosing "Info" and selecting anything from the list, gets called with an invalid parameter (type "error") - bug #3035262 { GID_QFG3, -1, 999, 0, "List", "eachElementDo", -1, 0, { WORKAROUND_FAKE, 0 } }, // when asking for something, gets called with type error parameter SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kMemory_workarounds[] = { { GID_LAURABOW2, -1, 999, 0, "", "export 6", -1, 0, { WORKAROUND_FAKE, 0 } }, // during the intro, when exiting the train, talking to Mr. Augustini, etc. - bug #3034490 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kNewWindow_workarounds[] = { { GID_ECOQUEST, -1, 981, 0, "SysWindow", "", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // EcoQuest 1 demo uses an in-between interpreter from SCI1 to SCI1.1. It's SCI1.1, but uses the SCI1 semantics for this call - bug #3035057 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kPaletteUnsetFlag_workarounds[] = { { GID_QFG4, 100, 100, 0, "doMovie", "", -1, 0, { WORKAROUND_IGNORE, 0 } }, // after the Sierra logo, no flags are passed, thus the call is meaningless - bug #3034506 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kSetCursor_workarounds[] = { { GID_KQ5, -1, 768, 0, "KQCursor", "init", -1, 0, { WORKAROUND_STILLCALL, 0 } }, // CD: gets called with 4 additional "900d" parameters 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 kStrAt_workarounds[] = { { GID_ISLANDBRAIN, 300, 310, 0, "childBreed", "changeState",0x1c7c, 0, { WORKAROUND_FAKE, 0 } }, // when clicking Breed to get the second-generation cyborg hybrid (Standard difficulty), the two parameters are swapped - bug #3037835 SCI_WORKAROUNDENTRY_TERMINATOR }; // gameID, room,script,lvl, object-name, method-name, call,index, workaround const SciWorkaroundEntry kUnLoad_workarounds[] = { { GID_CAMELOT, 921, 921, 1, "Script", "changeState", 0x36, 0, { WORKAROUND_IGNORE, 0 } }, // DEMO: While showing Camelot (and other places), the reference is invalid - bug #3035000 { GID_CAMELOT, 921, 921, 1, "Script", "init", 0x36, 0, { WORKAROUND_IGNORE, 0 } }, // DEMO: When being attacked by the boar (and other places), the reference is invalid - bug #3035000 { GID_CASTLEBRAIN, 320, 377, 0, "SWord", "upDate", -1, 0, { WORKAROUND_IGNORE, 0 } }, // after solving the cross-word-puzzle, trying to unload invalid reference { GID_CASTLEBRAIN, 320, 377, 0, "theWord", "show", -1, 0, { WORKAROUND_IGNORE, 0 } }, // 2nd word puzzle, when exiting before solving, trying to unload invalid reference - bug #3034473 { GID_ECOQUEST, 380, 61, 0, "gotIt", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // after talking to the dolphin the first time { GID_LAURABOW2, 1, 1, 0, "sCartoon", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // DEMO: during the intro, a 3rd parameter is passed by accident - bug #3034902 { GID_LAURABOW2, 2, 2, 0, "sCartoon", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // DEMO: during the intro, a 3rd parameter is passed by accident - bug #3034902 { GID_LAURABOW2, 4, 4, 0, "sCartoon", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // DEMO: inside the museum, a 3rd parameter is passed by accident - bug #3034902 { GID_LAURABOW2, 6, 6, 0, "sCartoon", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // DEMO: after the murder, a 3rd parameter is passed by accident - bug #3034902 { GID_LAURABOW2, 7, 7, 0, "sCartoon", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // DEMO: after the logo is shown, a 3rd parameter is passed by accident - bug #3034902 { 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_LSL6HIRES, 130, 130, 0, "recruitLarryScr", "changeState", -1, 0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident { GID_PQ3, 877, 998, 0, "View", "delete", -1, 0, { WORKAROUND_IGNORE, 0 } }, // when getting run over on the freeway, the reference is invalid { 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 }; SciWorkaroundSolution trackOriginAndFindWorkaround(int index, const SciWorkaroundEntry *workaroundList, SciTrackOriginReply *trackOrigin) { EngineState *state = g_sci->getEngineState(); ExecStack *lastCall = state->xs; Script *local_script = state->_segMan->getScriptIfLoaded(lastCall->local_segment); int curScriptNr = local_script->getScriptNumber(); if (lastCall->debugLocalCallOffset != -1) { // if lastcall was actually a local call search back for a real call Common::List::iterator callIterator = state->_executionStack.end(); while (callIterator != state->_executionStack.begin()) { callIterator--; ExecStack loopCall = *callIterator; if ((loopCall.debugSelector != -1) || (loopCall.debugExportId != -1)) { lastCall->debugSelector = loopCall.debugSelector; lastCall->debugExportId = loopCall.debugExportId; break; } } } Common::String curObjectName = state->_segMan->getObjectName(lastCall->sendp); Common::String curMethodName; const SciGameId gameId = g_sci->getGameId(); const int curRoomNumber = state->currentRoomNumber(); if (lastCall->type == EXEC_STACK_TYPE_CALL) { if (lastCall->debugSelector != -1) { curMethodName = g_sci->getKernel()->getSelectorName(lastCall->debugSelector); } else if (lastCall->debugExportId != -1) { curObjectName = ""; curMethodName = curMethodName.printf("export %d", lastCall->debugExportId); } } if (workaroundList) { // Search if there is a workaround for this one const SciWorkaroundEntry *workaround; int16 inheritanceLevel = 0; Common::String searchObjectName = curObjectName; reg_t searchObject = lastCall->sendp; do { workaround = workaroundList; while (workaround->methodName) { if (workaround->gameId == gameId && ((workaround->scriptNr == -1) || (workaround->scriptNr == curScriptNr)) && ((workaround->roomNr == -1) || (workaround->roomNr == curRoomNumber)) && ((workaround->inheritanceLevel == -1) || (workaround->inheritanceLevel == inheritanceLevel)) && ((workaround->objectName == NULL) || (workaround->objectName == searchObjectName)) && workaround->methodName == curMethodName && workaround->localCallOffset == lastCall->debugLocalCallOffset && ((workaround->index == -1) || (workaround->index == index))) { // Workaround found return workaround->newValue; } workaround++; } // Go back to the parent inheritanceLevel++; searchObject = state->_segMan->getObject(searchObject)->getSuperClassSelector(); if (!searchObject.isNull()) searchObjectName = state->_segMan->getObjectName(searchObject); } while (!searchObject.isNull()); // no parent left? } // give caller origin data trackOrigin->objectName = curObjectName; trackOrigin->methodName = curMethodName; trackOrigin->scriptNr = curScriptNr; trackOrigin->localCallOffset = lastCall->debugLocalCallOffset; SciWorkaroundSolution noneFound; noneFound.type = WORKAROUND_NONE; noneFound.value = 0; return noneFound; } } // End of namespace Sci