1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
|
/* 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
|