diff options
author | Gregory Montoir | 2006-02-28 22:20:13 +0000 |
---|---|---|
committer | Gregory Montoir | 2006-02-28 22:20:13 +0000 |
commit | e4ac92c2afcabfe2099d23d02ef3fccdf14a74db (patch) | |
tree | 837c87617972999a91ece24ec4413fe1377b5b02 /engines/queen | |
parent | 0b0848e34c647ac9208467f2118b8bae21db271f (diff) | |
download | scummvm-rg350-e4ac92c2afcabfe2099d23d02ef3fccdf14a74db.tar.gz scummvm-rg350-e4ac92c2afcabfe2099d23d02ef3fccdf14a74db.tar.bz2 scummvm-rg350-e4ac92c2afcabfe2099d23d02ef3fccdf14a74db.zip |
updated some bugs/issues comments and removed wrong 'FIXME' markers.
svn-id: r20975
Diffstat (limited to 'engines/queen')
-rw-r--r-- | engines/queen/cutaway.cpp | 13 | ||||
-rw-r--r-- | engines/queen/graphics.cpp | 6 | ||||
-rw-r--r-- | engines/queen/logic.cpp | 8 | ||||
-rw-r--r-- | engines/queen/talk.cpp | 5 | ||||
-rw-r--r-- | engines/queen/walk.cpp | 7 |
5 files changed, 18 insertions, 21 deletions
diff --git a/engines/queen/cutaway.cpp b/engines/queen/cutaway.cpp index dc24d5b627..acf974fd4e 100644 --- a/engines/queen/cutaway.cpp +++ b/engines/queen/cutaway.cpp @@ -364,19 +364,18 @@ void Cutaway::changeRooms(CutawayObject &object) { _vm->logic()->oldRoom(_initialRoom); - // FIXME - the first cutaway is played at the end of the command 0x178. This - // command setups some persons and associates bob slots to them. They should be - // hidden as their y coordinate is > 150, but they aren't ! A (temporary) - // workaround is to display the room with the panel area enabled. Same problem - // for cutaway c62c. + // FIXME - Cutaway c41f is played at the end of the command 0x178. This command + // setups some persons and associates bob slots to them. They should be hidden as + // their y coordinate is > 150, but they aren't ! As a workaround, we display the room + // with the panel area enabled. We do the same problem for cutaway c62c. int16 comPanel = _comPanel; if ((strcmp(_basename, "c41f") == 0 && _temporaryRoom == 106 && object.room == 41) || (strcmp(_basename, "c62c") == 0 && _temporaryRoom == 105 && object.room == 41)) { comPanel = 1; } - // FIXME - in the original engine, panel is hidden once the 'head room' is displayed, we - // do it before (ie before palette fading) + // Hide panel before displaying the 'head room' (ie. before palette fading). This doesn't + // match the original engine, but looks better to me. if (object.room == FAYE_HEAD || object.room == AZURA_HEAD || object.room == FRANK_HEAD) { comPanel = 2; } diff --git a/engines/queen/graphics.cpp b/engines/queen/graphics.cpp index be2f8d6017..c2e34ee215 100644 --- a/engines/queen/graphics.cpp +++ b/engines/queen/graphics.cpp @@ -1119,10 +1119,10 @@ BamScene::BamScene(QueenEngine *vm) } void BamScene::playSfx() { - // FIXME - we don't play all sfx here. This is only necessary for - // the fight bam, where the number of 'sfx bam frames' is too much + // Don't try to play all the sounds. This is only necessary for the + // fight bam, in which 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 + // this problem since its playSfx() function returns immediately // if a sound is already being played. if (_lastSoundIndex == 0 || _index - _lastSoundIndex >= SFX_SKIP) { _vm->sound()->playSfx(_vm->logic()->currentRoomSfx(), false); diff --git a/engines/queen/logic.cpp b/engines/queen/logic.cpp index a535907dd9..43a19c639d 100644 --- a/engines/queen/logic.cpp +++ b/engines/queen/logic.cpp @@ -230,9 +230,9 @@ void Logic::initialise() { _joeResponse.push_back(queen2jas.nextLine()); } - // FIXME - the spanish version adds some space characters (0x20) at the - // beginning and the end of the journal button captions. As we don't need - // that 'trick' to center horizontally the texts, we simply trim them. + // Spanish version adds some space characters (0x20) at the beginning + // and the end of the journal button captions. As the engine computes + // the text width to center it, we need to trim those strings. if (_vm->resource()->getLanguage() == SPANISH) { for (i = 30; i <= 35; i++) { _joeResponse[i] = trim(_joeResponse[i]); @@ -1265,7 +1265,7 @@ void Logic::handlePinnacleRoom() { _newRoom = objectData(_entryObj)->room; - // FIXME - only a few commands can be triggered from this room : + // Only a few commands can be triggered from this room : // piton -> crash : 0x216 (obj1=0x2a, song=3) // piton -> floda : 0x217 (obj1=0x29, song=16) // piton -> bob : 0x219 (obj1=0x2f, song=6) diff --git a/engines/queen/talk.cpp b/engines/queen/talk.cpp index 27399ab0cf..b2485bef2a 100644 --- a/engines/queen/talk.cpp +++ b/engines/queen/talk.cpp @@ -795,9 +795,8 @@ void Talk::speakSegment( char voiceFileName[MAX_STRING_SIZE]; sprintf(voiceFileName, "%s%1x", voiceFilePrefix, index + 1); - // FIXME - it seems the french talkie version has a useless voice file ; - // the c30e_102 file is very similar to c30e_101, so there is no need to - // play it. This voice was used in room 30 (N8) when talking to Klunk. + // French talkie version has a useless voice file ; c30e_102 file is the same as c30e_101, + // so there is no need to play it. This voice was used in room 30 (N8) when talking to Klunk. if (!(_vm->resource()->getLanguage() == FRENCH && !strcmp(voiceFileName, "c30e_102")) && _vm->sound()->speechOn()) _vm->sound()->playSfx(voiceFileName, true); diff --git a/engines/queen/walk.cpp b/engines/queen/walk.cpp index 69854b373a..1d34fed639 100644 --- a/engines/queen/walk.cpp +++ b/engines/queen/walk.cpp @@ -428,10 +428,9 @@ int16 Walk::calcC(int16 c1, int16 c2, int16 c3, int16 c4, int16 lastc) { } int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) { - // 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. + // In order to locate the nearest available area, the original algorithm + // computes the horizontal and vertical distances for each available area. + // Unlike the original, we also compute the diagonal distance. // 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... |