[Scummvm-cvs-logs] SF.net SVN: scummvm:[51358] scummvm/trunk/engines/sci/engine/workarounds. cpp

jvprat at users.sourceforge.net jvprat at users.sourceforge.net
Tue Jul 27 12:20:38 CEST 2010


Revision: 51358
          http://scummvm.svn.sourceforge.net/scummvm/?rev=51358&view=rev
Author:   jvprat
Date:     2010-07-27 10:20:38 +0000 (Tue, 27 Jul 2010)

Log Message:
-----------
SCI: Fix indentation and alignment of some entries

Modified Paths:
--------------
    scummvm/trunk/engines/sci/engine/workarounds.cpp

Modified: scummvm/trunk/engines/sci/engine/workarounds.cpp
===================================================================
--- scummvm/trunk/engines/sci/engine/workarounds.cpp	2010-07-27 10:10:49 UTC (rev 51357)
+++ scummvm/trunk/engines/sci/engine/workarounds.cpp	2010-07-27 10:20:38 UTC (rev 51358)
@@ -34,206 +34,206 @@
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,             workaround
 const SciWorkaroundEntry opcodeDivWorkarounds[] = {
-    { GID_QFG1VGA,       301,   928,  0,              "Blink", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // when entering inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_QFG1VGA,       301,   928,  0,              "Blink", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // when entering inn, gets called with 1 parameter, but 2nd parameter is used for div which happens to be an object
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,             workaround
 const SciWorkaroundEntry opcodeOrWorkarounds[] = {
-    { GID_ECOQUEST2,       100,   0,  0,              "Rain", "points",       0xcc6,    0, { WORKAROUND_FAKE,   0 } }, // when giving the papers to the customs officer, gets called against a pointer instead of a number
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_ECOQUEST2,       100,   0,  0,               "Rain", "points",      0xcc6,    0, { WORKAROUND_FAKE,   0 } }, // when giving the papers to the customs officer, gets called against a pointer instead of a number
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call, index,            workaround
 const SciWorkaroundEntry opcodeDptoaWorkarounds[] = {
-    { GID_LSL6,           360,  938,  0,               "ROsc", "cycleDone",      -1,    0, { WORKAROUND_FAKE,   1 } }, // when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
-    { GID_LSL6HIRES,      360,64938,  0,               "ROsc", "cycleDone",      -1,    0, { WORKAROUND_FAKE,   1 } }, // when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_LSL6,           360,  938,  0,               "ROsc", "cycleDone",      -1,    0, { WORKAROUND_FAKE,   1 } }, // when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
+	{ GID_LSL6HIRES,      360,64938,  0,               "ROsc", "cycleDone",      -1,    0, { WORKAROUND_FAKE,   1 } }, // when looking through tile in the shower room initial cycles get set to an object instead of 2, we fix this by setting 1 after decrease
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,  workaround
 const SciWorkaroundEntry uninitializedReadWorkarounds[] = {
-    { GID_CNICK_KQ,      200,     0,  1,          "Character", "<noname 446>",   -1,  504, { WORKAROUND_FAKE,   0 } }, // checkers, like in hoyle 3
-    { GID_CNICK_KQ,      200,     0,  1,          "Character", "<noname 446>",   -1,  505, { WORKAROUND_FAKE,   0 } }, // checkers, like in hoyle 3
-    { GID_CNICK_KQ,       -1,   700,  0,           "gcWindow", "<noname 183>",   -1,   -1, { WORKAROUND_FAKE,   0 } }, // when entering control menu, like in hoyle 3
-    { GID_CNICK_LONGBOW,   0,     0,  0,          "RH Budget", "<noname 110>",   -1,    1, { WORKAROUND_FAKE,   0 } }, // when starting the game
-    { GID_FREDDYPHARKAS,  -1,    24,  0,              "gcWin", "open",           -1,    5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
-    { GID_FREDDYPHARKAS,  -1,    31,  0,            "quitWin", "open",           -1,    5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
-    { GID_GK1,            -1, 64950,  1,            "Feature", "handleEvent",    -1,    0, { WORKAROUND_FAKE,   0 } }, // sometimes when walk-clicking
-    { GID_GK2,            -1,    11,  0,                   "", "export 10",      -1,    3, { WORKAROUND_FAKE,   0 } }, // called when the game starts
-    { GID_GK2,            -1,    11,  0,                   "", "export 10",      -1,    4, { WORKAROUND_FAKE,   0 } }, // called during the game
-    { GID_HOYLE1,          4,   104,  0,   "GinRummyCardList", "calcRuns",       -1,    4, { WORKAROUND_FAKE,   0 } }, // Gin Rummy / right when the game starts
-    { GID_HOYLE1,          5,   204,  0,            "tableau", "checkRuns",      -1,    2, { WORKAROUND_FAKE,   0 } }, // Cribbage / during the game
-    { GID_HOYLE3,        200,     0,  1,          "Character", "say",            -1,  504, { WORKAROUND_FAKE,   0 } }, // when starting checkers, first time a character says something
-    { GID_HOYLE3,        200,     0,  1,          "Character", "say",            -1,  505, { WORKAROUND_FAKE,   0 } }, // when starting checkers, first time a character says something
-    { GID_HOYLE3,         -1,   700,  0,           "gcWindow", "open",           -1,   -1, { WORKAROUND_FAKE,   0 } }, // when entering control menu
-    { GID_ISLANDBRAIN,   140,   140,  0,              "piece", "init",           -1,    3, { WORKAROUND_FAKE,   1 } }, // first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0
-    { GID_ISLANDBRAIN,   200,   268,  0,          "anElement", "select",         -1,    0, { WORKAROUND_FAKE,   0 } }, // elements puzzle, gets used before super TextIcon
-    { GID_JONES,           1,   232,  0,        "weekendText", "draw",        0x3d3,    0, { WORKAROUND_FAKE,   0 } }, // jones/cd only - gets called during the game
+	{ GID_CNICK_KQ,      200,     0,  1,          "Character", "<noname 446>",   -1,  504, { WORKAROUND_FAKE,   0 } }, // checkers, like in hoyle 3
+	{ GID_CNICK_KQ,      200,     0,  1,          "Character", "<noname 446>",   -1,  505, { WORKAROUND_FAKE,   0 } }, // checkers, like in hoyle 3
+	{ GID_CNICK_KQ,       -1,   700,  0,           "gcWindow", "<noname 183>",   -1,   -1, { WORKAROUND_FAKE,   0 } }, // when entering control menu, like in hoyle 3
+	{ GID_CNICK_LONGBOW,   0,     0,  0,          "RH Budget", "<noname 110>",   -1,    1, { WORKAROUND_FAKE,   0 } }, // when starting the game
+	{ GID_FREDDYPHARKAS,  -1,    24,  0,              "gcWin", "open",           -1,    5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
+	{ GID_FREDDYPHARKAS,  -1,    31,  0,            "quitWin", "open",           -1,    5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
+	{ GID_GK1,            -1, 64950,  1,            "Feature", "handleEvent",    -1,    0, { WORKAROUND_FAKE,   0 } }, // sometimes when walk-clicking
+	{ GID_GK2,            -1,    11,  0,                   "", "export 10",      -1,    3, { WORKAROUND_FAKE,   0 } }, // called when the game starts
+	{ GID_GK2,            -1,    11,  0,                   "", "export 10",      -1,    4, { WORKAROUND_FAKE,   0 } }, // called during the game
+	{ GID_HOYLE1,          4,   104,  0,   "GinRummyCardList", "calcRuns",       -1,    4, { WORKAROUND_FAKE,   0 } }, // Gin Rummy / right when the game starts
+	{ GID_HOYLE1,          5,   204,  0,            "tableau", "checkRuns",      -1,    2, { WORKAROUND_FAKE,   0 } }, // Cribbage / during the game
+	{ GID_HOYLE3,        200,     0,  1,          "Character", "say",            -1,  504, { WORKAROUND_FAKE,   0 } }, // when starting checkers, first time a character says something
+	{ GID_HOYLE3,        200,     0,  1,          "Character", "say",            -1,  505, { WORKAROUND_FAKE,   0 } }, // when starting checkers, first time a character says something
+	{ GID_HOYLE3,         -1,   700,  0,           "gcWindow", "open",           -1,   -1, { WORKAROUND_FAKE,   0 } }, // when entering control menu
+	{ GID_ISLANDBRAIN,   140,   140,  0,              "piece", "init",           -1,    3, { WORKAROUND_FAKE,   1 } }, // first puzzle right at the start, some initialization variable. bnt is done on it, and it should be non-0
+	{ GID_ISLANDBRAIN,   200,   268,  0,          "anElement", "select",         -1,    0, { WORKAROUND_FAKE,   0 } }, // elements puzzle, gets used before super TextIcon
+	{ GID_JONES,           1,   232,  0,        "weekendText", "draw",        0x3d3,    0, { WORKAROUND_FAKE,   0 } }, // jones/cd only - gets called during the game
 	{ GID_JONES,           1,   255,  0,                   "", "export 0",       -1,   13, { WORKAROUND_FAKE,   0 } }, // jones/cd only - called when a game ends
 	{ GID_JONES,           1,   255,  0,                   "", "export 0",       -1,   14, { WORKAROUND_FAKE,   0 } }, // jones/cd only - called when a game ends
-    { GID_JONES,         764,   255,  0,                   "", "export 0",       -1,   13, { WORKAROUND_FAKE,   0 } }, // jones/ega&vga only - called when the game starts
-    { GID_JONES,         764,   255,  0,                   "", "export 0",       -1,   14, { WORKAROUND_FAKE,   0 } }, // jones/ega&vga only - called when the game starts
-    { GID_KQ5,            -1,     0,  0,                   "", "export 29",      -1,    3, { WORKAROUND_FAKE,   0 } }, // called when playing harp for the harpies or when aborting dialog in toy shop, is used for kDoAudio
-    { GID_KQ5,            25,    25,  0,              "rm025", "doit",           -1,    0, { WORKAROUND_FAKE,   0 } }, // inside witch forest, when going to the room where the walking rock is
-    { GID_KQ6,            -1,    30,  0,               "rats", "changeState",    -1,    0, { WORKAROUND_FAKE,   0 } }, // rats in the catacombs
-    { GID_KQ6,           210,   210,  0,              "rm210", "scriptCheck",    -1,    0, { WORKAROUND_FAKE,   1 } }, // using inventory in that room
-    { GID_KQ6,           500,   500,  0,              "rm500", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // going to island of the beast
-    { GID_KQ6,           520,   520,  0,              "rm520", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // going to boiling water trap on beast isle
-    { GID_KQ6,            -1,   903,  0,         "controlWin", "open",           -1,    4, { WORKAROUND_FAKE,   0 } }, // when opening the controls window (save, load etc)
+	{ GID_JONES,         764,   255,  0,                   "", "export 0",       -1,   13, { WORKAROUND_FAKE,   0 } }, // jones/ega&vga only - called when the game starts
+	{ GID_JONES,         764,   255,  0,                   "", "export 0",       -1,   14, { WORKAROUND_FAKE,   0 } }, // jones/ega&vga only - called when the game starts
+	{ GID_KQ5,            -1,     0,  0,                   "", "export 29",      -1,    3, { WORKAROUND_FAKE,   0 } }, // called when playing harp for the harpies or when aborting dialog in toy shop, is used for kDoAudio
+	{ GID_KQ5,            25,    25,  0,              "rm025", "doit",           -1,    0, { WORKAROUND_FAKE,   0 } }, // inside witch forest, when going to the room where the walking rock is
+	{ GID_KQ6,            -1,    30,  0,               "rats", "changeState",    -1,    0, { WORKAROUND_FAKE,   0 } }, // rats in the catacombs
+	{ GID_KQ6,           210,   210,  0,              "rm210", "scriptCheck",    -1,    0, { WORKAROUND_FAKE,   1 } }, // using inventory in that room
+	{ GID_KQ6,           500,   500,  0,              "rm500", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // going to island of the beast
+	{ GID_KQ6,           520,   520,  0,              "rm520", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // going to boiling water trap on beast isle
+	{ GID_KQ6,            -1,   903,  0,         "controlWin", "open",           -1,    4, { WORKAROUND_FAKE,   0 } }, // when opening the controls window (save, load etc)
 	{ GID_LAURABOW,       44,   967,  0,             "myIcon", "cycle",          -1,    1, { WORKAROUND_FAKE,   0 } }, // second dialog box after the intro, when talking with Lillian
-    { GID_LAURABOW2,      -1,    24,  0,              "gcWin", "open",           -1,    5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
-    { GID_LSL1,          250,   250,  0,           "increase", "handleEvent",    -1,    2, { WORKAROUND_FAKE,   0 } }, // casino, playing game, increasing bet
-    { GID_LSL1,          720,   720,  0,              "rm720", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // age check room
-    { GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",    -1,  200, { WORKAROUND_FAKE,   0 } }, // right after entering the 3 ethnic groups inside comedy club
-    { GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",    -1,  201, { WORKAROUND_FAKE,   0 } }, // see above
-    { GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",    -1,  202, { WORKAROUND_FAKE,   0 } }, // see above
-    { GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",    -1,  203, { WORKAROUND_FAKE,   0 } }, // see above
-    { GID_LSL3,           -1,   997,  0,         "TheMenuBar", "handleEvent",    -1,    1, { WORKAROUND_FAKE, 0xf } }, // when setting volume the first time, this temp is used to set volume on entry (normally it would have been initialized to 's')
-    { GID_LSL6,           -1,    85,  0,          "washcloth", "doVerb",         -1,    0, { WORKAROUND_FAKE,   0 } }, // washcloth in inventory
-    { GID_LSL6,           -1,   928, -1,           "Narrator", "startText",      -1,    0, { WORKAROUND_FAKE,   0 } }, // used by various objects that are even translated in foreign versions, that's why we use the base-class
-    { GID_LSL6HIRES,       0,    85,  0,             "LL6Inv", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // on startup
-    { GID_LSL6HIRES,      -1, 64950,  1,            "Feature", "handleEvent",    -1,    0, { WORKAROUND_FAKE,   0 } }, // at least when entering swimming pool area
-    { GID_LSL6HIRES,      -1, 64964,  0,              "DPath", "init",           -1,    1, { WORKAROUND_FAKE,   0 } }, // during the game
-    { GID_QFG2,           -1,    71,  0,        "theInvSheet", "doit",           -1,    1, { WORKAROUND_FAKE,   0 } }, // accessing the inventory
-    { GID_SQ1,           103,   103,  0,               "hand", "internalEvent",  -1,    1, { WORKAROUND_FAKE,   0 } }, // spanish (and maybe early versions?) only: when moving cursor over input pad
-    { GID_SQ1,           103,   103,  0,               "hand", "internalEvent",  -1,    2, { WORKAROUND_FAKE,   0 } }, // spanish (and maybe early versions?) only: when moving cursor over input pad
-    { GID_SQ1,            -1,   703,  0,                   "", "export 1",       -1,    0, { WORKAROUND_FAKE,   0 } }, // sub that's called from several objects while on sarien battle cruiser
-    { GID_SQ1,            -1,   703,  0,         "firePulsar", "changeState", 0x18a,    0, { WORKAROUND_FAKE,   0 } }, // export 1, but called locally (when shooting at aliens)
-    { GID_SQ4,            -1,   398,  0,            "showBox", "changeState",    -1,    0, { WORKAROUND_FAKE,   0 } }, // sq4cd: called when rummaging in Software Excess bargain bin
-    { GID_SQ4,            -1,   928,  0,           "Narrator", "startText",      -1, 1000, { WORKAROUND_FAKE,   1 } }, // sq4cd: method returns this to the caller
-    { GID_SQ6,           100,     0,  0,                "SQ6", "init",           -1,    2, { WORKAROUND_FAKE,   0 } }, // called when the game starts
-    { GID_SQ6,           100, 64950,  0,               "View", "handleEvent",    -1,    0, { WORKAROUND_FAKE,   0 } }, // called when pressing "Start game" in the main menu
-    { GID_SQ6,            -1, 64964,  0,              "DPath", "init",           -1,    1, { WORKAROUND_FAKE,   0 } }, // during the game
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_LAURABOW2,      -1,    24,  0,              "gcWin", "open",           -1,    5, { WORKAROUND_FAKE, 0xf } }, // is used as priority for game menu
+	{ GID_LSL1,          250,   250,  0,           "increase", "handleEvent",    -1,    2, { WORKAROUND_FAKE,   0 } }, // casino, playing game, increasing bet
+	{ GID_LSL1,          720,   720,  0,              "rm720", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // age check room
+	{ GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",    -1,  200, { WORKAROUND_FAKE,   0 } }, // right after entering the 3 ethnic groups inside comedy club
+	{ GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",    -1,  201, { WORKAROUND_FAKE,   0 } }, // see above
+	{ GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",    -1,  202, { WORKAROUND_FAKE,   0 } }, // see above
+	{ GID_LSL3,          340,   340,  0,        "ComicScript", "changeState",    -1,  203, { WORKAROUND_FAKE,   0 } }, // see above
+	{ GID_LSL3,           -1,   997,  0,         "TheMenuBar", "handleEvent",    -1,    1, { WORKAROUND_FAKE, 0xf } }, // when setting volume the first time, this temp is used to set volume on entry (normally it would have been initialized to 's')
+	{ GID_LSL6,           -1,    85,  0,          "washcloth", "doVerb",         -1,    0, { WORKAROUND_FAKE,   0 } }, // washcloth in inventory
+	{ GID_LSL6,           -1,   928, -1,           "Narrator", "startText",      -1,    0, { WORKAROUND_FAKE,   0 } }, // used by various objects that are even translated in foreign versions, that's why we use the base-class
+	{ GID_LSL6HIRES,       0,    85,  0,             "LL6Inv", "init",           -1,    0, { WORKAROUND_FAKE,   0 } }, // on startup
+	{ GID_LSL6HIRES,      -1, 64950,  1,            "Feature", "handleEvent",    -1,    0, { WORKAROUND_FAKE,   0 } }, // at least when entering swimming pool area
+	{ GID_LSL6HIRES,      -1, 64964,  0,              "DPath", "init",           -1,    1, { WORKAROUND_FAKE,   0 } }, // during the game
+	{ GID_QFG2,           -1,    71,  0,        "theInvSheet", "doit",           -1,    1, { WORKAROUND_FAKE,   0 } }, // accessing the inventory
+	{ GID_SQ1,           103,   103,  0,               "hand", "internalEvent",  -1,    1, { WORKAROUND_FAKE,   0 } }, // spanish (and maybe early versions?) only: when moving cursor over input pad
+	{ GID_SQ1,           103,   103,  0,               "hand", "internalEvent",  -1,    2, { WORKAROUND_FAKE,   0 } }, // spanish (and maybe early versions?) only: when moving cursor over input pad
+	{ GID_SQ1,            -1,   703,  0,                   "", "export 1",       -1,    0, { WORKAROUND_FAKE,   0 } }, // sub that's called from several objects while on sarien battle cruiser
+	{ GID_SQ1,            -1,   703,  0,         "firePulsar", "changeState", 0x18a,    0, { WORKAROUND_FAKE,   0 } }, // export 1, but called locally (when shooting at aliens)
+	{ GID_SQ4,            -1,   398,  0,            "showBox", "changeState",    -1,    0, { WORKAROUND_FAKE,   0 } }, // sq4cd: called when rummaging in Software Excess bargain bin
+	{ GID_SQ4,            -1,   928,  0,           "Narrator", "startText",      -1, 1000, { WORKAROUND_FAKE,   1 } }, // sq4cd: method returns this to the caller
+	{ GID_SQ6,           100,     0,  0,                "SQ6", "init",           -1,    2, { WORKAROUND_FAKE,   0 } }, // called when the game starts
+	{ GID_SQ6,           100, 64950,  0,               "View", "handleEvent",    -1,    0, { WORKAROUND_FAKE,   0 } }, // called when pressing "Start game" in the main menu
+	{ GID_SQ6,            -1, 64964,  0,              "DPath", "init",           -1,    1, { WORKAROUND_FAKE,   0 } }, // during the game
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kAbs_workarounds[] = {
-    { GID_HOYLE1,          1,     1,  0,              "room1", "doit",           -1,    0, { WORKAROUND_FAKE,  0x3e9 } }, // crazy eights - called with objects instead of integers
-    { GID_HOYLE1,          2,     2,  0,              "room2", "doit",           -1,    0, { WORKAROUND_FAKE,  0x3e9 } }, // old maid - called with objects instead of integers
-    { GID_HOYLE1,          3,     3,  0,              "room3", "doit",           -1,    0, { WORKAROUND_FAKE,  0x3e9 } }, // hearts - called with objects instead of integers
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_HOYLE1,          1,     1,  0,              "room1", "doit",           -1,    0, { WORKAROUND_FAKE,  0x3e9 } }, // crazy eights - called with objects instead of integers
+	{ GID_HOYLE1,          2,     2,  0,              "room2", "doit",           -1,    0, { WORKAROUND_FAKE,  0x3e9 } }, // old maid - called with objects instead of integers
+	{ GID_HOYLE1,          3,     3,  0,              "room3", "doit",           -1,    0, { WORKAROUND_FAKE,  0x3e9 } }, // hearts - called with objects instead of integers
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kDisplay_workarounds[] = {
-    { GID_ISLANDBRAIN,   300,   300,  0,           "geneDude", "show",           -1,    0, { WORKAROUND_IGNORE,    0 } }, // when looking at the gene explanation chart - a parameter is an object
-    { GID_SQ4,           391,   391,  0,          "doCatalog", "mode",         0x84,    0, { WORKAROUND_IGNORE,    0 } }, // clicking on catalog in roboter sale - a parameter is an object
-    { GID_SQ4,           391,   391,  0,         "choosePlug", "changeState",    -1,    0, { WORKAROUND_IGNORE,    0 } }, // ordering connector in roboter sale - a parameter is an object
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_ISLANDBRAIN,   300,   300,  0,           "geneDude", "show",           -1,    0, { WORKAROUND_IGNORE,    0 } }, // when looking at the gene explanation chart - a parameter is an object
+	{ GID_SQ4,           391,   391,  0,          "doCatalog", "mode",         0x84,    0, { WORKAROUND_IGNORE,    0 } }, // clicking on catalog in roboter sale - a parameter is an object
+	{ GID_SQ4,           391,   391,  0,         "choosePlug", "changeState",    -1,    0, { WORKAROUND_IGNORE,    0 } }, // ordering connector in roboter sale - a parameter is an object
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kDisposeScript_workarounds[] = {
-    { GID_QFG1,           64,    64,  0,               "rm64", "dispose",        -1,    0, { WORKAROUND_IGNORE,    0 } }, // when leaving graveyard, parameter 0 is an object
-    { GID_SQ4,           150,   151,  0,        "fightScript", "dispose",        -1,    0, { WORKAROUND_IGNORE,    0 } }, // during fight with vohaul, parameter 0 is an object
-    { GID_SQ4,           150,   152,  0,       "driveCloseUp", "dispose",        -1,    0, { WORKAROUND_IGNORE,    0 } }, // when choosing "beam download", parameter 0 is an object
+	{ GID_QFG1,           64,    64,  0,               "rm64", "dispose",        -1,    0, { WORKAROUND_IGNORE,    0 } }, // when leaving graveyard, parameter 0 is an object
+	{ GID_SQ4,           150,   151,  0,        "fightScript", "dispose",        -1,    0, { WORKAROUND_IGNORE,    0 } }, // during fight with vohaul, parameter 0 is an object
+	{ GID_SQ4,           150,   152,  0,       "driveCloseUp", "dispose",        -1,    0, { WORKAROUND_IGNORE,    0 } }, // when choosing "beam download", parameter 0 is an object
 	{ GID_LAURABOW,      777,   777,  0,             "myStab", "changeState",    -1,    0, { WORKAROUND_IGNORE,    0 } }, // DEMO: after the will is signed, parameter 0 is an object
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kDoSoundFade_workarounds[] = {
 	{ GID_CAMELOT,        -1,   989,  0,            "rmMusic", "fade",           -1,    0, { WORKAROUND_IGNORE,    0 } }, // gets called frequently with a NULL reference (i.e. 0:0)
-    { GID_KQ1,            -1,   989,  0,          "gameSound", "fade",           -1,    0, { WORKAROUND_IGNORE,    0 } }, // gets called in several scenes (e.g. graham cracker) with 0:0
-    { GID_KQ6,           105,   989,  0,        "globalSound", "fade",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // floppy: during intro, parameter 4 is an object
+	{ GID_KQ1,            -1,   989,  0,          "gameSound", "fade",           -1,    0, { WORKAROUND_IGNORE,    0 } }, // gets called in several scenes (e.g. graham cracker) with 0:0
+	{ GID_KQ6,           105,   989,  0,        "globalSound", "fade",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // floppy: during intro, parameter 4 is an object
 	{ GID_KQ6,           460,   989,  0,       "globalSound2", "fade",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // after pulling the black widow's web on the isle of wonder, parameter 4 is an object
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kGetAngle_workarounds[] = {
-	{ GID_KQ6,            -1,   752,  0,                "throwDazzle", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // after the Genie is exposed in the Palace (short and long ending), it starts shooting lightning bolts around. An extra 5th parameter is passed.
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_KQ6,            -1,   752,  0,        "throwDazzle", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // after the Genie is exposed in the Palace (short and long ending), it starts shooting lightning bolts around. An extra 5th parameter is passed.
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kGraphDrawLine_workarounds[] = {
-    { GID_ISLANDBRAIN,   300,   300,  0,         "dudeViewer", "show",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // when looking at the gene explanation chart, gets called with 1 extra parameter
-    { GID_SQ1,            43,    43,  0,        "someoneDied", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // when ordering beer, gets called with 1 extra parameter
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_ISLANDBRAIN,   300,   300,  0,         "dudeViewer", "show",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // when looking at the gene explanation chart, gets called with 1 extra parameter
+	{ GID_SQ1,            43,    43,  0,        "someoneDied", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // when ordering beer, gets called with 1 extra parameter
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kGraphSaveBox_workarounds[] = {
-    { GID_CASTLEBRAIN,   420,   427,  0,          "alienIcon", "select",         -1,    0, { WORKAROUND_STILLCALL, 0 } }, // when selecting a card during the alien card game, gets called with 1 extra parameter
-    { GID_ISLANDBRAIN,   290,   291,  0,         "upElevator", "changeState",0x201f,    0, { WORKAROUND_STILLCALL, 0 } }, // when testing in the elevator puzzle, gets called with 1 argument less - 15 is on stack
-    { GID_ISLANDBRAIN,   290,   291,  0,       "downElevator", "changeState",0x201f,    0, { WORKAROUND_STILLCALL, 0 } }, // see above
-    { GID_ISLANDBRAIN,   290,   291,  0,    "correctElevator", "changeState",0x201f,    0, { WORKAROUND_STILLCALL, 0 } }, // see above (when testing the correct solution)
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_CASTLEBRAIN,   420,   427,  0,          "alienIcon", "select",         -1,    0, { WORKAROUND_STILLCALL, 0 } }, // when selecting a card during the alien card game, gets called with 1 extra parameter
+	{ GID_ISLANDBRAIN,   290,   291,  0,         "upElevator", "changeState",0x201f,    0, { WORKAROUND_STILLCALL, 0 } }, // when testing in the elevator puzzle, gets called with 1 argument less - 15 is on stack
+	{ GID_ISLANDBRAIN,   290,   291,  0,       "downElevator", "changeState",0x201f,    0, { WORKAROUND_STILLCALL, 0 } }, // see above
+	{ GID_ISLANDBRAIN,   290,   291,  0,    "correctElevator", "changeState",0x201f,    0, { WORKAROUND_STILLCALL, 0 } }, // see above (when testing the correct solution)
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kGraphRestoreBox_workarounds[] = {
-    { GID_LSL6,           -1,    85,  0,          "rScroller", "hide",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring (sometimes), same as the one below
-    { GID_LSL6,           -1,    85,  0,          "lScroller", "hide",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring (sometimes), same as the one below
-    { GID_LSL6,           -1,    86,  0,             "LL6Inv", "show",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring, is called with hunk segment, but hunk is not allocated at that time
-    // ^^ TODO: check, if this is really a script error or an issue with our restore code
-    { GID_LSL6,           -1,    86,  0,             "LL6Inv", "hide",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens during the game, gets called with 1 extra parameter
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_LSL6,           -1,    85,  0,          "rScroller", "hide",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring (sometimes), same as the one below
+	{ GID_LSL6,           -1,    85,  0,          "lScroller", "hide",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring (sometimes), same as the one below
+	{ GID_LSL6,           -1,    86,  0,             "LL6Inv", "show",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens when restoring, is called with hunk segment, but hunk is not allocated at that time
+	// ^^ TODO: check, if this is really a script error or an issue with our restore code
+	{ GID_LSL6,           -1,    86,  0,             "LL6Inv", "hide",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens during the game, gets called with 1 extra parameter
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kGraphFillBoxForeground_workarounds[] = {
-    { GID_LSL6,           -1,     0,  0,               "LSL6", "hideControls",   -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens when giving the bungee key to merrily (room 240) and at least in room 650 too - gets called with additional 5th parameter
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_LSL6,           -1,     0,  0,               "LSL6", "hideControls",   -1,    0, { WORKAROUND_STILLCALL, 0 } }, // happens when giving the bungee key to merrily (room 240) and at least in room 650 too - gets called with additional 5th parameter
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kGraphFillBoxAny_workarounds[] = {
-    { GID_SQ4,            -1,   818,  0,     "iconTextSwitch", "show",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // game menu "text/speech" display - parameter 5 is missing, but the right color number is on the stack
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_SQ4,            -1,   818,  0,     "iconTextSwitch", "show",           -1,    0, { WORKAROUND_STILLCALL, 0 } }, // game menu "text/speech" display - parameter 5 is missing, but the right color number is on the stack
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kGraphRedrawBox_workarounds[] = {
-    { GID_SQ4,           405,   405,  0,       "swimAfterEgo", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
-    { GID_SQ4,           406,   406,  0,       "swimAndShoot", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
-    { GID_SQ4,           410,   410,  0,       "swimAfterEgo", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
-    { GID_SQ4,           411,   411,  0,       "swimAndShoot", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
-    { GID_SQ4,            -1,   704,  0,           "shootEgo", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // When shot by Droid in Super Computer Maze (Rooms 500, 505, 510...) - accidental additional parameter specified
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_SQ4,           405,   405,  0,       "swimAfterEgo", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
+	{ GID_SQ4,           406,   406,  0,       "swimAndShoot", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
+	{ GID_SQ4,           410,   410,  0,       "swimAfterEgo", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
+	{ GID_SQ4,           411,   411,  0,       "swimAndShoot", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // skateOrama when "swimming" in the air - accidental additional parameter specified
+	{ GID_SQ4,            -1,   704,  0,           "shootEgo", "changeState",    -1,    0, { WORKAROUND_STILLCALL, 0 } }, // When shot by Droid in Super Computer Maze (Rooms 500, 505, 510...) - accidental additional parameter specified
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kIsObject_workarounds[] = {
 	{ GID_GK1,           50,   999,  0,                "List", "eachElementDo",  -1,    0, { WORKAROUND_FAKE, 0 } }, // GK1 demo, when asking Grace for messages it gets called with an invalid parameter (type "error")
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kMemory_workarounds[] = {
-    { GID_LAURABOW2,      -1,   999,  0,                   "", "export 6",       -1,    0, { WORKAROUND_FAKE,    0 } }, // during the intro, when exiting the train, talking to Mr. Augustini, etc.
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_LAURABOW2,      -1,   999,  0,                   "", "export 6",       -1,    0, { WORKAROUND_FAKE,    0 } }, // during the intro, when exiting the train, talking to Mr. Augustini, etc.
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kNewWindow_workarounds[] = {
-    { GID_ECOQUEST,      -1,    981,  0,           "SysWindow", "<noname 178>",   -1,    0, { WORKAROUND_STILLCALL, 0 } }, // EcoQuest 1 demo uses an in-between interpreter from SCI1 to SCI1.1. It's SCI1.1, but uses the SCI1 semantics for this call.
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_ECOQUEST,       -1,   981,  0,          "SysWindow", "<noname 178>",   -1,    0, { WORKAROUND_STILLCALL, 0 } }, // EcoQuest 1 demo uses an in-between interpreter from SCI1 to SCI1.1. It's SCI1.1, but uses the SCI1 semantics for this call.
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kPaletteUnsetFlag_workarounds[] = {
-    { GID_QFG4,     100,   100,  0,                 "doMovie", "<noname 144>",   -1,    0, { WORKAROUND_IGNORE,    0 } }, // after the Sierra logo, no flags are passed, thus the call is meaningless
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_QFG4,          100,   100,  0,            "doMovie", "<noname 144>",   -1,    0, { WORKAROUND_IGNORE,    0 } }, // after the Sierra logo, no flags are passed, thus the call is meaningless
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kSetPort_workarounds[] = {
-    { GID_LSL6,          740,   740,  0,              "rm740", "drawPic",        -1,    0, { WORKAROUND_IGNORE,    0 } }, // ending scene, is called with additional 3 (!) parameters
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	{ GID_LSL6,          740,   740,  0,              "rm740", "drawPic",        -1,    0, { WORKAROUND_IGNORE,    0 } }, // ending scene, is called with additional 3 (!) parameters
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kUnLoad_workarounds[] = {
-    { GID_CASTLEBRAIN,   320,   377,  0,              "SWord", "upDate",         -1,    0, { WORKAROUND_IGNORE, 0 } }, // after solving the cross-word-puzzle, trying to unload invalid reference
-    { GID_CASTLEBRAIN,   320,   377,  0,            "theWord", "show",           -1,    0, { WORKAROUND_IGNORE, 0 } }, // 2nd word puzzle, when exiting before solving, trying to unload invalid reference
-    { GID_LSL6,          130,   130,  0,    "recruitLarryScr", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident
-    { GID_LSL6,          740,   740,  0,        "showCartoon", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // during ending, 4 additional parameters are passed by accident
-    { GID_LSL6HIRES,     130,   130,  0,    "recruitLarryScr", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident
-    { GID_SQ1,            43,   303,  0,            "slotGuy", "dispose",        -1,    0, { WORKAROUND_IGNORE, 0 } }, // when leaving ulence flats bar, parameter 1 is not passed - script error
+	{ GID_CASTLEBRAIN,   320,   377,  0,              "SWord", "upDate",         -1,    0, { WORKAROUND_IGNORE, 0 } }, // after solving the cross-word-puzzle, trying to unload invalid reference
+	{ GID_CASTLEBRAIN,   320,   377,  0,            "theWord", "show",           -1,    0, { WORKAROUND_IGNORE, 0 } }, // 2nd word puzzle, when exiting before solving, trying to unload invalid reference
+	{ GID_LSL6,          130,   130,  0,    "recruitLarryScr", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident
+	{ GID_LSL6,          740,   740,  0,        "showCartoon", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // during ending, 4 additional parameters are passed by accident
+	{ GID_LSL6HIRES,     130,   130,  0,    "recruitLarryScr", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // during intro, a 3rd parameter is passed by accident
+	{ GID_SQ1,            43,   303,  0,            "slotGuy", "dispose",        -1,    0, { WORKAROUND_IGNORE, 0 } }, // when leaving ulence flats bar, parameter 1 is not passed - script error
 	{ GID_LAURABOW2,       1,     1,  0,           "sCartoon", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // DEMO: during the intro, a 3rd parameter is passed by accident
 	{ GID_LAURABOW2,       2,     2,  0,           "sCartoon", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // DEMO: during the intro, a 3rd parameter is passed by accident
 	{ GID_LAURABOW2,       4,     4,  0,           "sCartoon", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // DEMO: inside the museum, a 3rd parameter is passed by accident
@@ -241,14 +241,14 @@
 	{ GID_LAURABOW2,       7,     7,  0,           "sCartoon", "changeState",    -1,    0, { WORKAROUND_IGNORE, 0 } }, // DEMO: after the logo is shown, a 3rd parameter is passed by accident
 	{ GID_CAMELOT,       921,   921,  1,             "Script", "changeState",  0x36,    0, { WORKAROUND_IGNORE, 0 } }, // DEMO: While showing Camelot (and other places), the reference is invalid
 	{ GID_CAMELOT,       921,   921,  1,             "Script", "init",         0x36,    0, { WORKAROUND_IGNORE, 0 } }, // DEMO: When being attacked by the boar (and other places), the reference is invalid
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 //    gameID,           room,script,lvl,          object-name, method-name,    call,index,                workaround
 const SciWorkaroundEntry kStrCpy_workarounds[] = {
 	// seems not to be needed, because the signature was wrong
-    //{ GID_ISLANDBRAIN,   260,    45,  0,        "aWord", "addOn",                -1,    0, { WORKAROUND_STILLCALL, 0 } }, // Hominy Homonym puzzle
-    SCI_WORKAROUNDENTRY_TERMINATOR
+	//{ GID_ISLANDBRAIN,   260,    45,  0,        "aWord", "addOn",                -1,    0, { WORKAROUND_STILLCALL, 0 } }, // Hominy Homonym puzzle
+	SCI_WORKAROUNDENTRY_TERMINATOR
 };
 
 SciWorkaroundSolution trackOriginAndFindWorkaround(int index, const SciWorkaroundEntry *workaroundList, SciTrackOriginReply *trackOrigin) {


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