void ScummEngine::setOwnerOf(int obj, int owner) { ScriptSlot *ss; // In Sam & Max this is necessary, or you won't get your stuff back // from the Lost and Found tent after riding the Cone of Tragedy. But // it probably applies to all V6+ games. See bugs #493153 and #907113. // FT disassembly is checked, behaviour is correct. [sev] int arg = (_game.version >= 6) ? obj : 0; // WORKAROUND for bug #1917981: Game crash when finishing Indy3 demo. // Script 94 tries to empty the inventory but does so in a bogus way. // This causes it to try to remove object 0 from the inventory. if (_game.id == GID_PASS && obj == 0 && vm.slot[_currentScript].number == 94) return; assert(obj > 0); if (owner == 0) { clearOwnerOf(obj); // FIXME: See bug #1535358 and many others. Essentially, the following // code, while matching disasm of various versions of the SCUMM engine, // is total bullocks, and leads to odd crashes due to out-of-bounds // array (read) access. Three "famous" crashes were caused by this: // Monkey Island 1: Using meat with flower // FOA: Using ribcage with another item // DOTT: Using stamp with contract // // The bad code: // if (ss->where == WIO_INVENTORY && _inventory[ss->number] == obj) { // That check makes no sense at all: _inventory only contains 80 items, // which are in the order the player picked up items. We can only // guess that the SCUMM coders meant to write // if (ss->where == WIO_INVENTORY && ss->number == obj) { // which would ensure that an object script that nukes itself gets // stopped. Alas, we can't just make that change, since it could // lead to new regressions. // Another fix would be to completely remove this check, which should // not cause much problems, since it'll only succeed by pure chance. // // For now we follow a more defensive route: We perform the check // if ss->number is small enough. ss = &vm.slot[_currentScript]; if (ss->where == WIO_INVENTORY) { if (ss->number < _numInventory && _inventory[ss->number] == obj) { error("Odd setOwnerOf case #1: Please report to Fingolfin where you encountered this"); putOwner(obj, 0); runInventoryScript(arg); stopObjectCode(); return; } if (ss->number == obj) error("Odd setOwnerOf case #2: Please report to Fingolfin where you encountered this"); } } putOwner(obj, owner); runInventoryScript(arg); }
void ScummEngine_v0::o_loadRoomWithEgo() { Actor_v0 *a; int obj, room, x, y, dir; obj = fetchScriptByte(); room = fetchScriptByte(); a = (Actor_v0 *)derefActor(VAR(VAR_EGO), "o_loadRoomWithEgo"); //0x634F if (a->_miscflags & kActorMiscFlagFreeze) { stopObjectCode(); return; } // The original interpreter sets the actors new room X/Y to the last rooms X/Y // This fixes a problem with MM: script 158 in room 12, the 'Oomph!' script // This scripts runs before the actor position is set to the correct room entry location a->putActor(a->getPos().x, a->getPos().y, room); _egoPositioned = false; startScene(a->_room, a, obj); getObjectXYPos(obj, x, y, dir); AdjustBoxResult r = a->adjustXYToBeInBox(x, y); x = r.x; y = r.y; a->putActor(x, y, _currentRoom); camera._dest.x = camera._cur.x = a->getPos().x; setCameraAt(a->getPos().x, a->getPos().y); setCameraFollows(a); _fullRedraw = true; resetSentence(); if (x >= 0 && y >= 0) { a->startWalkActor(x, y, -1); } }