Clarified comment about the elevator script bug and added a workaround for

the dreaded Pyramid Bug.

svn-id: r11427
This commit is contained in:
Torbjörn Andersson 2003-11-29 17:05:30 +00:00
parent 9cca17b3be
commit 67c75a35c6
2 changed files with 40 additions and 14 deletions

View File

@ -212,6 +212,8 @@ void Logic::setGlobalInterpreterVariables(int32 *vars) {
}
int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) {
bool checkPyramidBug = false;
#define STACK_SIZE 10
_standardHeader *header = (_standardHeader *) scriptData;
@ -256,6 +258,27 @@ int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) {
debug(5, "Start script with offset %d", ip);
}
// WORKAROUND: The dreaded pyramid makes the torch untakeable when you
// speak to Titipoco. This is because one of the conditions for the
// torch to be takeable is that Titipoco isn't doing anything out of
// the ordinary. Global variable 913 has to be 0 to signify that he is
// in his "idle" state.
//
// Unfortunately, simply the act of speaking to him sets variable 913
// to 1 (probably to stop him from turning around every now and then).
// The script may then go on to set the variable to different values
// to trigger various behaviours in him, but if you have run out of
// these cases the script won't ever set it back to 0 again.
//
// So if his click hander (action script number 2) finishes, and
// variable 913 is 1, we set it back to 0 manually.
if (strcmp((char *) header->name, "titipoco_81") == 0 &&
ip >= (int32) READ_LE_UINT32((const int *) code + 3) &&
ip < (int32) READ_LE_UINT32((const int *) code + 4)) {
checkPyramidBug = true;
}
code += noScripts * sizeof(int32) + sizeof(int32);
#ifdef DONTPROCESSSCRIPTCHECKSUM
@ -290,8 +313,16 @@ int Logic::runScript(char *scriptData, char *objectData, uint32 *offset) {
switch (curCommand) {
case CP_END_SCRIPT:
// End the script
debug(5, "End script",0);
debug(5, "End script");
runningScript = 0;
// WORKAROUND: Pyramid Bug. See explanation above.
if (checkPyramidBug && _globals[913] == 1) {
warning("Working around Titipoco script bug (the \"Pyramid Bug\")");
_globals[913] = 0;
}
break;
case CP_PUSH_LOCAL_VAR32:
// Push the contents of a local variable

View File

@ -648,23 +648,18 @@ void Sword2Engine::normalMouse(void) {
EXIT_FADING = 0;
// WORKAROUND: Examining the lift while at the top of the
// pyramid causes the game to hang. It looks like a script
// bug to me: the script hides the mouse cursor, checks if the
// player pressed the left mouse button and, if not, jumps to
// an end of script instruction.
// pyramid causes the game to hang.
//
// One idea would be to redirect the action to the elevator
// object at the bottom of the pyramid instead, but I don't
// know if that's a safe thing to do so for now I've disabled
// it. Maybe we could find a better workaround if we had a
// script decompiler...
// Actually, what happens is that the elevator's click handler
// (action script 2) disables the mouse cursor. Then it checks
// if the user clicked the left button, in which case it
// triggers the "going down" animation.
//
// I'm checking the status of the left button rather than the
// right button because that's what I think the script does.
// If the user didn't click the left button, the script will
// terminate. With the mouse cursor still disabled. Ouch!
if (_mouseTouching == 2773 && !LEFT_BUTTON) {
warning("Ignoring action to work around script bug at pyramid top");
// _logic->setPlayerActionEvent(CUR_PLAYER_ID, 2737);
warning("Working around elevator script bug");
} else
_logic->setPlayerActionEvent(CUR_PLAYER_ID, _mouseTouching);