[Scummvm-cvs-logs] scummvm master -> 988d5a20511adc5aa5551ea599e0ee56d2699dd5

bluegr bluegr at gmail.com
Sat Feb 20 13:27:44 CET 2016


This automated email contains information about 1 new commit which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
988d5a2051 SCI: Add a better explanation of the visibility code used in GK1


Commit: 988d5a20511adc5aa5551ea599e0ee56d2699dd5
    https://github.com/scummvm/scummvm/commit/988d5a20511adc5aa5551ea599e0ee56d2699dd5
Author: Filippos Karapetis (bluegr at gmail.com)
Date: 2016-02-20T14:26:55+02:00

Commit Message:
SCI: Add a better explanation of the visibility code used in GK1

Changed paths:
    engines/sci/graphics/screen_item32.cpp



diff --git a/engines/sci/graphics/screen_item32.cpp b/engines/sci/graphics/screen_item32.cpp
index 98d6540..58e0a13 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;






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