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authorMax Horn2007-09-11 09:20:39 +0000
committerMax Horn2007-09-11 09:20:39 +0000
commit4cc9d17c345883d4a764dd182d5a76167040c888 (patch)
treedfd6619c6779946ae6f9913d3ef98c98c5f22e26 /engines/scumm
parent4a4fc235f22351331c7c5f33b83303d84622641b (diff)
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Adding various FIXME comments to bogus (non-self-explanatory) existing FIXME comments; and some other related cleanup
svn-id: r28890
Diffstat (limited to 'engines/scumm')
-rw-r--r--engines/scumm/actor.cpp6
-rw-r--r--engines/scumm/charset.cpp2
-rw-r--r--engines/scumm/insane/insane.cpp2
-rw-r--r--engines/scumm/insane/insane_scenes.cpp4
-rw-r--r--engines/scumm/object.cpp4
-rw-r--r--engines/scumm/resource.cpp2
-rw-r--r--engines/scumm/string.cpp2
-rw-r--r--engines/scumm/verbs.cpp4
8 files changed, 18 insertions, 8 deletions
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index bf8e85bb99..38517c1d69 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -523,7 +523,7 @@ void Actor_v2::walkActor() {
if (_moving & MF_TURN) {
new_dir = updateActorDirection(false);
- // FIXME -- is this correct?
+ // FIXME: is this correct?
if (_facing != new_dir)
setDirection(new_dir);
else
@@ -670,7 +670,7 @@ int Actor::remapDirection(int dir, bool is_walking) {
bool flipX;
bool flipY;
- // FIXME - It seems that at least in The Dig the original code does
+ // FIXME: It seems that at least in The Dig the original code does
// check _ignoreBoxes here. However, it breaks some animations in Loom,
// causing Bobbin to face towards the camera instead of away from it
// in some places: After the tree has been destroyed by lightning, and
@@ -1902,7 +1902,7 @@ void ScummEngine::actorTalk(const byte *msg) {
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
- // FIXME: Workaround for bugs #770039 and #770049
+ // WORKAROUND for bugs #770039 and #770049
if (_game.id == GID_LOOM) {
if (!*_charsetBuffer)
return;
diff --git a/engines/scumm/charset.cpp b/engines/scumm/charset.cpp
index df4cfb34a8..056eacd318 100644
--- a/engines/scumm/charset.cpp
+++ b/engines/scumm/charset.cpp
@@ -74,6 +74,8 @@ void ScummEngine::loadCJKFont() {
break;
case Common::JA_JPN:
fontFile = (_game.id == GID_DIG) ? "kanji16.fnt" : "japanese.fnt";
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
numChar = 1024; //FIXME
break;
case Common::ZH_TWN:
diff --git a/engines/scumm/insane/insane.cpp b/engines/scumm/insane/insane.cpp
index 252407913e..141f444403 100644
--- a/engines/scumm/insane/insane.cpp
+++ b/engines/scumm/insane/insane.cpp
@@ -1169,6 +1169,8 @@ int Insane::smlayer_loadCostume(int id, int phase) {
_vm->ensureResourceLoaded(rtCostume, resid);
_vm->_res->setResourceCounter(rtCostume, resid, 1);
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
// smlayer_lock(rtCostume, resid); // FIXME
if (phase == 1) {
diff --git a/engines/scumm/insane/insane_scenes.cpp b/engines/scumm/insane/insane_scenes.cpp
index 5843e85f0f..24f80a92e2 100644
--- a/engines/scumm/insane/insane_scenes.cpp
+++ b/engines/scumm/insane/insane_scenes.cpp
@@ -171,6 +171,8 @@ void Insane::runScene(int arraynum) {
writeArray(339, _enemy[EN_VULTF2].isEmpty);
writeArray(340, _enemy[EN_VULTM2].isEmpty);
}
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
// insane_unlock(); // FIXME
_vm->_sound->stopAllSounds(); // IMUSE_StopAllSounds();
}
@@ -328,6 +330,8 @@ int Insane::loadSceneData(int scene, int flag, int phase) {
int retvalue = 1;
debugC(DEBUG_INSANE, "Insane::loadSceneData(%d, %d, %d)", scene, flag, phase);
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
//if (phase == 1) /// FIXME
// insane_unlock();
switch (scene) {
diff --git a/engines/scumm/object.cpp b/engines/scumm/object.cpp
index c7d6b6583d..128270538d 100644
--- a/engines/scumm/object.cpp
+++ b/engines/scumm/object.cpp
@@ -1395,7 +1395,9 @@ void ScummEngine::findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint id,
if (id2 == (uint16)id) {
if (findWhat & foCodeHeader) {
fo->obcd = obcdptr;
- fo->cdhd = (const CodeHeader *)(obcdptr + 10); // TODO - FIXME
+ // We assume that the code header starts at a fixed offset.
+ // A bit hackish, but works reasonably well.
+ fo->cdhd = (const CodeHeader *)(obcdptr + 10);
}
if (findWhat & foImageHeader) {
fo->obim = obimptr;
diff --git a/engines/scumm/resource.cpp b/engines/scumm/resource.cpp
index 88df9da6c7..d96ecc58f6 100644
--- a/engines/scumm/resource.cpp
+++ b/engines/scumm/resource.cpp
@@ -597,7 +597,7 @@ void ScummEngine::ensureResourceLoaded(int type, int i) {
i = _resourceMapper[i & 0x7F];
}
- // FIXME - TODO: This check used to be "i==0". However, that causes
+ // FIXME: This check used to be "i==0". However, that causes
// problems when using this function to ensure charset 0 is loaded.
// This is done for many games, e.g. Zak256 or Indy3 (EGA and VGA).
// For now we restrict the check to anything which is not a charset.
diff --git a/engines/scumm/string.cpp b/engines/scumm/string.cpp
index 62a29b3013..83b4e90cf6 100644
--- a/engines/scumm/string.cpp
+++ b/engines/scumm/string.cpp
@@ -586,7 +586,7 @@ void ScummEngine::CHARSET_1() {
_nextTop += _charset->getFontHeight();
}
if (_game.version > 3) {
- // FIXME - is this really needed?
+ // FIXME: is this really needed?
_charset->_disableOffsX = true;
}
continue;
diff --git a/engines/scumm/verbs.cpp b/engines/scumm/verbs.cpp
index 953ed90a1a..3c5713d241 100644
--- a/engines/scumm/verbs.cpp
+++ b/engines/scumm/verbs.cpp
@@ -1014,8 +1014,8 @@ void ScummEngine::setVerbObject(uint room, uint object, uint verb) {
} else if (_game.features & GF_SMALL_HEADER) {
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr == object) {
- // FIXME - the only thing we need from the OBCD is the image size!
- // So we could use almost the same code (save for offsets)
+ // FIXME: the only thing we need from the OBCD is the image size!
+ // So we could use almost the same code (except for offsets)
// as in the GF_OLD_BUNDLE code. But of course that would break save games
// unless we insert special conversion code... <sigh>
findObjectInRoom(&foir, foImageHeader, object, room);