diff options
Diffstat (limited to 'engines/gnap/grid.cpp')
-rw-r--r-- | engines/gnap/grid.cpp | 16 |
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) { |