SCI: Fix LB1 attic stairs lockup, bug #9949

Fixes a lockup in the original game
This commit is contained in:
sluicebox 2018-12-27 23:24:51 -08:00 committed by Filippos Karapetis
parent 1be46e9207
commit 8f2da7086c

View file

@ -116,6 +116,7 @@ static const char *const selectorNameTable[] = {
"has", // King's Quest 6, GK1
"modeless", // King's Quest 6 CD
"cycler", // Space Quest 4 / system selector
"loop", // Laura Bow 1 Colonel's Bequest, QFG4
"setLoop", // Laura Bow 1 Colonel's Bequest, QFG4
"ignoreActors", // Laura Bow 1 Colonel's Bequest
"at", // Longbow
@ -158,7 +159,6 @@ static const char *const selectorNameTable[] = {
"plane", // RAMA
"state", // RAMA
"getSubscriberObj", // RAMA
"loop", // QFG4
"moveSpeed", // QFG4
"setLooper", // QFG4
"value", // QFG4
@ -201,6 +201,7 @@ enum ScriptPatcherSelectors {
SELECTOR_has,
SELECTOR_modeless,
SELECTOR_cycler,
SELECTOR_loop,
SELECTOR_setLoop,
SELECTOR_ignoreActors,
SELECTOR_at,
@ -244,7 +245,6 @@ enum ScriptPatcherSelectors {
SELECTOR_plane,
SELECTOR_state,
SELECTOR_getSubscriberObj,
SELECTOR_loop,
SELECTOR_moveSpeed,
SELECTOR_setLooper,
SELECTOR_value
@ -4630,6 +4630,39 @@ static const uint16 laurabow1PatchObstacleCollisionLockupsFix[] = {
PATCH_END
};
// Laura can get stuck walking up the attic stairs diagonally in room 47 and
// lockup the game. This also occurs in the original. Room47:doit loads the
// attic when ego is on control $10 at the base of the stairs and facing north.
// Room47:handleEvent prevents the user from moving ego when on control $10.
// Walking up the stairs diagonally puts ego in control $10 facing left or
// right and so the room never changes and the user never regains control.
//
// We fix this by allowing ego to face any direction except south to trigger the
// attic room change. This also fixes an edge case that allows walking through
// the staircase wall into Clarence's room.
//
// Applies to: DOS, Amiga, Atari ST
// Responsible method: Room47:doit
// Fixes bug #9949
static const uint16 laurabow1SignatureAtticStairsLockupFix[] = {
SIG_MAGICDWORD,
0x39, SIG_SELECTOR8(loop), // pushi loop
0x76, // push0
0x81, 0x00, // lag 00
0x4a, 0x04, // send 4 [ ego:loop? ]
0x36, // push
0x35, 0x03, // ldi 03 [ facing north ]
0x1a, // eq?
SIG_END
};
static const uint16 laurabow1PatchAtticStairsLockupFix[] = {
PATCH_ADDTOOFFSET(+8),
0x35, 0x2, // ldi 02 [ facing south ]
0x1c, // ne?
PATCH_END
};
// script, description, signature patch
static const SciScriptPatcherEntry laurabow1Signatures[] = {
{ true, 4, "easter egg view fix", 1, laurabow1SignatureEasterEggViewFix, laurabow1PatchEasterEggViewFix },
@ -4637,7 +4670,8 @@ static const SciScriptPatcherEntry laurabow1Signatures[] = {
{ true, 37, "armor move to fix", 2, laurabow1SignatureArmorMoveToFix, laurabow1PatchArmorMoveToFix },
{ true, 37, "allowing input, after oiling arm", 1, laurabow1SignatureArmorOilingArmFix, laurabow1PatchArmorOilingArmFix },
{ true, 44, "lillian bed fix", 1, laurabow1SignatureLillianBedFix, laurabow1PatchLillianBedFix },
{ true, 58, "chapel candles persistence", 1, laurabow1SignatureChapelCandlesPersistence, laurabow1PatchChapelCandlesPersistence },
{ true, 47, "attic stairs lockup fix", 1, laurabow1SignatureAtticStairsLockupFix, laurabow1PatchAtticStairsLockupFix },
{ true, 58, "chapel candles persistence", 1, laurabow1SignatureChapelCandlesPersistence, laurabow1PatchChapelCandlesPersistence },
{ true, 236, "tell Lilly about Gertie blocking fix 1/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix1, laurabow1PatchTellLillyAboutGertieBlockingFix1 },
{ true, 236, "tell Lilly about Gertie blocking fix 2/2", 1, laurabow1SignatureTellLillyAboutGerieBlockingFix2, laurabow1PatchTellLillyAboutGertieBlockingFix2 },
{ true, 998, "obstacle collision lockups fix", 1, laurabow1SignatureObstacleCollisionLockupsFix, laurabow1PatchObstacleCollisionLockupsFix },