XEEN: Fix removing Paladin rocks in Dark Side desert

This commit is contained in:
Paul Gilbert 2019-08-26 20:26:54 -07:00
parent e65001405b
commit 87c3e6d5d3
3 changed files with 78 additions and 10 deletions

View File

@ -730,7 +730,7 @@ void Map::load(int mapId) {
// mazes in each of the four cardinal directions
int ccNum = files._ccNum;
MazeData *mazeDataP = &_mazeData[0];
bool textLoaded = false;
bool mapDataLoaded = false;
for (int idx = 0; idx < 9; ++idx, ++mazeDataP) {
mazeDataP->_mazeId = mapId;
@ -755,14 +755,14 @@ void Map::load(int mapId) {
_isOutdoors = (mazeDataP->_mazeFlags2 & FLAG_IS_OUTDOORS) != 0;
// Handle loading text data
if (!textLoaded) {
textLoaded = true;
Common::String mobName = Common::String::format("maze%c%03d.mob", (mapId >= 100) ? 'x' : '0', mapId);
if (!mapDataLoaded) {
// Called once for the main map being loaded
mapDataLoaded = true;
_mazeName = getMazeName(mapId, ccNum);
// Load the monster/object data
Common::String mobName = Common::String::format("maze%c%03d.mob",
(mapId >= 100) ? 'x' : '0', mapId);
File mobFile(mobName);
XeenSerializer sMob(&mobFile, nullptr);
_mobData.synchronize(sMob, _monsterData);
@ -781,6 +781,20 @@ void Map::load(int mapId) {
party._gameFlags[0][56] = true;
}
}
} else if (File::exists(mobName)) {
// For surrounding maps, set up flags for whether objects are present
// Load the monster/object data
File mobFile(mobName);
XeenSerializer sMob(&mobFile, nullptr);
MonsterObjectData mobData(_vm);
mobData.synchronize(sMob, _monsterData);
mobFile.close();
mazeDataP->_objectsPresent.resize(mobData._objects.size());
for (uint objIndex = 0; objIndex < mobData._objects.size(); ++objIndex) {
const Common::Point &pt = mobData._objects[objIndex]._position;
mazeDataP->_objectsPresent[objIndex] = ABS(pt.x) != 128 && ABS(pt.y) != 128;
}
}
}

View File

@ -208,6 +208,7 @@ public:
int _tavernTips;
bool _seenTiles[MAP_HEIGHT][MAP_WIDTH];
bool _steppedOnTiles[MAP_HEIGHT][MAP_WIDTH];
Common::Array<bool> _objectsPresent;
// Misc fields
int _mazeId;
@ -508,6 +509,11 @@ public:
*/
MazeData &mazeData() { return _mazeData[0]; }
/**
* Returns the data for the primary active map
*/
const MazeData *mazeDataSurrounding() { return _mazeData; }
/**
* Returns the data for the currently indexed map
*/

View File

@ -35,6 +35,14 @@ struct ScriptEntry {
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 };
@ -50,6 +58,21 @@ static const ScriptEntry SCRIPT_PATCHES[] = {
{ 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() {
@ -94,11 +117,36 @@ void Patcher::patchObjects() {
FileManager &files = *g_vm->_files;
Map &map = *g_vm->_map;
Party &party = *g_vm->_party;
const MazeData *mapData = map.mazeDataSurrounding();
if ((g_vm->getGameID() == GType_Clouds || (g_vm->getGameID() == GType_WorldOfXeen && !files._ccNum)) &&
party._mazeId == 24) {
// Remove floating statue in the distance off SE corner of Clouds of Xeen map
map._mobData._objects[15]._position = Common::Point(-128, -128);
int gameId = g_vm->getGameID();
if (gameId == GType_WorldOfXeen)
gameId = files._ccNum ? GType_DarkSide : GType_Clouds;
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;
}
}