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author | Paul Gilbert | 2015-05-19 07:37:55 -0400 |
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committer | Paul Gilbert | 2015-05-19 07:37:55 -0400 |
commit | 1df183ffcb08a69ed414afd69284a0596fee4e82 (patch) | |
tree | f1129f74eb64fd57cb4aac40836303ac6a495bbe /engines/sherlock/people.cpp | |
parent | 0faf1c0b8f5c52cde1addae3e14469fc5fa9b9a2 (diff) | |
download | scummvm-rg350-1df183ffcb08a69ed414afd69284a0596fee4e82.tar.gz scummvm-rg350-1df183ffcb08a69ed414afd69284a0596fee4e82.tar.bz2 scummvm-rg350-1df183ffcb08a69ed414afd69284a0596fee4e82.zip |
SHERLOCK: Move method comments from cpp to headers
Diffstat (limited to 'engines/sherlock/people.cpp')
-rw-r--r-- | engines/sherlock/people.cpp | 38 |
1 files changed, 0 insertions, 38 deletions
diff --git a/engines/sherlock/people.cpp b/engines/sherlock/people.cpp index ad7c37a8c4..3a169fa99c 100644 --- a/engines/sherlock/people.cpp +++ b/engines/sherlock/people.cpp @@ -217,9 +217,6 @@ People::~People() { delete[] _portrait._sequences; } -/** - * Reset the player data - */ void People::reset() { // Note: The engine has theoretical support for two player characters but only the first one is used. // Watson is, instead, handled by a different sprite in each scene, with a very simple initial movement, if any @@ -247,9 +244,6 @@ void People::reset() { _walkTo.clear(); } -/** - * Load the walking images for Sherlock - */ bool People::loadWalk() { if (_walkLoaded) { return false; @@ -262,9 +256,6 @@ bool People::loadWalk() { } } -/** - * If the walk data has been loaded, then it will be freed - */ bool People::freeWalk() { if (_walkLoaded) { delete _player._images; @@ -277,11 +268,6 @@ bool People::freeWalk() { } } -/** - * Set the variables for moving a character from one poisition to another - * in a straight line - goAllTheWay must have been previously called to - * check for any obstacles in the path. - */ void People::setWalking() { Map &map = *_vm->_map; Scene &scene = *_vm->_scene; @@ -427,10 +413,6 @@ void People::setWalking() { _player._frameNumber = oldFrame; } -/** - * Bring a moving character to a standing position. If the Scalpel chessboard - * is being displayed, then the chraracter will always face down. - */ void People::gotoStand(Sprite &sprite) { Map &map = *_vm->_map; _walkTo.clear(); @@ -481,9 +463,6 @@ void People::gotoStand(Sprite &sprite) { _allowWalkAbort = true; } -/** - * Walk to the co-ordinates passed, and then face the given direction - */ void People::walkToCoords(const Common::Point &destPos, int destDir) { Events &events = *_vm->_events; Scene &scene = *_vm->_scene; @@ -516,11 +495,6 @@ void People::walkToCoords(const Common::Point &destPos, int destDir) { } } -/** - * Called to set the character walking to the current cursor location. - * It uses the zones and the inter-zone points to determine a series - * of steps to walk to get to that position. - */ void People::goAllTheWay() { Scene &scene = *_vm->_scene; Common::Point srcPt(_player._position.x / 100 + _player.frameWidth() / 2, @@ -608,9 +582,6 @@ void People::goAllTheWay() { } } -/** - * Finds the scene background object corresponding to a specified speaker - */ int People::findSpeaker(int speaker) { Scene &scene = *_vm->_scene; @@ -629,9 +600,6 @@ int People::findSpeaker(int speaker) { return -1; } -/** - * Turn off any currently active portraits, and removes them from being drawn - */ void People::clearTalking() { Scene &scene = *_vm->_scene; Screen &screen = *_vm->_screen; @@ -662,9 +630,6 @@ void People::clearTalking() { } } -/** - * Setup the data for an animating speaker portrait at the top of the screen - */ void People::setTalking(int speaker) { Resources &res = *_vm->_res; @@ -724,9 +689,6 @@ void People::setTalking(int speaker) { } } -/** - * Synchronize the data for a savegame - */ void People::synchronize(Common::Serializer &s) { s.syncAsByte(_holmesOn); s.syncAsSint16LE(_player._position.x); |