JANITORIAL: Update more old bug tracker numbers

I missed the six digit ones and a few others in:
93eeffc84d
This commit is contained in:
sluicebox 2021-06-07 17:44:05 -06:00
parent 17b125b479
commit 674ed112aa
25 changed files with 70 additions and 70 deletions

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@ -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());

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@ -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

View file

@ -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?

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@ -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;

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@ -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();
}
}

View file

@ -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);

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@ -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;

View file

@ -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();

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@ -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;

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@ -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;

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@ -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 {

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@ -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,

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@ -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;

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@ -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)))

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@ -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;

View file

@ -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.

View file

@ -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();

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@ -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) {

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@ -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

View file

@ -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.

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@ -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.

View file

@ -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!");

View file

@ -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;

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@ -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;

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@ -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