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compare: fbed39276714
  • 3 commits
  • 7 files changed
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  • 1 contributor
3 README
@@ -544,13 +544,16 @@ ScummVM will skip copy protection in the following games:
-- bypassed with kind permission from Wyrmkeep Entertainment,
since it was bypassed in all CD releases of the game.
* Loom (EGA DOS)
* Lure of the Temptress
* Maniac Mansion
* Might and Magic: World of Xeen
* Monkey Island 2: LeChuck's Revenge
* Simon the Sorcerer 1 (Floppy version)
* Simon the Sorcerer 2 (Floppy version)
-- bypassed with kind permission from Adventure Soft,
since it was bypassed in all CD releases of the game.
* The Secret of Monkey Island (VGA)
* Voyeur
* Waxworks
* Zak McKracken and the Alien Mindbenders

@@ -1222,7 +1222,7 @@ void Character::subtractHitPoints(int amount) {

// Subtract the given HP amount
_currentHp -= amount;
bool breakFlag = _currentHp <= -10;
bool breakFlag = _currentHp <= (g_vm->_extOptions._durableArmor ? -80 : -10);
assert(_currentHp < 65000);

if (_currentHp < 1) {
@@ -73,6 +73,7 @@ static const PlainGameDescriptor XeenGames[] = {
};

#define GAMEOPTION_SHOW_ITEM_COSTS GUIO_GAMEOPTIONS1
#define GAMEOPTION_DURABLE_ARMOR GUIO_GAMEOPTIONS2

#include "xeen/detection_tables.h"

@@ -88,6 +89,16 @@ static const ADExtraGuiOptionsMap optionsList[] = {
}
},

{
GAMEOPTION_DURABLE_ARMOR,
{
_s("More durable armor"),
_s("Armor won't break until character is at -80HP, rather than merely -10HP"),
"DurableArmor",
false
}
},

AD_EXTRA_GUI_OPTIONS_TERMINATOR
};

@@ -36,7 +36,7 @@ static const XeenGameDescription gameDescriptions[] = {
Common::EN_ANY,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
GUIO1(GAMEOPTION_SHOW_ITEM_COSTS)
GUIO2(GAMEOPTION_SHOW_ITEM_COSTS, GAMEOPTION_DURABLE_ARMOR)
},
GType_WorldOfXeen,
0
@@ -55,7 +55,7 @@ static const XeenGameDescription gameDescriptions[] = {
Common::DE_DEU,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
GUIO1(GAMEOPTION_SHOW_ITEM_COSTS)
GUIO2(GAMEOPTION_SHOW_ITEM_COSTS, GAMEOPTION_DURABLE_ARMOR)
},
GType_WorldOfXeen,
0
@@ -74,7 +74,7 @@ static const XeenGameDescription gameDescriptions[] = {
Common::EN_ANY,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
GUIO1(GAMEOPTION_SHOW_ITEM_COSTS)
GUIO2(GAMEOPTION_SHOW_ITEM_COSTS, GAMEOPTION_DURABLE_ARMOR)
},
GType_WorldOfXeen,
0
@@ -92,7 +92,7 @@ static const XeenGameDescription gameDescriptions[] = {
Common::EN_ANY,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
GUIO1(GAMEOPTION_SHOW_ITEM_COSTS)
GUIO2(GAMEOPTION_SHOW_ITEM_COSTS, GAMEOPTION_DURABLE_ARMOR)
},
GType_Clouds,
0
@@ -110,7 +110,7 @@ static const XeenGameDescription gameDescriptions[] = {
Common::EN_ANY,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
GUIO1(GAMEOPTION_SHOW_ITEM_COSTS)
GUIO2(GAMEOPTION_SHOW_ITEM_COSTS, GAMEOPTION_DURABLE_ARMOR)
},
GType_DarkSide,
0
@@ -128,7 +128,7 @@ static const XeenGameDescription gameDescriptions[] = {
Common::EN_ANY,
Common::kPlatformDOS,
ADGF_NO_FLAGS,
GUIO1(GAMEOPTION_SHOW_ITEM_COSTS)
GUIO2(GAMEOPTION_SHOW_ITEM_COSTS, GAMEOPTION_DURABLE_ARMOR)
},
GType_Swords,
0
@@ -167,6 +167,9 @@ OutdoorDrawList::OutdoorDrawList() : _sky1(_data[0]), _sky2(_data[1]),
_data[129] = DrawStruct(0, 47, 36, 0, SPRFLAG_HORIZ_FLIPPED);
_data[130] = DrawStruct(0, 118, 42);
_data[131] = DrawStruct(0, 26, 42, 0, SPRFLAG_HORIZ_FLIPPED);

for (int idx = 0; idx < 132; ++idx)
_data[idx]._flags |= SPRFLAG_SCENE_CLIPPED;
}

/*------------------------------------------------------------------------*/
@@ -366,6 +369,9 @@ IndoorDrawList::IndoorDrawList() :
_data[167] = DrawStruct(0, 47, 36, 0, SPRFLAG_HORIZ_FLIPPED);
_data[168] = DrawStruct(0, 118, 42);
_data[169] = DrawStruct(0, 26, 42, 0, SPRFLAG_HORIZ_FLIPPED);

for (int idx = 0; idx < 170; ++idx)
_data[idx]._flags |= SPRFLAG_SCENE_CLIPPED;
}

/*------------------------------------------------------------------------*/
@@ -4378,10 +4384,6 @@ void InterfaceScene::drawIndoors() {
_indoorList._ground._flags = _flipDefaultGround ? SPRFLAG_HORIZ_FLIPPED : 0;
_indoorList._horizon._frame = 7;

// FIXME: I seem to be missing the scene area clipping flag on some list entries
for (int idx = 0; idx < _indoorList.size(); ++idx)
_indoorList[idx]._flags |= SPRFLAG_SCENE_CLIPPED;

// Finally draw the darn indoor scene
windows[3].drawList(&_indoorList[0], _indoorList.size());

@@ -4463,11 +4465,6 @@ void InterfaceScene::drawOutdoors() {
_outdoorList._sky1._flags = _outdoorList._sky2._flags = _flipSky ? SPRFLAG_HORIZ_FLIPPED : 0;
_outdoorList._groundSprite._flags = _flipWater ? SPRFLAG_HORIZ_FLIPPED : 0;

// FIXME: I seem to be missing the scene area clipping flag on some list entries.
// Just re-flagging them all in a loop is simpler than hunting down the missing entries
for (int idx = 0; idx < _outdoorList.size(); ++idx)
_outdoorList[idx]._flags |= SPRFLAG_SCENE_CLIPPED;

// Finally render the outdoor scene
windows[3].drawList(&_outdoorList[0], _outdoorList.size());

@@ -129,6 +129,7 @@ void XeenEngine::loadSettings() {
_finalScore = ConfMan.hasKey("final_score") ? ConfMan.getInt("final_score") : 0;

_extOptions._showItemCosts = ConfMan.hasKey("ShowItemCosts") && ConfMan.getBool("ShowItemCosts");
_extOptions._durableArmor = ConfMan.hasKey("DurableArmor") && ConfMan.getBool("DurableArmor");

// If requested, load a savegame instead of showing the intro
if (ConfMan.hasKey("save_slot")) {
@@ -112,8 +112,9 @@ class XeenEngine : public Engine {
*/
struct ExtendedOptions {
bool _showItemCosts;
bool _durableArmor;

ExtendedOptions() : _showItemCosts(false) {}
ExtendedOptions() : _showItemCosts(false), _durableArmor(false) {}
};
private:
const XeenGameDescription *_gameDescription;

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