diff options
| -rw-r--r-- | queen/command.cpp | 35 | ||||
| -rw-r--r-- | queen/graphics.cpp | 2 | ||||
| -rw-r--r-- | queen/walk.cpp | 8 | 
3 files changed, 5 insertions, 40 deletions
| diff --git a/queen/command.cpp b/queen/command.cpp index 7e177a33ac..4c3746eaa9 100644 --- a/queen/command.cpp +++ b/queen/command.cpp @@ -496,8 +496,6 @@ int16 Command::makeJoeWalkTo(int16 x, int16 y, int16 objNum, Verb v, bool mustWa  			p = _vm->walk()->moveJoe(facing, x, y, false);  			if (p != 0) {  				_vm->logic()->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix -				// XXX if(P != 0) P = FIND_VERB -				warning("Command::makeJoeWalkTo() - p is %d but findVerb() is not called", p);  			}			  		}  	} @@ -1237,16 +1235,6 @@ uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDe  void Command::lookAtSelectedObject() { -//	if (_state.selNoun > 0 && _state.selNoun <= _vm->logic()->currentRoomObjMax()) { -//		uint16 objNum = _vm->logic()->currentRoomData() + _state.selNoun; -//		if (_vm->logic()->objectData(objNum)->entryObj == 0) { -//			if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, false) == -2) { -//				// 'I can't get close enough to have a look.' -//				_vm->logic()->makeJoeSpeak(13); -//			} -//		} -//	} -  	uint16 desc;  	if (_state.subject[0] < 0) {  		desc = _vm->logic()->itemData(-_state.subject[0])->description; @@ -1275,29 +1263,6 @@ void Command::lookAtSelectedObject() {  } -//void Command::lookForCurrentItem() { -// -//	if (isVerbInv(_state.verb)) { -//		ItemData *id = findItemData(_state.verb); -//		if (id != NULL && id->name > 0) { -//			if (_state.action == VERB_NONE) { -//				Verb v = State::findDefaultVerb(id->state); -//				_cmdText.setVerb((v == VERB_NONE) ? VERB_LOOK_AT : v); -//			} -//	 -//			const char *name = _vm->logic()->objectName(id->name); -//			if (_state.defaultVerb != VERB_NONE) { -//				_cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb, name); -//			} -//			else { -//				_cmdText.displayTemp(INK_CMD_NORMAL, name); -//			} -//			_state.oldVerb = _state.verb; -//		} -//	} -//} - -  void Command::lookForCurrentObject(int16 cx, int16 cy) {  	uint16 obj = _vm->grid()->findObjectUnderCursor(cx, cy);  	_state.noun = _vm->grid()->findObjectNumber(obj); diff --git a/queen/graphics.cpp b/queen/graphics.cpp index cb30a1fc6c..14ede39b2a 100644 --- a/queen/graphics.cpp +++ b/queen/graphics.cpp @@ -1156,7 +1156,7 @@ void BamScene::playSfx() {  	// the fight bam, where 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 -	// if a sound is already begin played. +	// if a sound is already being played.  	if (_lastSoundIndex == 0 || _index - _lastSoundIndex >= SFX_SKIP) {  		_vm->sound()->playSfx(_vm->logic()->currentRoomSfx());  		_lastSoundIndex = _index; diff --git a/queen/walk.cpp b/queen/walk.cpp index 6bcd0e5146..4bfa62e03f 100644 --- a/queen/walk.cpp +++ b/queen/walk.cpp @@ -449,10 +449,10 @@ int16 Walk::calcC(int16 c1, int16 c2, int16 c3, int16 c4, int16 lastc) {  int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) { -	// 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. +	// 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.  	// 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... | 
