SCI: Clean up kRandom + allow 0 parameters via signatures

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 commit is contained in:
Martin Kiewitz 2017-02-26 00:24:13 +01:00
parent 29b32d52fa
commit 26b6d450df
4 changed files with 30 additions and 24 deletions

View file

@ -764,14 +764,6 @@ const SciWorkaroundEntry kPlatform32_workarounds[] = {
SCI_WORKAROUNDENTRY_TERMINATOR
};
// gameID, room,script,lvl, object-name, method-name, local-call-signature, index, workaround
const SciWorkaroundEntry kRandom_workarounds[] = {
{ GID_TORIN, 51400,64928, 0, "Blink", "init", NULL, 0, { WORKAROUND_STILLCALL, 0 } }, // when Lycentia knocks Torin out after he removes her collar
{ GID_TORIN, 51400,64928, 0, "Blink", "cycleDone", NULL, 0, { WORKAROUND_STILLCALL, 0 } }, // when Lycentia knocks Torin out after he removes her collar
SCI_WORKAROUNDENTRY_TERMINATOR
};
// gameID, room,script,lvl, object-name, method-name, local-call-signature, index, workaround
const SciWorkaroundEntry kReadNumber_workarounds[] = {
{ GID_CNICK_LAURABOW,100, 101, 0, "dominoes.opt", "doit", NULL, 0, { WORKAROUND_STILLCALL, 0 } }, // When dominoes.opt is present, the game scripts call kReadNumber with an extra integer parameter - bug #6425