/* 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. * */ #include "xeen/patcher.h" #include "xeen/xeen.h" #include "xeen/map.h" #include "xeen/party.h" #include "common/memstream.h" #include "common/serializer.h" namespace Xeen { struct ScriptEntry { uint _gameId; int _mapId; const byte *_data; }; struct ObjectEntry { int _gameId; ///< Game Id int _removeMazeId; ///< Maze Id of copy to remove int _removeObjNumber; ///< Object number of copy to remove int _refMazeId; ///< Reference object maze id int _refObjNumber; ///< Reference object's number }; const byte DS_MAP54_LINE8[] = { 8, 10, 10, DIR_EAST, 8, OP_MoveWallObj, 20, 100, 100 }; const byte SW_MAP53_LINE8[] = { 5, 14, 6, DIR_EAST, 8, OP_Exit }; const byte DS_MAP116[] = { 9, 10, 6, 4, 2, OP_TakeOrGive, 0, 0, 103, 127 }; const byte DS_MAP62_PIT1[] = { 9, 11, 8, DIR_ALL, 4, OP_FallToMap, 61, 11, 8, 0 }; const byte DS_MAP62_PIT2[] = { 9, 7, 4, DIR_ALL, 4, OP_FallToMap, 61, 7, 4, 0 }; #define SCRIPT_PATCHES_COUNT 5 static const ScriptEntry SCRIPT_PATCHES[] = { { GType_DarkSide, 54, DS_MAP54_LINE8 }, // Fix curtain on level 2 of Ellinger's Tower { GType_Swords, 53, SW_MAP53_LINE8 }, // Fix chest in Hart having gems, but saying "Nothing Here" { GType_DarkSide, 116, DS_MAP116 }, // Fix statue in Dark Tower setting invalid world flag { GType_DarkSide, 62, DS_MAP62_PIT1 }, // Fix fall position for pit { GType_DarkSide, 62, DS_MAP62_PIT2 } // Fix fall position for pit }; // List of objects that that need to be removed. Most of these are for copies of objects that appear in // the distance on the edge of other maps, so they don't simply pop into existance when the map changes. // When the main object is removed, the original didn't properly also removie the object copies #define REMOVE_OBJECTS_COUNT 6 static const ObjectEntry REMOVE_OBJECTS[] = { // Floating statue in the distance off SE corner of map { GType_Clouds, 24, 15, 0, 0 }, // Desert Paladin stones { GType_DarkSide, 10, 9, 14, 1 }, { GType_DarkSide, 11, 5, 10, 0 }, { GType_DarkSide, 15, 5, 14, 4 }, { GType_DarkSide, 15, 6, 14, 5 }, { GType_DarkSide, 10, 10, 14, 5 } }; /*------------------------------------------------------------------------*/ void Patcher::patch() { patchScripts(); patchObjects(); } void Patcher::patchScripts() { Map &map = *g_vm->_map; Party &party = *g_vm->_party; uint gameId = g_vm->getSpecificGameId(); for (int patchIdx = 0; patchIdx < SCRIPT_PATCHES_COUNT; ++patchIdx) { const ScriptEntry &se = SCRIPT_PATCHES[patchIdx]; if (se._gameId != gameId || se._mapId != party._mazeId) continue; MazeEvent evt; Common::MemoryReadStream memStream(se._data, se._data[0] + 1); Common::Serializer s(&memStream, nullptr); evt.synchronize(s); // Scan through the events to find a matching line int idx = 0; while (idx < (int)map._events.size() && (evt._position != map._events[idx]._position || evt._direction != map._events[idx]._direction || evt._line != map._events[idx]._line)) ++idx; // Set the event if (idx == (int)map._events.size()) map._events.push_back(evt); else map._events[idx] = evt; } } void Patcher::patchObjects() { Map &map = *g_vm->_map; Party &party = *g_vm->_party; const MazeData *mapData = map.mazeDataSurrounding(); int gameId = g_vm->getSpecificGameId(); for (int roCtr = 0; roCtr < REMOVE_OBJECTS_COUNT; ++roCtr) { const ObjectEntry &oe = REMOVE_OBJECTS[roCtr]; if (oe._gameId != gameId || oe._removeMazeId != party._mazeId) continue; MazeObject &mazeObj = map._mobData._objects[oe._removeObjNumber]; // If specified object has a linked reference object, we need to check if it's removed if (oe._refMazeId) { int mazeIndex = -1; while (++mazeIndex < 9) { if (mapData[mazeIndex]._mazeId == oe._refMazeId) break; } if (mazeIndex == 9) error("Could not find specified reference maze in object patcher"); if (mapData[mazeIndex]._objectsPresent[oe._refObjNumber]) // Object linked to is still present, so we don't remove the object yet continue; } // Ensure the object is marked as removed mazeObj._position.x = mazeObj._position.y = 128; } } } // End of namespace Xeen