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author | Max Horn | 2007-09-11 09:20:39 +0000 |
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committer | Max Horn | 2007-09-11 09:20:39 +0000 |
commit | 4cc9d17c345883d4a764dd182d5a76167040c888 (patch) | |
tree | dfd6619c6779946ae6f9913d3ef98c98c5f22e26 /engines/scumm | |
parent | 4a4fc235f22351331c7c5f33b83303d84622641b (diff) | |
download | scummvm-rg350-4cc9d17c345883d4a764dd182d5a76167040c888.tar.gz scummvm-rg350-4cc9d17c345883d4a764dd182d5a76167040c888.tar.bz2 scummvm-rg350-4cc9d17c345883d4a764dd182d5a76167040c888.zip |
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.cpp | 6 | ||||
-rw-r--r-- | engines/scumm/charset.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/insane/insane.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/insane/insane_scenes.cpp | 4 | ||||
-rw-r--r-- | engines/scumm/object.cpp | 4 | ||||
-rw-r--r-- | engines/scumm/resource.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/string.cpp | 2 | ||||
-rw-r--r-- | engines/scumm/verbs.cpp | 4 |
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); |