AGI: Add detection+workaround for endofloop+motion at the same time
Detects when end.of.loop + motions are used on the same screen object at the same time, which would have resulted in flag corruption in the original interpreter. We detect this situation now, show a warning and disable the cycler in case cycler was activated first. This solves a new issue in kq1, when grabbing the eagle in room 22, that was previously hidden just like in the original AGI. Fixes bug #7046
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@ -926,6 +926,8 @@ private:
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void checkMotion(ScreenObjEntry *screenObj);
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public:
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void motionActivated(ScreenObjEntry *screenObj);
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void cyclerActivated(ScreenObjEntry *screenObj);
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void checkAllMotions();
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void moveObj(ScreenObjEntry *screenObj);
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void inDestination(ScreenObjEntry *screenObj);
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@ -62,6 +62,57 @@ void AgiEngine::changePos(ScreenObjEntry *screenObj) {
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}
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}
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// WORKAROUND:
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// A motion was just activated, check if "end.of.loop"/"reverse.loop" is currently active for the same screen object
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// If this is the case, it would result in some random flag getting overwritten in original AGI after the loop was
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// completed, because in original AGI loop_flag + move_flag shared the same memory location.
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// This is basically an implementation error in the original interpreter.
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// Happens in at least KQ1, when grabbing the eagle (room 22).
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void AgiEngine::motionActivated(ScreenObjEntry *screenObj) {
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if (screenObj->flags & fCycling) {
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// Cycling active too
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switch (screenObj->cycle) {
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case kCycleEndOfLoop: // "end.of.loop"
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case kCycleRevLoop: // "reverse.loop"
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// Disable it
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screenObj->flags &= ~fCycling;
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screenObj->cycle = kCycleNormal;
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warning("Motion activated for screen object %d, but cycler also active", screenObj->objectNr);
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warning("This would have resulted in flag corruption in original AGI. Cycler disabled.");
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break;
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default:
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break;
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}
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}
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}
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// WORKAROUND:
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// See comment for motionActivated()
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// This way no flag would have been overwritten, but certain other variables of the motions.
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void AgiEngine::cyclerActivated(ScreenObjEntry *screenObj) {
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switch (screenObj->motionType) {
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case kMotionWander:
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// this would have resulted in wander_count to get corrupted
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// We don't stop it.
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break;
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case kMotionFollowEgo:
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// this would have resulted in follow_stepSize to get corrupted
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// do not stop motion atm - screenObj->direction = 0;
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// do not stop motion atm - screenObj->motionType = kMotionNormal;
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break;
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case kMotionMoveObj:
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// this would have resulted in move_x to get corrupted
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// do not stop motion atm - motionMoveObjStop(screenObj);
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break;
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default:
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return;
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break;
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}
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warning("Cycler activated for screen object %d, but motion also active", screenObj->objectNr);
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warning("This would have resulted in corruption in original AGI. Motion disabled.");
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}
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void AgiEngine::motionWander(ScreenObjEntry *screenObj) {
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uint8 originalWanderCount = screenObj->wander_count;
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@ -1495,6 +1495,8 @@ void cmdReverseLoop(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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screenObj->flags |= (fDontupdate | fUpdate | fCycling);
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screenObj->loop_flag = loopFlag;
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state->_vm->setFlag(screenObj->loop_flag, false);
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vm->cyclerActivated(screenObj);
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}
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void cmdReverseLoopV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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@ -1520,6 +1522,8 @@ void cmdEndOfLoop(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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screenObj->flags |= (fDontupdate | fUpdate | fCycling);
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screenObj->loop_flag = loopFlag;
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vm->setFlag(screenObj->loop_flag, false);
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vm->cyclerActivated(screenObj);
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}
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void cmdEndOfLoopV1(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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@ -1632,6 +1636,8 @@ void cmdFollowEgo(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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vm->setFlag(screenObj->follow_flag, false);
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screenObj->flags |= fUpdate;
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}
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vm->motionActivated(screenObj);
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}
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void cmdMoveObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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@ -1660,6 +1666,8 @@ void cmdMoveObj(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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screenObj->flags |= fUpdate;
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}
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vm->motionActivated(screenObj);
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if (objectNr == 0)
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state->playerControl = false;
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@ -1688,6 +1696,8 @@ void cmdMoveObjF(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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vm->setFlag(screenObj->move_flag, false);
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screenObj->flags |= fUpdate;
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vm->motionActivated(screenObj);
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if (objectNr == 0)
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state->playerControl = false;
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@ -1709,6 +1719,8 @@ void cmdWander(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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} else {
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screenObj->flags |= fUpdate;
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}
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vm->motionActivated(screenObj);
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}
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void cmdSetGameID(AgiGame *state, AgiEngine *vm, uint8 *parameter) {
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