Age | Commit message (Collapse) | Author |
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* Rewrap comments to 80 columns
* Clarify comments where possible
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SSCI's last resort comparison here was to compare the object IDs
of planes & screen items, but this randomly breaks (at least) the
"you have died" dialog at the end of Phant1, and text & buttons
in Hoyle5, even in SSCI itself.
This commit changes last resort comparison to use a monotonically
increasing ID instead, which keeps objects with identical priority
& z-index in creation order when compared.
Fixes Trac#9585.
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This is used by Torin in room 50900.
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This commit implements all of the known plane transitions from
SCI2 through SCI2.1mid games. Because kSetShowStyle is always
called indirectly via the Styler game script, it is difficult to
find all the places where transitions are used. As such,
transitions that appeared to never be used have been added as
stubs which will trigger a game crash with a message to report
what was being done, so any missed transition types can be
identified quickly and then implemented.
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With the addition of the transparent pic type code, the _type
property would be read uninitialised by setType if _pictureId was
set to kPlanePic.
CID 1357230, 1357231.
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It is not clear if this is ever actually used by game scripts,
though.
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This pass exposed two bugs, which have been fixed:
1. Checks of `_updated` and `_moved` were reversed in some areas,
which lead to rendering bugs. In SQ6 the rendering bugs were
subtle or non-existant, but in e.g. PQ:SWAT the Sierra logo and
title screen animations were totally missing.
2. The renderer formerly kept reading from ScreenItemLists when
new items were added in decrementScreenItemArrayCounts, but
this was determined to be unnecessary.
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These fields were written and never read in SSCI.
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LSL6 hires sends rectangles to kernel calls that have negative
dimensions. SSCI did not care about this and would simply accept
these invalid rects, so we do the same, at least for now.
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Still not working
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This adds a slightly more accurate comparison algorithm that will
at least ensure that all the engine-generated planes and screen
items with matching priorities will be sorted above
script-generated planes and screen items, like in the original
engine. It still does not sort script-generated items by memory
handle order, so if that is ever a thing that actually happens,
those may still be in the wrong order.
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This replaces "colour" to "color"
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Fixes a crash in the first scene of Torin's Passage
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