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authorFilippos Karapetis2016-02-20 14:26:20 +0200
committerFilippos Karapetis2016-02-20 14:26:55 +0200
commit988d5a20511adc5aa5551ea599e0ee56d2699dd5 (patch)
tree1f54163122ed01a960f4e5f606791d6527682338 /engines/sci/graphics/screen_item32.cpp
parent29456da42131aed116910d8b59eedae35752b870 (diff)
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SCI: Add a better explanation of the visibility code used in GK1
Diffstat (limited to 'engines/sci/graphics/screen_item32.cpp')
-rw-r--r--engines/sci/graphics/screen_item32.cpp7
1 files changed, 5 insertions, 2 deletions
diff --git a/engines/sci/graphics/screen_item32.cpp b/engines/sci/graphics/screen_item32.cpp
index 98d65406a6..58e0a1348a 100644
--- a/engines/sci/graphics/screen_item32.cpp
+++ b/engines/sci/graphics/screen_item32.cpp
@@ -202,8 +202,11 @@ void ScreenItem::setFromObject(SegManager *segMan, const reg_t object, const boo
writeSelectorValue(segMan, object, SELECTOR(priority), _position.y);
}
- // Check if the entry should be hidden
- // TODO: Verify this against disassembly!
+ // Check if the entry should be hidden (used in GK1, for the inventory items)
+ // TODO/FIXME: Verify this against disassembly! Check if GK1 checks this selector
+ // like we do here. The following bit of code is guesswork, but for now it fixes
+ // the inventory in GK1, and it's really only used in that game (the "visible"
+ // selector isn't present in any other SCI32 game)
if (lookupSelector(segMan, object, SELECTOR(visible), NULL, NULL) != kSelectorNone) {
if (readSelectorValue(segMan, object, SELECTOR(visible)) == 0) {
_fixPriority = true;