Workaround for bug #1660424 (KQ4: Zombie bug) which is a script bug present in the original game.

svn-id: r30482
This commit is contained in:
Kari Salminen 2008-01-14 17:03:14 +00:00
parent 5870bebd6d
commit d167ad4066

View File

@ -1222,6 +1222,37 @@ cmd(distance) {
} else {
d = 0xff;
}
// WORKAROUND: Fixes King's Quest IV's script bug #1660424 (KQ4: Zombie bug).
// In the graveyard (Room 16) at night if you had the Obsidian Scarab (Item 4)
// and you were very close to a spot where a zombie was going to rise up from the
// ground you could reproduce the bug. Just standing there and letting the zombie
// try to rise up the Obsidian Scarab would repel the zombie immediately and that
// would make the script bug so that the zombie would still come up but it just
// wouldn't chase Rosella around anymore. If it had worked correctly the zombie
// wouldn't have come up at all or it would have come up and gone back down
// immediately. The latter approach is the one implemented here.
if (g_agi->getGameID() == GID_KQ4 && _v[vCurRoom] == 16 && p2 >= 221 && p2 <= 223) {
// Room 16 is a graveyard where three zombies come up at night. It uses logic 16.
// Variables 221-223 are used to save the distance between each zombie and Rosella.
// Variables 155, 156 and 162 are used to save the state of each zombie.
// Rosella gets turned to a zombie only if any of the zombies is under 10 units away
// from her and she doesn't have the Obsidian Scarab (Item 4). Likewise Rosella makes
// a zombie go back into the ground if the zombie comes under 15 units away from her
// and she has the Obsidian Scarab. To ensure a zombie always first rises up before
// checking for either of the aforementioned conditions (Rosella getting turned to
// a zombie or the zombie getting turned away by the scarab) we make it appear the
// zombie is far away from Rosella if the zombie is not already up and chasing her.
enum zombieStates {ZOMBIE_SET_TO_RISE_UP, ZOMBIE_RISING_UP, ZOMBIE_CHASING_EGO};
static const uint8 zombieStateVarNumList[] = {155, 156, 162};
uint8 zombieNum = p2 - 221; // Zombie's number (In range 0-2)
uint8 zombieStateVarNum = zombieStateVarNumList[zombieNum]; // Number of the variable containing zombie's state
uint8 zombieState = _v[zombieStateVarNum]; // Zombie's state
// If zombie is not chasing Rosella then set its distance from Rosella to the maximum
if (zombieState != ZOMBIE_CHASING_EGO)
d = 0xff;
}
_v[p2] = (unsigned char)d;
}