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Diffstat (limited to 'engines/gnap/grid.cpp')
-rw-r--r--engines/gnap/grid.cpp16
1 files changed, 14 insertions, 2 deletions
diff --git a/engines/gnap/grid.cpp b/engines/gnap/grid.cpp
index baf1a67f93..5b2f5aa454 100644
--- a/engines/gnap/grid.cpp
+++ b/engines/gnap/grid.cpp
@@ -581,12 +581,14 @@ bool GnapEngine::gnapWalkTo(int gridX, int gridY, int animationIndex, int sequen
_gnapWalkNodes[index].id = index + 20 * _gnapWalkNodes[index].gridY1;
if (_gnapWalkNodes[index].deltaX == 1 && _gnapWalkNodes[index].deltaY == 0) {
if (index % 2) {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, 0x7AB), _gnapWalkNodes[index].id,
makeRid(gnapSequenceDatNum, gnapSequenceId), gnapId,
9, 0, 75 * _gnapWalkNodes[index].gridX1 - _gnapGridX, 48 * _gnapWalkNodes[index].gridY1 - _gnapGridY);
_gnapWalkNodes[index].sequenceId = 0x7AB;
gnapSequenceId = 0x7AB;
} else {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, 0x7AC), _gnapWalkNodes[index].id,
makeRid(gnapSequenceDatNum, gnapSequenceId), gnapId,
9, 0, 75 * _gnapWalkNodes[index].gridX1 - _gnapGridX, 48 * _gnapWalkNodes[index].gridY1 - _gnapGridY);
@@ -595,12 +597,14 @@ bool GnapEngine::gnapWalkTo(int gridX, int gridY, int animationIndex, int sequen
}
} else if (_gnapWalkNodes[index].deltaX == -1 && _gnapWalkNodes[index].deltaY == 0) {
if (index % 2) {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, 0x7AF), _gnapWalkNodes[index].id,
makeRid(gnapSequenceDatNum, gnapSequenceId), gnapId,
9, 0, 75 * _gnapWalkNodes[index].gridX1 - _gnapGridX, 48 * _gnapWalkNodes[index].gridY1 - _gnapGridY);
_gnapWalkNodes[index].sequenceId = 0x7AF;
gnapSequenceId = 0x7AF;
} else {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, 0x7B0), _gnapWalkNodes[index].id,
makeRid(gnapSequenceDatNum, gnapSequenceId), gnapId,
9, 0, 75 * _gnapWalkNodes[index].gridX1 - _gnapGridX, 48 * _gnapWalkNodes[index].gridY1 - _gnapGridY);
@@ -613,6 +617,7 @@ bool GnapEngine::gnapWalkTo(int gridX, int gridY, int animationIndex, int sequen
else
_gnapWalkNodes[index].id += 10;
int newSequenceId = getGnapWalkSequenceId(_gnapWalkNodes[index].deltaX, _gnapWalkNodes[index].deltaY);
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, newSequenceId), _gnapWalkNodes[index].id,
makeRid(gnapSequenceDatNum, gnapSequenceId), gnapId,
9, 0, 75 * _gnapWalkNodes[index].gridX1 - _gnapGridX, 48 * _gnapWalkNodes[index].gridY1 - _gnapGridY);
@@ -633,7 +638,7 @@ bool GnapEngine::gnapWalkTo(int gridX, int gridY, int animationIndex, int sequen
_gameSys->setAnimation(makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId, animationIndex);
} else if (animationIndex >= 0) {
_gameSys->setAnimation(0x107D3, 1, animationIndex);
- _gameSys->insertSequence(0x107D3, 1, 0, 0, 0, 0, 0, 0);
+ _gameSys->insertSequence(0x107D3, 1, 0, 0, kSeqNone, 0, 0, 0);
}
} else {
if (sequenceId >= 0 && sequenceId != -1) {
@@ -694,10 +699,12 @@ bool GnapEngine::gnapWalkTo(int gridX, int gridY, int animationIndex, int sequen
}
if (flags & 4) {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId,
makeRid(gnapSequenceDatNum, gnapSequenceId), gnapId,
9, 0, 0, 0);
} else {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(_gnapSequenceDatNum, _gnapSequenceId), _gnapId,
makeRid(gnapSequenceDatNum, gnapSequenceId), gnapId,
9, 0, 75 * _gnapWalkDestX - _gnapGridX, 48 * _gnapWalkDestY - _gnapGridY);
@@ -1234,12 +1241,14 @@ bool GnapEngine::platypusWalkTo(int gridX, int gridY, int animationIndex, int se
_platWalkNodes[index].id = index + 20 * _platWalkNodes[index].gridY1;
if (_platWalkNodes[index].deltaX == 1 && _platWalkNodes[index].deltaY == 0) {
if (index % 2) {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, 0x7CD), _platWalkNodes[index].id,
makeRid(platSequenceDatNum, platSequenceId), platId,
9, 0, 75 * _platWalkNodes[index].gridX1 - _platGridX, 48 * _platWalkNodes[index].gridY1 - _platGridY);
_platWalkNodes[index].sequenceId = 0x7CD;
platSequenceId = 0x7CD;
} else {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, 0x7CE), _platWalkNodes[index].id,
makeRid(platSequenceDatNum, platSequenceId), platId,
9, 0, 75 * _platWalkNodes[index].gridX1 - _platGridX, 48 * _platWalkNodes[index].gridY1 - _platGridY);
@@ -1248,12 +1257,14 @@ bool GnapEngine::platypusWalkTo(int gridX, int gridY, int animationIndex, int se
}
} else if (_platWalkNodes[index].deltaX == -1 && _platWalkNodes[index].deltaY == 0) {
if (index % 2) {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, 0x7CF), _platWalkNodes[index].id,
makeRid(platSequenceDatNum, platSequenceId), platId,
9, 0, 75 * _platWalkNodes[index].gridX1 - _platGridX, 48 * _platWalkNodes[index].gridY1 - _platGridY);
_platWalkNodes[index].sequenceId = 0x7CF;
platSequenceId = 0x7CF;
} else {
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, 0x7D0), _platWalkNodes[index].id,
makeRid(platSequenceDatNum, platSequenceId), platId,
9, 0, 75 * _platWalkNodes[index].gridX1 - _platGridX, 48 * _platWalkNodes[index].gridY1 - _platGridY);
@@ -1266,6 +1277,7 @@ bool GnapEngine::platypusWalkTo(int gridX, int gridY, int animationIndex, int se
else
_platWalkNodes[index].id += 10;
int newSequenceId = getBeaverWalkSequenceId(_platWalkNodes[index].deltaX, _platWalkNodes[index].deltaY);
+ // CHECKME: check the value of the flag
_gameSys->insertSequence(makeRid(datNum, newSequenceId), _platWalkNodes[index].id,
makeRid(platSequenceDatNum, platSequenceId), platId,
9, 0, 75 * _platWalkNodes[index].gridX1 - _platGridX, 48 * _platWalkNodes[index].gridY1 - _platGridY);
@@ -1294,7 +1306,7 @@ bool GnapEngine::platypusWalkTo(int gridX, int gridY, int animationIndex, int se
_gameSys->setAnimation(makeRid(_beaverSequenceDatNum, _beaverSequenceId), _beaverId, animationIndex);
} else if (animationIndex >= 0) {
_gameSys->setAnimation(0x107D3, 1, animationIndex);
- _gameSys->insertSequence(0x107D3, 1, 0, 0, 0, 0, 0, 0);
+ _gameSys->insertSequence(0x107D3, 1, 0, 0, kSeqNone, 0, 0, 0);
}
} else {
if (sequenceId >= 0 && sequenceId != -1) {