Adds missing fallback behavior that appeared in at least LSL6-Hires.
Removes a workaround that only addressed a symptom of this bug;
the buggy scripts only execute when a correct call to kResCheck fails.
- Clicking four times on lobby sign no longer crashes
- Sound effect now plays when quitting during end credits
Fixes bug #13549
Adds a new workaround system for known broken messages and their
corresponding audio and sync resources. This replaces all special
cases in c++ and several script patches with data structures and
generic handling.
Common message bugs:
- Wrong tuple requested by game script
- Wrong tuple in message resource
- Wrong message text that exists in another record
- Missing message text
- Audio or sync resource with different tuple than message
This "fix" is more of a hack, in the interest of making the game
completable. The root cause is a combination of two problems in
the game scripts:
1. Blink::init expects to receive either 0 or 2 arguments, but
it assumes that if it received *any* arguments, it must have
received 2 arguments. This assumption is wrong, though,
because--
2. soTorinWhoAreYou::changeState(0) calls
poPecandEyes::setCycle(Blink) without including a second
argument (the blink speed).
This ends up with the second parameter being some garbage, and
that garbage gets sent to kRandom which then complains about
receiving garbage.
The correct fix for this would be to fix soTorinWhoAreYou (in
script 51400) to pass a second argument to setCycle, but there are
not enough obvious spare bytes for a quick and easy patch, so this
workaround will have to do for now.
Fixes Trac#9779.
Also added in depth comments about the currently known variations
Returning the RNG seed is now implemented (although it seems no
games actually use this functionality, it seems to be just script
bugs).
Also remove Torin kRandom workarounds.
This workaround may be able to be vastly simplified in the future
since, so far, simply returning the number of cels in loop 0 is
enough to make all the scripts with this bug work as expected.
This change invalidates earlier SCI32 save games, which separated
arrays and strings in an incompatible manner. Old save games
contain invalid references to a string segment which no longer
exists, and contain incompatible array structures that lack
critical type information.
instead of using hardcoded offsets, we can now
use regular script patcher signatures.
only 1 qfg3 workaround has been migrated,
the others will follow.
This was caused by a buggy script, most probably the result of an
incorrect copy/paste while processing the original script. Fixed with a
script patch.
This refactoring reduces a lot of code duplication, allows for better control,
makes the code more readable and allows us to remove a lot of now unneeded
workarounds