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author | Nipun Garg | 2019-07-15 13:18:38 +0530 |
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committer | Eugene Sandulenko | 2019-09-03 17:17:21 +0200 |
commit | 462d48a901c3edc76bc117fed60606da5f06cc2d (patch) | |
tree | babf0475bcf9c4e7676895c06da2f8564824f358 | |
parent | 4876064372a8e639c2dedda6845ebd2afec92bd9 (diff) | |
download | scummvm-rg350-462d48a901c3edc76bc117fed60606da5f06cc2d.tar.gz scummvm-rg350-462d48a901c3edc76bc117fed60606da5f06cc2d.tar.bz2 scummvm-rg350-462d48a901c3edc76bc117fed60606da5f06cc2d.zip |
HDB: Unstub TODOs
-rw-r--r-- | engines/hdb/hdb.cpp | 9 | ||||
-rw-r--r-- | engines/hdb/lua-script.cpp | 5 | ||||
-rw-r--r-- | engines/hdb/map.cpp | 8 |
3 files changed, 2 insertions, 20 deletions
diff --git a/engines/hdb/hdb.cpp b/engines/hdb/hdb.cpp index 47e1175974..cbba9af764 100644 --- a/engines/hdb/hdb.cpp +++ b/engines/hdb/hdb.cpp @@ -142,15 +142,6 @@ bool HDBGame::init() { return true; } -/* - Changes the current GameState to the next one. - Game State Transitions are deterministic: each state can - only a particular state. The next state is held in gameState. - - TODO: All the functionality hasn't been implemented yet since - their subsystems are incomplete. This section needs to be periodically - updated as soon as the subsytems are improved. -*/ void HDBGame::changeGameState() { switch (_gameState) { diff --git a/engines/hdb/lua-script.cpp b/engines/hdb/lua-script.cpp index 8302fca579..5c1f1234fa 100644 --- a/engines/hdb/lua-script.cpp +++ b/engines/hdb/lua-script.cpp @@ -1745,10 +1745,7 @@ bool LuaScript::initScript(Common::SeekableReadStream *stream, const char *scrip lua_pushnumber(_state, 480 - 14); lua_setglobal(_state, "BOTTOM_Y"); - /* - TODO: Load the sound names and entity - spawn names into Lua once they are implemented. - */ + warning("STUB: Stick Sound Names into Lua"); // Set the Entity Spawn Names in Lua int j = 0; diff --git a/engines/hdb/map.cpp b/engines/hdb/map.cpp index 1a085f9103..fbaa4c98e2 100644 --- a/engines/hdb/map.cpp +++ b/engines/hdb/map.cpp @@ -323,13 +323,7 @@ bool Map::load(Common::SeekableReadStream *stream) { _iconList[i].value2 = stream->readUint16LE(); } - /* - TODO: Add the InfoList when it comes up - */ - - /* - TODO: Set the InMapName once its setup - */ + g_hdb->setInMapName(_name); _mapExplosions = (byte *)calloc(_width * _height, 1); _mapExpBarrels = (byte *)calloc(_width * _height, 1); |