In scummvm and the original engine if you try to
unlock/lock stars in photoview/skyview then the
stars will not unlock/lock, but the sounds
associated with unlocking and locking were playing.
Giving a false impression that the
locking/unlocking was happening.
The sounds no longer play when in photoview.
The original updated the camera during the general scene drawing,
which was done at a much higher rate than I wanted for the ScummVM
implementation. So I've added this workaround to update the camera
every 10ms when the player is in the star control scene. This gives
it a comparible rate of movement to the original.
The scene has an unused right turn link that wasn't used, and is
covered by the starview. Since movement now uses simulated mouse
clicks, the worst result of clicking right arrow is simply that
a star may be accidentally selected. But for cleanliness, it was
best to fix it. It also allowed the creation of code that other
objects in the view can use to override default movement logic,
just in case it's needed.
Note there's a lot of preliminary code in the star_control/ folder
for code that still needs to be fully disassembled & implemented.
So for now I've made liberal use of #if 0 blocks to disable fields
that will likely be needed again in the future
This is necessary for at least message sending, and probably other
areas, that needs to be able to pass class filtering for message
targets. And I could figure out a clean way to use the built-in RTTI