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author | Gregory Montoir | 2004-01-10 22:31:41 +0000 |
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committer | Gregory Montoir | 2004-01-10 22:31:41 +0000 |
commit | 3be8219bd9929b47a8a309d94fa50214c049b6eb (patch) | |
tree | 9aa9ba120045fd75a92abdbc0c88406ed0abc906 | |
parent | a7fe335c82de60a776bf2131c1451acd6f48d435 (diff) | |
download | scummvm-rg350-3be8219bd9929b47a8a309d94fa50214c049b6eb.tar.gz scummvm-rg350-3be8219bd9929b47a8a309d94fa50214c049b6eb.tar.bz2 scummvm-rg350-3be8219bd9929b47a8a309d94fa50214c049b6eb.zip |
cleanup
svn-id: r12312
-rw-r--r-- | queen/command.cpp | 35 | ||||
-rw-r--r-- | queen/graphics.cpp | 2 | ||||
-rw-r--r-- | queen/walk.cpp | 8 |
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... |