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authorGregory Montoir2004-01-10 22:31:41 +0000
committerGregory Montoir2004-01-10 22:31:41 +0000
commit3be8219bd9929b47a8a309d94fa50214c049b6eb (patch)
tree9aa9ba120045fd75a92abdbc0c88406ed0abc906
parenta7fe335c82de60a776bf2131c1451acd6f48d435 (diff)
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cleanup
svn-id: r12312
-rw-r--r--queen/command.cpp35
-rw-r--r--queen/graphics.cpp2
-rw-r--r--queen/walk.cpp8
3 files changed, 5 insertions, 40 deletions
diff --git a/queen/command.cpp b/queen/command.cpp
index 7e177a33ac..4c3746eaa9 100644
--- a/queen/command.cpp
+++ b/queen/command.cpp
@@ -496,8 +496,6 @@ int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, Verb v, bool mustWa
p = _vm->walk()->moveJoe(facing, x, y, false);
if (p != 0) {
_vm->logic()->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix
- // XXX if(P != 0) P = FIND_VERB
- warning("Command::makeJoeWalkTo() - p is %d but findVerb() is not called", p);
}
}
}
@@ -1237,16 +1235,6 @@ uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDe
void Command::lookAtSelectedObject() {
-// if (_state.selNoun > 0 && _state.selNoun <= _vm->logic()->currentRoomObjMax()) {
-// uint16 objNum = _vm->logic()->currentRoomData() + _state.selNoun;
-// if (_vm->logic()->objectData(objNum)->entryObj == 0) {
-// if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, false) == -2) {
-// // 'I can't get close enough to have a look.'
-// _vm->logic()->makeJoeSpeak(13);
-// }
-// }
-// }
-
uint16 desc;
if (_state.subject[0] < 0) {
desc = _vm->logic()->itemData(-_state.subject[0])->description;
@@ -1275,29 +1263,6 @@ void Command::lookAtSelectedObject() {
}
-//void Command::lookForCurrentItem() {
-//
-// if (isVerbInv(_state.verb)) {
-// ItemData *id = findItemData(_state.verb);
-// if (id != NULL && id->name > 0) {
-// if (_state.action == VERB_NONE) {
-// Verb v = State::findDefaultVerb(id->state);
-// _cmdText.setVerb((v == VERB_NONE) ? VERB_LOOK_AT : v);
-// }
-//
-// const char *name = _vm->logic()->objectName(id->name);
-// if (_state.defaultVerb != VERB_NONE) {
-// _cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb, name);
-// }
-// else {
-// _cmdText.displayTemp(INK_CMD_NORMAL, name);
-// }
-// _state.oldVerb = _state.verb;
-// }
-// }
-//}
-
-
void Command::lookForCurrentObject(int16 cx, int16 cy) {
uint16 obj = _vm->grid()->findObjectUnderCursor(cx, cy);
_state.noun = _vm->grid()->findObjectNumber(obj);
diff --git a/queen/graphics.cpp b/queen/graphics.cpp
index cb30a1fc6c..14ede39b2a 100644
--- a/queen/graphics.cpp
+++ b/queen/graphics.cpp
@@ -1156,7 +1156,7 @@ void BamScene::playSfx() {
// the fight bam, where the number of 'sfx bam frames' is too much
// important / too much closer. The original game does not have
// this problem since their playSfx() function returns immediately
- // if a sound is already begin played.
+ // if a sound is already being played.
if (_lastSoundIndex == 0 || _index - _lastSoundIndex >= SFX_SKIP) {
_vm->sound()->playSfx(_vm->logic()->currentRoomSfx());
_lastSoundIndex = _index;
diff --git a/queen/walk.cpp b/queen/walk.cpp
index 6bcd0e5146..4bfa62e03f 100644
--- a/queen/walk.cpp
+++ b/queen/walk.cpp
@@ -449,10 +449,10 @@ int16 Walk::calcC(int16 c1, int16 c2, int16 c3, int16 c4, int16 lastc) {
int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) {
- // In order to locate the nearest available area, the original algorithm
- // computes the X (or Y) closest face distance for each available area. We
- // simply added the case where the pointer is neither lying in the X range
- // nor in the Y one.
+ // FIXME - in order to locate the nearest available area, the original
+ // algorithm computes the X (or Y) closest face distance for each available
+ // area. We simply added the case where the pointer is neither lying in the
+ // X range nor in the Y one.
// To get an example of this in action, in the room D1, make Joe walking
// to the wall at the right of the window (just above the radiator). On the
// original game, Joe will go to the left door...