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-rw-r--r--engines/illusions/bbdou/bbdou_cursor.cpp5
-rw-r--r--engines/illusions/bbdou/bbdou_inventory.cpp1
-rw-r--r--engines/illusions/bbdou/bbdou_specialcode.cpp10
-rw-r--r--engines/illusions/bbdou/illusions_bbdou.cpp2
4 files changed, 6 insertions, 12 deletions
diff --git a/engines/illusions/bbdou/bbdou_cursor.cpp b/engines/illusions/bbdou/bbdou_cursor.cpp
index 2d546def04..e9046c3e90 100644
--- a/engines/illusions/bbdou/bbdou_cursor.cpp
+++ b/engines/illusions/bbdou/bbdou_cursor.cpp
@@ -48,7 +48,6 @@ void BbdouCursor::init(uint32 objectId, uint32 progResKeywordId) {
_vm->_controls->placeActor(0x50001, pos, 0x6000C, objectId, 0);
Control *control = _vm->_dict->getObjectControl(objectId);
- // TODO? control->_actor->setControlRoutine(new Common::Functor2Mem<Control*, uint32, void, BbdouCursor>(this, &BbdouCursor::actorControlRoutine1));
control->_flags |= 8;
_data._mode = 1;
@@ -100,7 +99,6 @@ void BbdouCursor::disable(uint32 objectId) {
void BbdouCursor::reset(uint32 objectId) {
Control *control = _vm->_dict->getObjectControl(objectId);
-
_data._verbState._cursorState = 1;
_data._mode = 1;
_data._mode2 = 0;
@@ -125,10 +123,7 @@ void BbdouCursor::reset(uint32 objectId) {
resetActiveVerbs();
control->setActorIndexTo1();
control->startSequenceActor(0x60029, 2, 0);
-
_bbdou->hideVerbBubble(control->_objectId, &_data._verbState);
- // TODO? control->_actor->setControlRoutine(new Common::Functor2Mem<Control*, uint32, void, BbdouCursor>(this, &BbdouCursor::cursorInteractControlRoutine));
-
}
void BbdouCursor::addCursorSequenceId(uint32 objectId, uint32 sequenceId) {
diff --git a/engines/illusions/bbdou/bbdou_inventory.cpp b/engines/illusions/bbdou/bbdou_inventory.cpp
index 14c2d769dd..88184b9807 100644
--- a/engines/illusions/bbdou/bbdou_inventory.cpp
+++ b/engines/illusions/bbdou/bbdou_inventory.cpp
@@ -298,7 +298,6 @@ void BbdouInventory::clear() {
}
void BbdouInventory::cause0x1B0001(TriggerFunction *triggerFunction, uint32 callingThreadId) {
- // TODO
uint32 foundSceneId, foundVerbId, foundObjectId2, foundObjectId;
bool found = false;
InventoryBag *inventoryBag = getInventoryBag(_activeInventorySceneId);
diff --git a/engines/illusions/bbdou/bbdou_specialcode.cpp b/engines/illusions/bbdou/bbdou_specialcode.cpp
index 9bdab0c875..542b3d8aa3 100644
--- a/engines/illusions/bbdou/bbdou_specialcode.cpp
+++ b/engines/illusions/bbdou/bbdou_specialcode.cpp
@@ -220,8 +220,9 @@ void BbdouSpecialCode::resetBeforeResumeSavegame() {
_vm->_threads->terminateThreads(0);
_vm->reset();
_vm->_input->activateButton(0xFFFF);
- // TODO _vm->stopMusic();
- // TODO _vm->_gameStates->clear();
+ _vm->_soundMan->stopMusic();
+ _vm->_scriptResource->_blockCounters.clear();
+ _vm->_scriptResource->_properties.clear();
_cursor->reset(0x0004001A);
setCursorControlRoutine(0x0004001A, 0);
_cursor->enable(0x0004001A);
@@ -934,9 +935,8 @@ void BbdouSpecialCode::cursorCrosshairControlRoutine(Control *cursorControl, uin
}
} else if (_vm->_input->pollEvent(kEventRightClick) && cursorData._verbState._isBubbleVisible && !cursorData._verbState._flag56) {
- // TODO I don't think this is used; _isBubbleVisible seems to be always 0 here
- debug("Cursor_sub_10004DD0 TODO");
- // TODO Cursor_sub_10004DD0(controla->objectId, cursorData->currOverlappedObjectId, cursorData->holdingObjectId, &cursorData->verbState);
+ // I don't think this is used; _isBubbleVisible seems to be always 0 here
+ warning("Cursor function not implemented");
}
} else if (_vm->_input->pollEvent(kEventLeftClick)) {
diff --git a/engines/illusions/bbdou/illusions_bbdou.cpp b/engines/illusions/bbdou/illusions_bbdou.cpp
index 7e443e2361..30726ea48e 100644
--- a/engines/illusions/bbdou/illusions_bbdou.cpp
+++ b/engines/illusions/bbdou/illusions_bbdou.cpp
@@ -659,7 +659,7 @@ bool IllusionsEngine_BBDOU::findTriggerCause(uint32 sceneId, uint32 verbId, uint
void IllusionsEngine_BBDOU::reset() {
_scriptResource->_blockCounters.clear();
_scriptResource->_properties.clear();
- // TODO script_sub_417FF0(1, 0);
+ setTextDuration(1, 0);
}
void IllusionsEngine_BBDOU::loadSavegameFromScript(int16 slotNum, uint32 callingThreadId) {