[Scummvm-git-logs] scummvm master -> d6f5111523f7eeb40c408b272c2200098224978b

sluicebox 22204938+sluicebox at users.noreply.github.com
Wed Jun 9 20:32:43 UTC 2021


This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://github.com/scummvm/scummvm .

Summary:
674ed112aa JANITORIAL: Update more old bug tracker numbers
d6f5111523 SCI: Fix SQ1 Orat sounds


Commit: 674ed112aac716b77e53dcce8dd4ddbcb2ce3f70
    https://github.com/scummvm/scummvm/commit/674ed112aac716b77e53dcce8dd4ddbcb2ce3f70
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2021-06-09T14:28:52-06:00

Commit Message:
JANITORIAL: Update more old bug tracker numbers

I missed the six digit ones and a few others in:
93eeffc84dd64461b8267a732baa569262828e27

Changed paths:
    backends/saves/default/default-saves.cpp
    engines/parallaction/parallaction.cpp
    engines/scumm/actor.cpp
    engines/scumm/boxes.cpp
    engines/scumm/camera.cpp
    engines/scumm/gfx.cpp
    engines/scumm/imuse/imuse.cpp
    engines/scumm/imuse/sysex_scumm.cpp
    engines/scumm/object.cpp
    engines/scumm/resource.cpp
    engines/scumm/room.cpp
    engines/scumm/saveload.cpp
    engines/scumm/script.cpp
    engines/scumm/script_v2.cpp
    engines/scumm/script_v5.cpp
    engines/scumm/script_v6.cpp
    engines/scumm/scumm.cpp
    engines/scumm/string.cpp
    engines/sky/autoroute.cpp
    engines/sky/logic.cpp
    engines/sky/sound.cpp
    engines/sky/text.cpp
    engines/sword1/logic.cpp
    engines/sword1/screen.cpp
    engines/sword2/render.cpp


diff --git a/backends/saves/default/default-saves.cpp b/backends/saves/default/default-saves.cpp
index adb24e7a39..b93cd22185 100644
--- a/backends/saves/default/default-saves.cpp
+++ b/backends/saves/default/default-saves.cpp
@@ -229,7 +229,7 @@ Common::String DefaultSaveFileManager::getSavePath() const {
 	// Try to use game specific savepath from config
 	dir = ConfMan.get("savepath");
 
-	// Work around a bug (#999122) in the original 0.6.1 release of
+	// Work around a bug (#1689) in the original 0.6.1 release of
 	// ScummVM, which would insert a bad savepath value into config files.
 	if (dir == "None") {
 		ConfMan.removeKey("savepath", ConfMan.getActiveDomainName());
diff --git a/engines/parallaction/parallaction.cpp b/engines/parallaction/parallaction.cpp
index 7dccb8c044..18257c0752 100644
--- a/engines/parallaction/parallaction.cpp
+++ b/engines/parallaction/parallaction.cpp
@@ -655,7 +655,7 @@ bool Parallaction::checkSpecialZoneBox(ZonePtr z, uint32 type, uint x, uint y) {
 	if (((ACTIONTYPE(z) == kZoneMerge) && (((x == z->u._mergeObj1) && (y == z->u._mergeObj2)) || ((x == z->u._mergeObj2) && (y == z->u._mergeObj1)))) ||
 		((ACTIONTYPE(z) == kZoneGet) && ((x == z->u._getIcon) || (y == z->u._getIcon)))) {
 
-		// WORKAROUND for bug 2070751: special zones are only used in NS, to allow the
+		// WORKAROUND for bug #3897: special zones are only used in NS, to allow the
 		// the EXAMINE/USE action to be applied on some particular item in the inventory.
 		// The usage a verb requires at least an item match, so type can't be 0, as it
 		// was in the original code. This bug has been here since the beginning, and was
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index ddf055f02b..30d48aff72 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -2080,7 +2080,7 @@ void ScummEngine::processActors() {
 	// 'optimization' wouldn't yield a useful gain anyway.
 	//
 	// In particular, changing this loop caused a number of bugs in the
-	// past, including bugs #758167, #775097, and #1864.
+	// past, including bugs #912, #1055, and #1864.
 	//
 	// Note that Sam & Max uses a stable sorting method. Older games don't
 	// and, according to cyx, neither do newer ones. At least not FT and
@@ -2461,7 +2461,7 @@ void Actor::startAnimActor(int f) {
 			_needRedraw = true;
 			_cost.animCounter = 0;
 			// V1 - V2 games don't seem to need a _cost.reset() at this point.
-			// Causes Zak to lose his body in several scenes, see bug #771508
+			// Causes Zak to lose his body in several scenes, see bug #1032
 			if (_vm->_game.version >= 3 && f == _initFrame) {
 				_cost.reset();
 				if (_vm->_game.heversion != 0) {
@@ -2844,7 +2844,7 @@ void ScummEngine::actorTalk(const byte *msg) {
 	// bug (#11480). It is not okay to skip the stopTalk() calls here.
 	// Instead, I have added two checks from LOOM DOS EGA disasm (one
 	// below and one in CHARSET_1()).
-	// WORKAROUND for bugs #770039 and #770049
+	// WORKAROUND for bugs #985 and #990
 	/*if (_game.id == GID_LOOM) {
 		if (!*_charsetBuffer)
 			return;
@@ -2858,7 +2858,7 @@ void ScummEngine::actorTalk(const byte *msg) {
 	} else {
 		int oldact;
 
-		// WORKAROUND bug #770724
+		// WORKAROUND bug #1025
 		if (_game.id == GID_LOOM && _roomResource == 23 &&
 			vm.slot[_currentScript].number == 232 && _actorToPrintStrFor == 0) {
 			_actorToPrintStrFor = 2;	// Could be anything from 2 to 5. Maybe compare to original?
diff --git a/engines/scumm/boxes.cpp b/engines/scumm/boxes.cpp
index 812a9eb41e..0b29921f1c 100644
--- a/engines/scumm/boxes.cpp
+++ b/engines/scumm/boxes.cpp
@@ -164,7 +164,7 @@ static Common::Point closestPtOnLine(const Common::Point &lineStart, const Commo
 }
 
 byte ScummEngine::getMaskFromBox(int box) {
-	// WORKAROUND for bug #740244 and #755863. This appears to have been a
+	// WORKAROUND for bug #791 and #897. This appears to have been a
 	// long standing bug in the original engine?
 	if (_game.version <= 3 && box == 255)
 		return 1;
@@ -173,7 +173,7 @@ byte ScummEngine::getMaskFromBox(int box) {
 	if (!ptr)
 		return 0;
 
-	// WORKAROUND for bug #847827: This is a bug in the data files, as it also
+	// WORKAROUND for bug #1315: This is a bug in the data files, as it also
 	// occurs with the original engine. We work around it here anyway.
 	if (_game.id == GID_INDY4 && _currentRoom == 225 && _roomResource == 94 && box == 8)
 		return 0;
@@ -462,7 +462,7 @@ Box *ScummEngine::getBoxBaseAddr(int box) {
 
 	// WORKAROUND: In "pass to adventure", the loom demo, when bobbin enters
 	// the tent to the elders, box = 2, but ptr[0] = 2 -> errors out.
-	// Also happens in Indy3EGA (see bug #770351) and ZakEGA (see bug #771803).
+	// Also happens in Indy3EGA (see bug #1007) and ZakEGA (see bug #1037).
 	//
 	// This *might* mean that we have a bug in our box implementation
 	// OTOH, the original engine, unlike ScummVM, performed no bound
@@ -587,7 +587,7 @@ BoxCoords ScummEngine::getBoxCoordinates(int boxnum) {
 		box->lr.x = (short)FROM_LE_32(bp->v8.lrx);
 		box->lr.y = (short)FROM_LE_32(bp->v8.lry);
 
-		// WORKAROUND (see patch #684732): Some walkboxes in CMI appear
+		// WORKAROUND (see patch #8173): Some walkboxes in CMI appear
 		// to have been flipped, in the sense that for instance the
 		// lower boundary is above the upper one. We work around this
 		// by simply flipping them back.
@@ -757,7 +757,7 @@ int ScummEngine::getNextBox(byte from, byte to) {
 	// WORKAROUND #1: It seems that in some cases, the box matrix is corrupt
 	// (more precisely, is too short) in the datafiles already. In
 	// particular this seems to be the case in room 46 of Indy3 EGA (see
-	// also bug #770690). This didn't cause problems in the original
+	// also bug #1017). This didn't cause problems in the original
 	// engine, because there, the memory layout is different. After the
 	// walkbox would follow the rest of the room file, thus the program
 	// always behaved the same (and by chance, correct). Not so for us,
@@ -769,7 +769,7 @@ int ScummEngine::getNextBox(byte from, byte to) {
 
 	// WORKAROUND #2: In addition to the above, we have to add this special
 	// case to fix the scene in Indy3 where Indy meets Hitler in Berlin.
-	// See bug #770690 and also bug #774783.
+	// See bug #1017 and also bug #1052.
 	if ((_game.id == GID_INDY3) && _roomResource == 46 && from == 1 && to == 0)
 		return 0;
 
diff --git a/engines/scumm/camera.cpp b/engines/scumm/camera.cpp
index 5a81057aac..815d6f9ca2 100644
--- a/engines/scumm/camera.cpp
+++ b/engines/scumm/camera.cpp
@@ -237,8 +237,8 @@ void ScummEngine_v7::setCameraAt(int pos_x, int pos_y) {
 
 		// Even though cameraMoved() is called automatically, we may
 		// need to know at once that the camera has moved, or text may
-		// be printed at the wrong coordinates. See bugs #795938 and
-		// #929242
+		// be printed at the wrong coordinates. See bugs #1195 and
+		// #1579
 		cameraMoved();
 	}
 }
diff --git a/engines/scumm/gfx.cpp b/engines/scumm/gfx.cpp
index d2549dbe1d..555b97a18e 100644
--- a/engines/scumm/gfx.cpp
+++ b/engines/scumm/gfx.cpp
@@ -1923,7 +1923,7 @@ bool Gdi::drawStrip(byte *dstPtr, VirtScreen *vs, int x, int y, const int width,
 	// Do some input verification and make sure the strip/strip offset
 	// are actually valid. Normally, this should never be a problem,
 	// but if e.g. a savegame gets corrupted, we can easily get into
-	// trouble here. See also bug #795214.
+	// trouble here. See also bug #1191.
 	int offset = -1, smapLen;
 	if (_vm->_game.features & GF_16COLOR) {
 		smapLen = READ_LE_UINT16(smap_ptr);
diff --git a/engines/scumm/imuse/imuse.cpp b/engines/scumm/imuse/imuse.cpp
index 2d46c37e2c..369a2752c3 100644
--- a/engines/scumm/imuse/imuse.cpp
+++ b/engines/scumm/imuse/imuse.cpp
@@ -363,7 +363,7 @@ void IMuseInternal::pause(bool paused) {
 	update_volumes();
 	_music_volume = vol;
 
-	// Fix for Bug #817871. The MT-32 apparently fails
+	// Fix for Bug #1263. The MT-32 apparently fails
 	// sometimes to respond to a channel volume message
 	// (or only uses it for subsequent note events).
 	// The result is hanging notes on pause. Reportedly
@@ -607,7 +607,7 @@ bool IMuseInternal::startSound_internal(int sound, int offset) {
 	// playing, otherwise the music may stop when Sam and Max are thrown
 	// out of Bumpusville, because entering the mansion sets up a trigger
 	// for a sound that isn't necessarily playing. This is somewhat related
-	// to bug #780918.
+	// to bug #1090.
 
 	int i;
 	ImTrigger *trigger = _snm_triggers;
@@ -633,8 +633,8 @@ bool IMuseInternal::startSound_internal(int sound, int offset) {
 	// iMuse messiness while upgrading the iMuse engine, but it
 	// is apparently necessary to deal with fade-and-restart
 	// race conditions that were observed in MI2. Reference
-	// Bug #590511 and Patch #607175 (which was reversed to fix
-	// an FOA regression: Bug #622606).
+	// Bug #385 and Patch #8038 (which was reversed to fix
+	// an FOA regression: Bug #488).
 	Player *player = findActivePlayer(sound);
 	if (!player) {
 		ptr = findStartOfSound(sound, IMuseInternal::kMDhd);
@@ -1255,7 +1255,7 @@ int32 IMuseInternal::ImSetTrigger(int sound, int id, int a, int b, int c, int d,
 			break;
 		// We used to only compare 'id' and 'sound' here, but at least
 		// at the Dino Bungie Memorial that causes the music to stop
-		// after getting the T-Rex tooth. See bug #888161.
+		// after getting the T-Rex tooth. See bug #1429.
 		if (trig->id == id && trig->sound == sound && trig->command[0] == a)
 			break;
 
@@ -1291,7 +1291,7 @@ int32 IMuseInternal::ImSetTrigger(int sound, int id, int a, int b, int c, int d,
 	// This fixes some carnival music problems.
 	// NOTE: We ONLY do this if the sound that will trigger the command is actually
 	// playing. Otherwise, there's a problem when exiting and re-entering the
-	// Bumpusville mansion. Ref Bug #780918.
+	// Bumpusville mansion. Ref Bug #1090.
 	if (trig->command[0] == 8 && getSoundStatus_internal(trig->command[1], true) && getSoundStatus_internal(sound, true))
 		stopSound_internal(trig->command[1]);
 	return 0;
diff --git a/engines/scumm/imuse/sysex_scumm.cpp b/engines/scumm/imuse/sysex_scumm.cpp
index 0fc54cdcca..5c8cea67e9 100644
--- a/engines/scumm/imuse/sysex_scumm.cpp
+++ b/engines/scumm/imuse/sysex_scumm.cpp
@@ -102,7 +102,7 @@ void sysexHandler_Scumm(Player *player, const byte *msg, uint16 len) {
 		break;
 
 	case 1:
-		// Shut down a part. [Bug 1088045, comments]
+		// Shut down a part. [Bug #1849, comments]
 		part = player->getPart(p[0]);
 		if (part != NULL)
 			part->uninit();
diff --git a/engines/scumm/object.cpp b/engines/scumm/object.cpp
index f83e4a29ff..4cd3719b79 100644
--- a/engines/scumm/object.cpp
+++ b/engines/scumm/object.cpp
@@ -101,7 +101,7 @@ void ScummEngine::setOwnerOf(int obj, int owner) {
 
 	// In Sam & Max this is necessary, or you won't get your stuff back
 	// from the Lost and Found tent after riding the Cone of Tragedy. But
-	// it probably applies to all V6+ games. See bugs #493153 and #907113.
+	// it probably applies to all V6+ games. See bugs #52 and #1507.
 	// FT disassembly is checked, behavior is correct. [sev]
 
 	int arg = (_game.version >= 6) ? obj : 0;
@@ -502,7 +502,7 @@ int ScummEngine::getObjActToObjActDist(int a, int b) {
 	// Perform adjustXYToBeInBox() *only* if the first item is an
 	// actor and the second is an object. This used to not check
 	// whether the second item is a non-actor, which caused bug
-	// #853874).
+	// #1320).
 	if (acta && !actb) {
 		AdjustBoxResult r = acta->adjustXYToBeInBox(x2, y2);
 		x2 = r.x;
diff --git a/engines/scumm/resource.cpp b/engines/scumm/resource.cpp
index c1d4cf6c52..24e0735b19 100644
--- a/engines/scumm/resource.cpp
+++ b/engines/scumm/resource.cpp
@@ -1178,7 +1178,7 @@ void ScummEngine_v5::readMAXS(int blockSize) {
 	_numArray = 50;
 	_numVerbs = 100;
 	// Used to be 50, which wasn't enough for MI2 and FOA. See bugs
-	// #933610, #936323 and #941275.
+	// #1591, #1600 and #1607.
 	_numNewNames = 150;
 	_objectRoomTable = NULL;
 
diff --git a/engines/scumm/room.cpp b/engines/scumm/room.cpp
index f46db5b5b5..ebc4799825 100644
--- a/engines/scumm/room.cpp
+++ b/engines/scumm/room.cpp
@@ -77,7 +77,7 @@ void ScummEngine::startScene(int room, Actor *a, int objectNr) {
 		stopCycle(0);
 
 	if (_game.id == GID_SAMNMAX) {
-		// WORKAROUND bug #85373 SAM: Overlapping music at Bigfoot convention
+		// WORKAROUND bug #1132 SAM: Overlapping music at Bigfoot convention
 		// Added sound queue processing between execution of exit
 		// script and entry script. In the case of this bug, the
 		// entry script required that the iMuse state be fully up
@@ -99,7 +99,7 @@ void ScummEngine::startScene(int room, Actor *a, int objectNr) {
 
 	if (_game.version >= 7) {
 		// Set the shadow palette(s) to all black. This fixes
-		// bug #795940, and actually makes some sense (after all,
+		// bug #1196, and actually makes some sense (after all,
 		// shadows tend to be rather black, don't they? ;-)
 		memset(_shadowPalette, 0, NUM_SHADOW_PALETTE * 256);
 	} else {
diff --git a/engines/scumm/saveload.cpp b/engines/scumm/saveload.cpp
index 81b0ad2799..4e576e1698 100644
--- a/engines/scumm/saveload.cpp
+++ b/engines/scumm/saveload.cpp
@@ -399,7 +399,7 @@ bool ScummEngine::loadState(int slot, bool compat, Common::String &filename) {
 	// Thus, we should probably not stop music when restoring from one of
 	// these saves. This change stops the Mole Man theme from going quiet in
 	// Sam & Max when Doug tells you about the Ball of Twine, as mentioned in
-	// patch #886058.
+	// patch #8316.
 	//
 	// If we don't have iMUSE at all we may as well stop the sounds. The previous
 	// default behavior here was to stopAllSounds on all state restores.
@@ -465,7 +465,7 @@ bool ScummEngine::loadState(int slot, bool compat, Common::String &filename) {
 	if (_screenTop < 0)
 		_screenTop = 0;
 
-	// WORKAROUND bug #795214: For unknown reasons, object 819 sometimes is in
+	// WORKAROUND bug #1191: For unknown reasons, object 819 sometimes is in
 	// state 1 in old save games, implying it should be drawn. This in turn
 	// results in a crash when entering the church, as object 819 is part of the
 	// exitof the church and there are no graphics assigned to it.
@@ -1484,7 +1484,7 @@ void ScummEngine::saveLoadWithSerializer(Common::Serializer &s) {
 		syncWithSerializer(s, info);
 		// If we are loading, and the music being loaded was supposed to loop
 		// forever, then resume playing it. This helps a lot when the audio CD
-		// is used to provide ambient music (see bug #788195).
+		// is used to provide ambient music (see bug #1150).
 		if (s.isLoading() && info.playing && info.numLoops < 0)
 			_sound->playCDTrackInternal(info.track, info.numLoops, info.start, info.duration);
 	}
@@ -1715,7 +1715,7 @@ void ScummEngine::loadResourceOLD(Common::Serializer &ser, ResType type, ResId i
 			}
 			if (type == rtObjectName && ser.getVersion() >= VER(25)) {
 				// Paranoia: We increased the possible number of new names
-				// to fix bugs #933610 and #936323. The savegame format
+				// to fix bugs #1591 and #1600. The savegame format
 				// didn't change, but at least during the transition
 				// period there is a slight chance that we try to load
 				// more names than we have allocated space for. If so,
diff --git a/engines/scumm/script.cpp b/engines/scumm/script.cpp
index 723d3f509d..fc0f49723d 100644
--- a/engines/scumm/script.cpp
+++ b/engines/scumm/script.cpp
@@ -1036,7 +1036,7 @@ void ScummEngine::killScriptsAndResources() {
 				// no longer in use (i.e. not owned by anyone anymore); or if
 				// it is an object which is owned by a room.
 				if (owner == 0 || (_game.version < 7 && owner == OF_OWNER_ROOM)) {
-					// WORKAROUND for a problem mentioned in bug report #941275:
+					// WORKAROUND for a problem mentioned in bug report #1607:
 					// In FOA in the sentry room, in the chest plate of the statue,
 					// the pegs may be renamed to mouth: this custom name is lost
 					// when leaving the room; this hack prevents this).
@@ -1485,7 +1485,7 @@ int ScummEngine::resStrLen(const byte *src) {
 			chr = *src++;
 			num++;
 
-			// WORKAROUND for bug #985948, a script bug in Indy3. See also
+			// WORKAROUND for bug #1675, a script bug in Indy3. See also
 			// the corresponding code in ScummEngine::convertMessageToString().
 			if (_game.id == GID_INDY3 && chr == 0x2E) {
 				continue;
diff --git a/engines/scumm/script_v2.cpp b/engines/scumm/script_v2.cpp
index ec8f1ebf22..ac85f83c54 100644
--- a/engines/scumm/script_v2.cpp
+++ b/engines/scumm/script_v2.cpp
@@ -1228,7 +1228,7 @@ void ScummEngine_v2::stopScriptCommon(int script) {
 	}
 
 	if (_game.id == GID_MANIAC && _roomResource == 26 && vm.slot[_currentScript].number == 10001) {
-	// FIXME: Nasty hack for bug #915575
+	// FIXME: Nasty hack for bug #1529
 	// Don't let the exit script for room 26 stop the script (116), when
 	// switching to the dungeon (script 89)
 		if (script == MM_SCRIPT(111) && isScriptRunning(MM_SCRIPT(84)))
diff --git a/engines/scumm/script_v5.cpp b/engines/scumm/script_v5.cpp
index e8ea08fb9a..c6b3d529db 100644
--- a/engines/scumm/script_v5.cpp
+++ b/engines/scumm/script_v5.cpp
@@ -570,7 +570,7 @@ void ScummEngine_v5::o5_add() {
 	getResultPos();
 	a = getVarOrDirectWord(PARAM_1);
 
-	// WORKAROUND bug #770065: This works around a script bug in LoomCD. To
+	// WORKAROUND bug #994: This works around a script bug in LoomCD. To
 	// understand the reasoning behind this, compare script 210 and 218 in
 	// room 20. Apparently they made a mistake when converting the absolute
 	// delays into relative ones.
@@ -615,13 +615,13 @@ void ScummEngine_v5::o5_animateActor() {
 	int act = getVarOrDirectByte(PARAM_1);
 	int anim = getVarOrDirectByte(PARAM_2);
 
-	// WORKAROUND bug #820357: This seems to be yet another script bug which
+	// WORKAROUND bug #1265: This seems to be yet another script bug which
 	// the original engine let slip by. For details, refer to the tracker item.
 	if (_game.id == GID_INDY4 && vm.slot[_currentScript].number == 206 && _currentRoom == 17 && (act == 31 || act == 86)) {
 		return;
 	}
 
-	// WORKAROUND bug #859513: While on mars, going outside without your helmet
+	// WORKAROUND bug #1339: While on mars, going outside without your helmet
 	// (or missing some other part of your "space suite" will cause your
 	// character to complain ("I can't breathe."). Unfortunately, this is
 	// coupled with an animate command, making it very difficult to return to
@@ -653,7 +653,7 @@ void ScummEngine_v5::o5_chainScript() {
 
 	cur = _currentScript;
 
-	// WORKAROUND bug #743314: Work around a bug in script 33 in Indy3 VGA.
+	// WORKAROUND bug #812: Work around a bug in script 33 in Indy3 VGA.
 	// That script is used for the fist fights in the Zeppelin. It uses
 	// Local[5], even though that is never set to any value. But script 33 is
 	// called via chainScript by script 32, and in there Local[5] is set to
@@ -1009,7 +1009,7 @@ void ScummEngine_v5::o5_getActorMoving() {
 void ScummEngine_v5::o5_getActorRoom() {
 	getResultPos();
 	int act = getVarOrDirectByte(PARAM_1);
-	// WORKAROUND bug #746349. This is a really odd bug in either the script
+	// WORKAROUND bug #832. This is a really odd bug in either the script
 	// or in our script engine. Might be a good idea to investigate this
 	// further by e.g. looking at the FOA engine a bit closer.
 	if (_game.id == GID_INDY4 && _roomResource == 94 && vm.slot[_currentScript].number == 206 && !isValidActor(act)) {
@@ -1063,7 +1063,7 @@ void ScummEngine_v5::o5_getActorY() {
 	if ((_game.id == GID_INDY3) && !(_game.platform == Common::kPlatformMacintosh)) {
 		a = getVarOrDirectByte(PARAM_1);
 
-		// WORKAROUND bug #636433 (can't get into Zeppelin)
+		// WORKAROUND bug #560 (can't get into Zeppelin)
 		if (_roomResource == 36) {
 			setResult(getObjY(a) - 1);
 			return;
@@ -1123,12 +1123,12 @@ void ScummEngine_v5::o5_getDist() {
 	else
 		r = getObjActToObjActDist(o1, o2);
 
-	// FIXME: MI2 race workaround, see bug #597022. We never quite figured out
+	// FIXME: MI2 race workaround, see bug #420. We never quite figured out
 	// what the real cause of this, or if it maybe occurs in the original, too...
 	if (_game.id == GID_MONKEY2 && vm.slot[_currentScript].number == 40 && r < 60)
 		r = 60;
 
-	// WORKAROUND bug #795937
+	// WORKAROUND bug #1194
 	if ((_game.id == GID_MONKEY_EGA || _game.id == GID_PASS) && o1 == 1 && o2 == 307 && vm.slot[_currentScript].number == 205 && r == 2)
 		r = 3;
 
@@ -1219,7 +1219,7 @@ void ScummEngine_v5::o5_isEqual() {
 	a = readVar(var);
 	b = getVarOrDirectWord(PARAM_1);
 
-	// HACK: See bug report #602348. The sound effects for Largo's screams
+	// HACK: See bug report #441. The sound effects for Largo's screams
 	// are only played on type 5 soundcards. However, there is at least one
 	// other sound effect (the bartender spitting) which is only played on
 	// type 3 soundcards.
@@ -1257,7 +1257,7 @@ void ScummEngine_v5::o5_isLessEqual() {
 	int16 a = getVar();
 	int16 b = getVarOrDirectWord(PARAM_1);
 
-	// WORKAROUND bug #820507 : Work around a bug in Indy3Town.
+	// WORKAROUND bug #1266 : Work around a bug in Indy3Town.
 	if (_game.id == GID_INDY3 && (_game.platform == Common::kPlatformFMTowns) &&
 	    (vm.slot[_currentScript].number == 200 || vm.slot[_currentScript].number == 203) &&
 	    _currentRoom == 70 && b == -256) {
@@ -1619,7 +1619,7 @@ void ScummEngine_v5::o5_resourceRoutines() {
 		loadFlObject(getVarOrDirectWord(PARAM_2), resid);
 		break;
 
-	// TODO: For the following see also Hibarnatus' information on bug #805691.
+	// TODO: For the following see also Hibarnatus' information on bug #7315.
 	case 32:
 		// TODO (apparently never used in FM-TOWNS)
 		debug(0, "o5_resourceRoutines %d not yet handled (script %d)", op, vm.slot[_currentScript].number);
@@ -2036,7 +2036,7 @@ void ScummEngine_v5::o5_setVarRange() {
 void ScummEngine_v5::o5_startMusic() {
 	if (_game.platform == Common::kPlatformFMTowns && _game.version == 3) {
 		// In FM-TOWNS games this is some kind of Audio CD status query function.
-		// See also bug #762589 (thanks to Hibernatus for providing the information).
+		// See also bug #927 (thanks to Hibernatus for providing the information).
 		getResultPos();
 		int b = getVarOrDirectByte(PARAM_1);
 		int result = 0;
@@ -2546,7 +2546,7 @@ void ScummEngine_v5::o5_walkActorToActor() {
 
 	if (_game.id == GID_LOOM && _game.version == 4 && nr == 1 && nr2 == 0 &&
 		dist == 255 && vm.slot[_currentScript].number == 98) {
-		// WORKAROUND bug #743615: LoomCD script 98 contains this:
+		// WORKAROUND bug #814: LoomCD script 98 contains this:
 		//   walkActorToActor(1,0,255)
 		// Once again this is either a script bug, or there is some hidden
 		// or unknown meaning to this odd walk request...
@@ -2728,7 +2728,7 @@ void ScummEngine_v5::decodeParseString() {
 			//
 			// Note: We can't use saveDefault() here because we only want to
 			// save the position and color. In particular, we do not want to
-			// save the 'center' flag. See bug #933168.
+			// save the 'center' flag. See bug #1588.
 			if (_game.version <= 3) {
 				_string[textSlot]._default.xpos = _string[textSlot].xpos;
 				_string[textSlot]._default.ypos = _string[textSlot].ypos;
diff --git a/engines/scumm/script_v6.cpp b/engines/scumm/script_v6.cpp
index e29a36c455..a718b507ef 100644
--- a/engines/scumm/script_v6.cpp
+++ b/engines/scumm/script_v6.cpp
@@ -397,7 +397,7 @@ int ScummEngine_v6::readArray(int array, int idx, int base) {
 	if (!ah)
 		error("readArray: invalid array %d (%d)", array, readVar(array));
 
-	// WORKAROUND bug #645711. This is clearly a script bug, as this script
+	// WORKAROUND bug #600. This is clearly a script bug, as this script
 	// excerpt shows nicely:
 	// ...
 	// [03A7] (5D)         if (isAnyOf(array-447[localvar13][localvar14],[0,4])) {
@@ -755,7 +755,7 @@ void ScummEngine_v6::o6_startScript() {
 		_sound->soundKludge(list, 2);
 	}
 
-	// WORKAROUND bug #556558: At Dino Bungee National Memorial, the buttons for
+	// WORKAROUND bug #269: At Dino Bungee National Memorial, the buttons for
 	// the Wally and Rex dinosaurs will always restart their speech, instead of
 	// stopping and starting their speech. This was a script bug in the original
 	// game.
@@ -764,7 +764,7 @@ void ScummEngine_v6::o6_startScript() {
 		o6_breakHere();
 	}
 
-	// WORKAROUND bug #903223: In Puerto Pollo, if you have Guybrush examine
+	// WORKAROUND bug #1493: In Puerto Pollo, if you have Guybrush examine
 	// the church clock, he'll read out the current time. Nice touch, only that
 	// it sounds crap in the german version (and maybe others, too). It seems
 	// the original engine of the german version played just a simple fixed
@@ -1153,7 +1153,7 @@ void ScummEngine_v6::o6_walkActorToObj() {
 	} else {
 		a2 = derefActorSafe(obj, "o6_walkActorToObj(2)");
 		if (_game.id == GID_SAMNMAX && a2 == 0) {
-			// WORKAROUND bug #742676 SAM: Fish Farm. Note quite sure why it
+			// WORKAROUND bug #801 SAM: Fish Farm. Note quite sure why it
 			// happens, whether it's normal or due to a bug in the ScummVM code.
 			debug(0, "o6_walkActorToObj: invalid actor %d", obj);
 			return;
@@ -1234,7 +1234,7 @@ void ScummEngine_v6::o6_animateActor() {
 	int act = pop();
 	if (_game.id == GID_TENTACLE && _roomResource == 57 &&
 		vm.slot[_currentScript].number == 19 && act == 593) {
-		// WORKAROUND bug #743363: This very odd case (animateActor(593,250))
+		// WORKAROUND bug #813: This very odd case (animateActor(593,250))
 		// occurs in DOTT, in the cutscene after George cuts down the "cherry
 		// tree" and the tree Laverne is trapped in vanishes...
 		// Not sure if this means animateActor somehow also must work for objects
@@ -2220,7 +2220,7 @@ void ScummEngine_v6::o6_wait() {
 			break;
 		return;
 	case 232:		// SO_WAIT_FOR_TURN
-		// WORKAROUND for bug #744441: An angle will often be received as the
+		// WORKAROUND for bug #819: An angle will often be received as the
 		// actor number due to script bugs in The Dig. In all cases where this
 		// occurs, _curActor is set just before it, so we can use it instead.
 		//
@@ -2355,7 +2355,7 @@ void ScummEngine_v6::o6_printEgo() {
 void ScummEngine_v6::o6_talkActor() {
 	int offset = _scriptPointer - _scriptOrgPointer;
 
-	// WORKAROUND for bug #896489: see below for detailed description
+	// WORKAROUND for bug #1452: see below for detailed description
 	if (_forcedWaitForMessage) {
 		if (VAR(VAR_HAVE_MSG)) {
 			_scriptPointer--;
@@ -2383,7 +2383,7 @@ void ScummEngine_v6::o6_talkActor() {
 	_string[0].loadDefault();
 	actorTalk(_scriptPointer);
 
-	// WORKAROUND for bug #896489: "DIG: Missing subtitles when talking to Brink"
+	// WORKAROUND for bug #1452: "DIG: Missing subtitles when talking to Brink"
 	// Original script does not have wait.waitForMessage() after several messages:
 	//
 	// [011A] (5D)   if (getActorCostume(VAR_EGO) == 1) {
@@ -2744,7 +2744,7 @@ void ScummEngine_v6::o6_kernelGetFunctions() {
 
 	switch (args[0]) {
 	case 113:
-		// WORKAROUND for bug #899249: The scripts used for screen savers
+		// WORKAROUND for bug #1465: The scripts used for screen savers
 		// in Sam & Max use hard coded values for the maximum height and width.
 		// This causes problems in rooms (ie. Credits) where their values are
 		// lower, so we set result to zero if out of bounds.
diff --git a/engines/scumm/scumm.cpp b/engines/scumm/scumm.cpp
index b5f2818569..d241ecc34d 100644
--- a/engines/scumm/scumm.cpp
+++ b/engines/scumm/scumm.cpp
@@ -2386,7 +2386,7 @@ void ScummEngine::scummLoop(int delta) {
 		oldEgo = VAR(VAR_EGO);
 
 	// In V1-V3 games, CHARSET_1 is called much earlier than in newer games.
-	// See also bug #770042 for a case were this makes a difference.
+	// See also bug #987 for a case were this makes a difference.
 	if (_game.version <= 3)
 		CHARSET_1();
 
diff --git a/engines/scumm/string.cpp b/engines/scumm/string.cpp
index cedb95bab1..7d83599965 100644
--- a/engines/scumm/string.cpp
+++ b/engines/scumm/string.cpp
@@ -99,7 +99,7 @@ void ScummEngine::debugMessage(const byte *msg) {
 		b = buffer[10] | (buffer[11] << 8) | (buffer[14] << 16) | (buffer[15] << 24);
 
 		// Sam and Max uses a caching system, printing empty messages
-		// and setting VAR_V6_SOUNDMODE beforehand. See patch 609791.
+		// and setting VAR_V6_SOUNDMODE beforehand. See patch #8051.
 		if (_game.id == GID_SAMNMAX)
 			channel = VAR(VAR_V6_SOUNDMODE);
 
@@ -184,7 +184,7 @@ void ScummEngine_v6::drawBlastTexts() {
 			do {
 				c = *buf++;
 
-				// FIXME: This is a workaround for bugs #864030 and #2440:
+				// FIXME: This is a workaround for bugs #1347 and #2440:
 				// In COMI, some text contains ASCII character 11 = 0xB. It's
 				// not quite clear what it is good for; so for now we just ignore
 				// it, which seems to match the original engine (BTW, traditionally,
@@ -1235,7 +1235,7 @@ int ScummEngine::convertMessageToString(const byte *msg, byte *dst, int dstSize)
 		if (chr == 0xFF) {
 			chr = src[num++];
 
-			// WORKAROUND for bug #985948, a script bug in Indy3. Apparently,
+			// WORKAROUND for bug #1675, a script bug in Indy3. Apparently,
 			// a german 'sz' was encoded incorrectly as 0xFF2E. We replace
 			// this by the correct encoding here. See also ScummEngine::resStrLen().
 			if (_game.id == GID_INDY3 && chr == 0x2E) {
@@ -1732,7 +1732,7 @@ void ScummEngine_v7::loadLanguageBundle() {
 			while (*ptr == '\n' || *ptr == '\r')
 				*ptr++ = 0;
 
-			// Convert '\n' code to a newline. See also bug #902415.
+			// Convert '\n' code to a newline. See also bug #1487.
 			char *src, *dst;
 			src = dst = _languageBuffer + _languageIndex[i].offset;
 			while (*src) {
diff --git a/engines/sky/autoroute.cpp b/engines/sky/autoroute.cpp
index de448cb1f8..1e6a1c2369 100644
--- a/engines/sky/autoroute.cpp
+++ b/engines/sky/autoroute.cpp
@@ -250,7 +250,7 @@ uint16 AutoRoute::autoRoute(Compact *cpt) {
 	if (_routeGrid[(destY + 1) * ROUTE_GRID_WIDTH + destX + 1]) {
 		//if ((cpt == &Sky::SkyCompact::foster) && (cptScreen == 12) && (destX == 2) && (destY == 14)) {
 		if (_skyCompact->cptIsId(cpt, CPT_FOSTER) && (cptScreen == 12) && (destX == 2) && (destY == 14)) {
-			/* workaround for Scriptbug #1804
+			/* workaround for Script bug #1804
 			   In screen 12 (the pipe factory) Joey can block Foster's target
 			   coordinates (2/14). This is normally not too tragic, but in the
 			   scene when foster gets thrown out by Lamb (first time you enter
diff --git a/engines/sky/logic.cpp b/engines/sky/logic.cpp
index c862582a2c..e37012936e 100644
--- a/engines/sky/logic.cpp
+++ b/engines/sky/logic.cpp
@@ -1411,7 +1411,7 @@ bool Logic::fnDrawScreen(uint32 a, uint32 b, uint32 c) {
 	_skyScreen->fnDrawScreen(a, b);
 
 	if (Logic::_scriptVariables[SCREEN] == 32) {
-		/* workaround for script bug #786482
+		/* workaround for script bug #1140
 		    Under certain circumstances, which never got completely cleared,
 		    the gardener can get stuck in an animation, waiting for a sync
 		    signal from foster.
diff --git a/engines/sky/sound.cpp b/engines/sky/sound.cpp
index beafbf2f43..8b14cbaadd 100644
--- a/engines/sky/sound.cpp
+++ b/engines/sky/sound.cpp
@@ -1238,7 +1238,7 @@ bool Sound::startSpeech(uint16 textNum) {
 
 	free(speechData);
 
-	// Workaround for BASS bug #897775 - some voice-overs are played at
+	// Workaround for BASS bug #1461 - some voice-overs are played at
 	// half speed in 0.0368 (the freeware CD version), in 0.0372 they sound
 	// just fine.
 
diff --git a/engines/sky/text.cpp b/engines/sky/text.cpp
index 0598cec419..f6abefddfa 100644
--- a/engines/sky/text.cpp
+++ b/engines/sky/text.cpp
@@ -244,7 +244,7 @@ DisplayedText Text::displayText(char *textPtr, uint8 *dest, bool center, uint16
 	uint32 numLines = 0;
 	_numLetters = 2;
 
-	// work around bug #778105 (line width exceeded)
+	// work around bug #1080 (line width exceeded)
 	char *tmpPtr = strstr(textPtr, "MUND-BEATMUNG!");
 	if (tmpPtr)
 		strcpy(tmpPtr, "MUND BEATMUNG!");
diff --git a/engines/sword1/logic.cpp b/engines/sword1/logic.cpp
index 6aee8ce333..da5fbb3a0a 100644
--- a/engines/sword1/logic.cpp
+++ b/engines/sword1/logic.cpp
@@ -98,7 +98,7 @@ void Logic::initialize() {
 void Logic::newScreen(uint32 screen) {
 	Object *compact = (Object *)_objMan->fetchObject(PLAYER);
 
-	// work around script bug #911508
+	// work around script bug #1520
 	if (((screen == 25) || (_scriptVars[SCREEN] == 25)) && (_scriptVars[SAND_FLAG] == 4)) {
 		Object *cpt = _objMan->fetchObject(SAND_25);
 		Object *george = _objMan->fetchObject(PLAYER);
@@ -1212,7 +1212,7 @@ int Logic::fnTheyDo(Object *cpt, int32 id, int32 tar, int32 instruc, int32 param
 //send an instruction to mega we're talking to and wait
 //until it has finished before returning to script
 int Logic::fnTheyDoWeWait(Object *cpt, int32 id, int32 tar, int32 instruc, int32 param1, int32 param2, int32 param3, int32 x) {
-	// workaround for scriptbug #928791: Freeze at hospital
+	// workaround for script bug #1575: Freeze at hospital
 	// in at least one game version, a script forgets to set sam_returning back to zero
 	if ((tar == SAM) && (instruc == INS_talk) && (param2 == 2162856))
 		_scriptVars[SAM_RETURNING] = 0;
diff --git a/engines/sword1/screen.cpp b/engines/sword1/screen.cpp
index 1fa5b23886..4e728e929b 100644
--- a/engines/sword1/screen.cpp
+++ b/engines/sword1/screen.cpp
@@ -604,7 +604,7 @@ void Screen::verticalMask(uint16 x, uint16 y, uint16 bWidth, uint16 bHeight) {
 
 	for (uint16 blkx = 0; blkx < bWidth; blkx++) {
 		// A sprite can be masked by several layers at the same time,
-		// so we have to check them all. See bug #917427.
+		// so we have to check them all. See bug #1536.
 		for (int16 level = _roomDefTable[_currentScreen].totalLayers - 2; level >= 0; level--) {
 			if (_layerGrid[level][gridX + blkx + gridY * lGridSizeX]) {
 				uint16 *grid = _layerGrid[level] + gridX + blkx + gridY * lGridSizeX;
diff --git a/engines/sword2/render.cpp b/engines/sword2/render.cpp
index 8bf9d922d5..c3d59c6f65 100644
--- a/engines/sword2/render.cpp
+++ b/engines/sword2/render.cpp
@@ -437,7 +437,7 @@ bool Screen::endRenderCycle() {
 
 #ifdef LIMIT_FRAME_RATE
 	// Give the other threads some breathing space. This apparently helps
-	// against bug #875683, though I was never able to reproduce it for
+	// against bug #1386, though I was never able to reproduce it for
 	// myself.
 	_vm->_system->delayMillis(10);
 #endif


Commit: d6f5111523f7eeb40c408b272c2200098224978b
    https://github.com/scummvm/scummvm/commit/d6f5111523f7eeb40c408b272c2200098224978b
Author: sluicebox (22204938+sluicebox at users.noreply.github.com)
Date: 2021-06-09T14:28:52-06:00

Commit Message:
SCI: Fix SQ1 Orat sounds

Changed paths:
    engines/sci/engine/script_patches.cpp


diff --git a/engines/sci/engine/script_patches.cpp b/engines/sci/engine/script_patches.cpp
index 7468154800..5b6ea4f681 100644
--- a/engines/sci/engine/script_patches.cpp
+++ b/engines/sci/engine/script_patches.cpp
@@ -19671,6 +19671,42 @@ static const uint16 sq1vgaPatchSpiderDroidTiming[] = {
 	PATCH_END
 };
 
+// In room 28, Orat's sounds are re-played on every game cycle and interrupt
+//  themselves, causing stuttering effects. There are two sounds that doit
+//  methods play depending on their actor's current cel: Orat growling and ego
+//  getting bounced. orat:doit and noticeEgo:doit attempt to only play their
+//  sounds once per cel change but they both use the same local variable to
+//  store the previous cel and overwrite each other's value on every cycle.
+//
+// We fix this by patching noticeEgo to use its register property instead of the
+//  local variable that orat also uses.
+//
+// Applies to: All versions
+// Responsible method: noticeEgo::doit
+static const uint16 sq1vgaSignatureOratSounds[] = {
+	SIG_MAGICDWORD,
+	0x8b, 0x07,                         // lsl 07
+	0x39, SIG_SELECTOR8(cel),           // pushi cel
+	0x76,                               // push0
+	0x81, 0x00,                         // lag 00
+	0x4a, 0x04,                         // send 04 [ ego cel? ]
+	0x1c,                               // ne?
+	SIG_ADDTOOFFSET(+177),
+	0x39, SIG_SELECTOR8(cel),           // pushi cel
+	0x76,                               // push0
+	0x81, 0x00,                         // lag 00
+	0x4a, 0x04,                         // send 04 [ ego cel? ]
+	0xa3, 0x07,                         // sal 07
+	SIG_END
+};
+
+static const uint16 sq1vgaPatchOratSounds[] = {
+	0x67, 0x1a,                         // pTos register
+	PATCH_ADDTOOFFSET(+192),
+	0x65, 0x1a,                         // aTop register
+	PATCH_END
+};
+
 // The Russian version of SQ1VGA has mangled class names in its scripts. This
 //  isn't a problem in Sierra's interpreter since this is just metadata, but our
 //  feature detection code looks up several classes by name and requires them to
@@ -19691,6 +19727,7 @@ static const uint16 sq1vgaPatchRussianMotionName[] = {
 	0x6E, 0x00,
 	PATCH_END
 };
+
 static const uint16 sq1vgaSignatureRussianRmName[] = {
 	SIG_MAGICDWORD,
 	0x2a, 0x52, 0x6d, 0x00,             // *Rm
@@ -19715,6 +19752,7 @@ static const uint16 sq1vgaPatchRussianSoundName[] = {
 
 //          script, description,                                      signature                                   patch
 static const SciScriptPatcherEntry sq1vgaSignatures[] = {
+	{  true,    28, "orat sounds",                                 1, sq1vgaSignatureOratSounds,                  sq1vgaPatchOratSounds },
 	{  true,    45, "Ulence Flats: timepod graphic glitch",        1, sq1vgaSignatureUlenceFlatsTimepodGfxGlitch, sq1vgaPatchUlenceFlatsTimepodGfxGlitch },
 	{  true,    45, "Ulence Flats: force field generator glitch",  1, sq1vgaSignatureUlenceFlatsGeneratorGlitch,  sq1vgaPatchUlenceFlatsGeneratorGlitch },
 	{  true,    58, "Sarien armory droid zapping ego first time",  1, sq1vgaSignatureEgoShowsCard,                sq1vgaPatchEgoShowsCard },




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