SCI: adding room numbers to all workarounds
svn-id: r50990
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70dfcdfb54
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4595b8818a
3 changed files with 68 additions and 65 deletions
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@ -292,6 +292,7 @@ static reg_t trackOriginAndFindWorkaround(int index, const SciWorkaroundEntry *w
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Common::String curObjectName = state->_segMan->getObjectName(lastCall->sendp);
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Common::String curMethodName;
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const SciGameId gameId = g_sci->getGameId();
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const int curRoomNumber = state->currentRoomNumber();
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if (lastCall->type == EXEC_STACK_TYPE_CALL) {
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if (lastCall->debugSelector != -1) {
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@ -312,6 +313,7 @@ static reg_t trackOriginAndFindWorkaround(int index, const SciWorkaroundEntry *w
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workaround = workaroundList;
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while (workaround->objectName) {
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if (workaround->gameId == gameId && workaround->scriptNr == curScriptNr
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&& ((workaround->roomNr == -1) || (workaround->roomNr == curRoomNumber))
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&& ((workaround->inheritanceLevel == -1) || (workaround->inheritanceLevel == inheritanceLevel))
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&& (workaround->objectName == searchObjectName)
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&& workaround->methodName == curMethodName && workaround->localCallOffset == lastCall->debugLocalCallOffset
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@ -352,15 +354,15 @@ static bool validate_signedInteger(reg_t reg, int16 &integer) {
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return true;
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}
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// gameID, scriptNr,lvl, object-name, method-name, call, index, replace
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// gameID, room,script,lvl, object-name, method-name, call, index, replace
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static const SciWorkaroundEntry opcodeDivWorkarounds[] = {
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{ GID_QFG1VGA, 928, 0, "Blink", "init", -1, 0, { 0, 0 } }, // when entering inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object
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{ GID_QFG1VGA, 301, 928, 0, "Blink", "init", -1, 0, { 0, 0 } }, // when entering inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object
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SCI_WORKAROUNDENTRY_TERMINATOR
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};
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// gameID, scriptNr,lvl, object-name, method-name, call, index, replace
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// gameID, room,script,lvl, object-name, method-name, call, index, replace
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static const SciWorkaroundEntry opcodeDptoaWorkarounds[] = {
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{ GID_LSL6, 938, 0, "ROsc", "cycleDone", -1, 0, { 0, 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
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{ GID_LSL6, 360, 938, 0, "ROsc", "cycleDone", -1, 0, { 0, 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
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SCI_WORKAROUNDENTRY_TERMINATOR
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};
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@ -374,42 +376,42 @@ static reg_t arithmetic_lookForWorkaround(const byte opcode, const SciWorkaround
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return workaroundValue;
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}
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// gameID, scriptNr,lvl, object-name, method-name, call, index, replace
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// gameID, room,script,lvl, object-name, method-name, call, index, replace
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static const SciWorkaroundEntry uninitializedReadWorkarounds[] = {
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{ GID_FREDDYPHARKAS, 24, 0, "gcWin", "open", -1, 5, { 0, 0xf } }, // is used as priority for game menu
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{ GID_FREDDYPHARKAS, 31, 0, "quitWin", "open", -1, 5, { 0, 0xf } }, // is used as priority for game menu
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{ GID_GK1, 64950, 1, "Feature", "handleEvent", -1, 0, { 0, 0 } }, // sometimes when walk-clicking
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{ GID_GK2, 11, 0, "", "export 10", -1, 3, { 0, 0 } }, // called when the game starts
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{ GID_HOYLE3, 0, 1, "Character", "say", -1, 504, { 0, 0 } }, // when starting checkers, first time a character says something
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{ GID_HOYLE3, 0, 1, "Character", "say", -1, 505, { 0, 0 } }, // when starting checkers, first time a character says something
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{ GID_HOYLE3, 700, 0, "gcWindow", "open", -1, -1, { 0, 0 } }, // when entering control menu
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{ GID_ISLANDBRAIN, 140, 0, "piece", "init", -1, 3, { 0, 1 } }, // first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0
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{ GID_ISLANDBRAIN, 268, 0, "anElement", "select", -1, 0, { 0, 0 } }, // elements puzzle, gets used before super TextIcon
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{ GID_JONES, 232, 0, "weekendText", "draw", 0x3d3, 0, { 0, 0 } }, // jones/cd only - gets called during the game
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{ GID_JONES, 255, 0, "", "export 0", -1, 13, { 0, 0 } }, // jones/ega&vga only - called when the game starts
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{ GID_JONES, 255, 0, "", "export 0", -1, 14, { 0, 0 } }, // jones/ega&vga only - called when the game starts
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{ GID_KQ5, 0, 0, "", "export 29", -1, 3, { 0, 0 } }, // called when playing harp for the harpies, is used for kDoAudio
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{ GID_KQ5, 25, 0, "rm025", "doit", -1, 0, { 0, 0 } }, // inside witch forest, where the walking rock is
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{ GID_KQ6, 30, 0, "rats", "changeState", -1, 0, { 0, 0 } }, // rats in the catacombs
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{ GID_KQ6, 500, 0, "rm500", "init", -1, 0, { 0, 0 } }, // going to island of the beast
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{ GID_KQ6, 520, 0, "rm520", "init", -1, 0, { 0, 0 } }, // going to boiling water trap on beast isle
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{ GID_KQ6, 903, 0, "controlWin", "open", -1, 4, { 0, 0 } }, // when opening the controls window (save, load etc)
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{ GID_LAURABOW2, 24, 0, "gcWin", "open", -1, 5, { 0, 0xf } }, // is used as priority for game menu
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{ GID_LSL1, 250, 0, "increase", "handleEvent", -1, 2, { 0, 0 } }, // casino, playing game, increasing bet
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{ GID_LSL1, 720, 0, "rm720", "init", -1, 0, { 0, 0 } }, // age check room
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{ GID_LSL3, 340, 0, "ComicScript", "changeState", -1, 200, { 0, 0 } }, // right after entering the 3 ethnic groups inside comedy club
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{ GID_LSL3, 340, 0, "ComicScript", "changeState", -1, 201, { 0, 0 } }, // see above
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{ GID_LSL3, 340, 0, "ComicScript", "changeState", -1, 202, { 0, 0 } }, // see above
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{ GID_LSL3, 340, 0, "ComicScript", "changeState", -1, 203, { 0, 0 } }, // see above
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{ GID_LSL3, 997, 0, "TheMenuBar", "handleEvent", -1, 1, { 0, 0xf } }, // when setting volume the first time, this temp is used to set volume on entry (normally it would have been initialized to 's')
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{ GID_LSL6, 85, 0, "washcloth", "doVerb", -1, 0, { 0, 0 } }, // washcloth in inventory
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{ GID_LSL6, 928, -1, "Narrator", "startText", -1, 0, { 0, 0 } }, // used by various objects that are even translated in foreign versions, that's why we use the base-class
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{ GID_QFG2, 71, 0, "theInvSheet", "doit", -1, 1, { 0, 0 } }, // accessing the inventory
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{ GID_SQ1, 703, 0, "", "export 1", -1, 0, { 0, 0 } }, // sub that's called from several objects while on sarien battle cruiser
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{ GID_SQ1, 703, 0, "firePulsar", "changeState", 0x18a, 0, { 0, 0 } }, // export 1, but called locally (when shooting at aliens)
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{ GID_SQ4, 928, 0, "Narrator", "startText", -1, 1000, { 0, 1 } }, // sq4cd: method returns this to the caller
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{ GID_SQ6, 0, 0, "SQ6", "init", -1, 2, { 0, 0 } }, // called when the game starts
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{ GID_SQ6, 64950, 0, "View", "handleEvent", -1, 0, { 0, 0 } }, // called when pressing "Start game" in the main menu
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{ GID_FREDDYPHARKAS, -1, 24, 0, "gcWin", "open", -1, 5, { 0, 0xf } }, // is used as priority for game menu
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{ GID_FREDDYPHARKAS, -1, 31, 0, "quitWin", "open", -1, 5, { 0, 0xf } }, // is used as priority for game menu
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{ GID_GK1, -1, 64950, 1, "Feature", "handleEvent", -1, 0, { 0, 0 } }, // sometimes when walk-clicking
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{ GID_GK2, 34, 11, 0, "", "export 10", -1, 3, { 0, 0 } }, // called when the game starts
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{ GID_HOYLE3, 200, 0, 1, "Character", "say", -1, 504, { 0, 0 } }, // when starting checkers, first time a character says something
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{ GID_HOYLE3, 200, 0, 1, "Character", "say", -1, 505, { 0, 0 } }, // when starting checkers, first time a character says something
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{ GID_HOYLE3, -1, 700, 0, "gcWindow", "open", -1, -1, { 0, 0 } }, // when entering control menu
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{ GID_ISLANDBRAIN, 140, 140, 0, "piece", "init", -1, 3, { 0, 1 } }, // first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0
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{ GID_ISLANDBRAIN, 200, 268, 0, "anElement", "select", -1, 0, { 0, 0 } }, // elements puzzle, gets used before super TextIcon
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{ GID_JONES, 1, 232, 0, "weekendText", "draw", 0x3d3, 0, { 0, 0 } }, // jones/cd only - gets called during the game
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{ GID_JONES, 764, 255, 0, "", "export 0", -1, 13, { 0, 0 } }, // jones/ega&vga only - called when the game starts
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{ GID_JONES, 764, 255, 0, "", "export 0", -1, 14, { 0, 0 } }, // jones/ega&vga only - called when the game starts
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{ GID_KQ5, 90, 0, 0, "", "export 29", -1, 3, { 0, 0 } }, // called when playing harp for the harpies, is used for kDoAudio
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{ GID_KQ5, 25, 25, 0, "rm025", "doit", -1, 0, { 0, 0 } }, // inside witch forest, when going to the room where the walking rock is
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{ GID_KQ6, 30, 30, 0, "rats", "changeState", -1, 0, { 0, 0 } }, // rats in the catacombs
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{ GID_KQ6, 500, 500, 0, "rm500", "init", -1, 0, { 0, 0 } }, // going to island of the beast
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{ GID_KQ6, 520, 520, 0, "rm520", "init", -1, 0, { 0, 0 } }, // going to boiling water trap on beast isle
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{ GID_KQ6, -1, 903, 0, "controlWin", "open", -1, 4, { 0, 0 } }, // when opening the controls window (save, load etc)
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{ GID_LAURABOW2, -1, 24, 0, "gcWin", "open", -1, 5, { 0, 0xf } }, // is used as priority for game menu
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{ GID_LSL1, 250, 250, 0, "increase", "handleEvent", -1, 2, { 0, 0 } }, // casino, playing game, increasing bet
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{ GID_LSL1, 720, 720, 0, "rm720", "init", -1, 0, { 0, 0 } }, // age check room
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{ GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, 200, { 0, 0 } }, // right after entering the 3 ethnic groups inside comedy club
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{ GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, 201, { 0, 0 } }, // see above
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{ GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, 202, { 0, 0 } }, // see above
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{ GID_LSL3, 340, 340, 0, "ComicScript", "changeState", -1, 203, { 0, 0 } }, // see above
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{ GID_LSL3, -1, 997, 0, "TheMenuBar", "handleEvent", -1, 1, { 0, 0xf } }, // when setting volume the first time, this temp is used to set volume on entry (normally it would have been initialized to 's')
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{ GID_LSL6, -1, 85, 0, "washcloth", "doVerb", -1, 0, { 0, 0 } }, // washcloth in inventory
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{ GID_LSL6, -1, 928, -1, "Narrator", "startText", -1, 0, { 0, 0 } }, // used by various objects that are even translated in foreign versions, that's why we use the base-class
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{ GID_QFG2, -1, 71, 0, "theInvSheet", "doit", -1, 1, { 0, 0 } }, // accessing the inventory
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{ GID_SQ1, -1, 703, 0, "", "export 1", -1, 0, { 0, 0 } }, // sub that's called from several objects while on sarien battle cruiser
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{ GID_SQ1, -1, 703, 0, "firePulsar", "changeState", 0x18a, 0, { 0, 0 } }, // export 1, but called locally (when shooting at aliens)
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{ GID_SQ4, -1, 928, 0, "Narrator", "startText", -1, 1000, { 0, 1 } }, // sq4cd: method returns this to the caller
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{ GID_SQ6, 100, 0, 0, "SQ6", "init", -1, 2, { 0, 0 } }, // called when the game starts
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{ GID_SQ6, 100, 64950, 0, "View", "handleEvent", -1, 0, { 0, 0 } }, // called when pressing "Start game" in the main menu
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SCI_WORKAROUNDENTRY_TERMINATOR
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};
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