aboutsummaryrefslogtreecommitdiff
path: root/engines
diff options
context:
space:
mode:
Diffstat (limited to 'engines')
-rw-r--r--engines/agi/loader_preagi.cpp2
-rw-r--r--engines/agi/loader_v2.cpp4
-rw-r--r--engines/agi/loader_v3.cpp2
-rw-r--r--engines/agi/predictive.cpp2
-rw-r--r--engines/agi/sound.cpp2
-rw-r--r--engines/agi/text.cpp2
-rw-r--r--engines/engine.cpp2
-rw-r--r--engines/parallaction/parallaction.cpp2
-rw-r--r--engines/queen/cutaway.cpp2
-rw-r--r--engines/scumm/actor.cpp6
-rw-r--r--engines/scumm/charset.cpp2
-rw-r--r--engines/scumm/insane/insane.cpp2
-rw-r--r--engines/scumm/insane/insane_scenes.cpp4
-rw-r--r--engines/scumm/object.cpp4
-rw-r--r--engines/scumm/resource.cpp2
-rw-r--r--engines/scumm/string.cpp2
-rw-r--r--engines/scumm/verbs.cpp4
17 files changed, 33 insertions, 13 deletions
diff --git a/engines/agi/loader_preagi.cpp b/engines/agi/loader_preagi.cpp
index 09bdf9f921..7d155b961f 100644
--- a/engines/agi/loader_preagi.cpp
+++ b/engines/agi/loader_preagi.cpp
@@ -273,6 +273,8 @@ int AgiLoader_preagi::loadResource(int t, byte* n) {
if (n != NULL) {
_vm->_game.pictures[0].rdata = n;
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
_vm->_game.dirPic[0].len = 4096; //FIXME
_vm->_game.dirPic[0].flags |= RES_LOADED;
} else {
diff --git a/engines/agi/loader_v2.cpp b/engines/agi/loader_v2.cpp
index 593ca40384..8131efbca1 100644
--- a/engines/agi/loader_v2.cpp
+++ b/engines/agi/loader_v2.cpp
@@ -174,9 +174,7 @@ uint8 *AgiLoader_v2::loadVolRes(struct AgiDir *agid) {
}
} else {
#if 0
- /* FIXME: call some panic handler instead of
- * deiniting directly
- */
+ // FIXME: call some panic handler instead of deiniting directly
deinitVideoMode();
#endif
report("Error: bad signature %04x\n", sig);
diff --git a/engines/agi/loader_v3.cpp b/engines/agi/loader_v3.cpp
index dc419a7afe..8a3a7d2b29 100644
--- a/engines/agi/loader_v3.cpp
+++ b/engines/agi/loader_v3.cpp
@@ -229,6 +229,8 @@ uint8 *AgiLoader_v3::loadVolRes(AgiDir *agid) {
if (READ_BE_UINT16((uint8 *) x) != 0x1234) {
#if 0
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
/* FIXME */
deinitVideoMode();
#endif
diff --git a/engines/agi/predictive.cpp b/engines/agi/predictive.cpp
index eef4360cbf..8da7f22889 100644
--- a/engines/agi/predictive.cpp
+++ b/engines/agi/predictive.cpp
@@ -199,6 +199,8 @@ bool AgiEngine::predictiveDialog(void) {
color2 = 7;
}
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
bool _addIsActive = false; // FIXME
if (i == 10 && !_addIsActive) { // Add
color2 = 7;
diff --git a/engines/agi/sound.cpp b/engines/agi/sound.cpp
index 64b04784d8..99d29bcc6b 100644
--- a/engines/agi/sound.cpp
+++ b/engines/agi/sound.cpp
@@ -823,6 +823,8 @@ uint32 SoundMgr::mixSound(void) {
p += (uint32) 118600 *4 / _chn[c].freq;
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
/* FIXME */
if (_chn[c].flags & AGI_SOUND_LOOP) {
p %= _chn[c].size << 8;
diff --git a/engines/agi/text.cpp b/engines/agi/text.cpp
index 1d653a9415..bb334d0401 100644
--- a/engines/agi/text.cpp
+++ b/engines/agi/text.cpp
@@ -67,6 +67,8 @@ void AgiEngine::printText2(int l, const char *msg, int foff, int xoff, int yoff,
for (m = (const unsigned char *)msg, x1 = y1 = 0; *m; m++) {
if (*m >= 0x20 || *m == 1 || *m == 2 || *m == 3) {
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
/* FIXME */
int ypos;
diff --git a/engines/engine.cpp b/engines/engine.cpp
index f2b7198510..9750812f5e 100644
--- a/engines/engine.cpp
+++ b/engines/engine.cpp
@@ -43,7 +43,7 @@
extern bool isSmartphone(void);
#endif
-// FIXME - BIG HACK for MidiEmu & error()
+// FIXME: HACK for MidiEmu & error()
Engine *g_engine = 0;
diff --git a/engines/parallaction/parallaction.cpp b/engines/parallaction/parallaction.cpp
index 7e5221d6ae..f74fec578d 100644
--- a/engines/parallaction/parallaction.cpp
+++ b/engines/parallaction/parallaction.cpp
@@ -95,6 +95,8 @@ static Job *_jRunScripts = NULL;
Parallaction::Parallaction(OSystem *syst) :
Engine(syst) {
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
// FIXME
_vm = this;
diff --git a/engines/queen/cutaway.cpp b/engines/queen/cutaway.cpp
index 5da0548108..721d7bb318 100644
--- a/engines/queen/cutaway.cpp
+++ b/engines/queen/cutaway.cpp
@@ -365,7 +365,7 @@ void Cutaway::changeRooms(CutawayObject &object) {
_vm->logic()->oldRoom(_initialRoom);
- // FIXME - Cutaway c41f is played at the end of the command 0x178. This command
+ // FIXME: Cutaway c41f is played at the end of the command 0x178. This command
// setups some persons and associates bob slots to them. They should be hidden as
// their y coordinate is > 150, but they aren't ! As a workaround, we display the room
// with the panel area enabled. We do the same problem for cutaway c62c.
diff --git a/engines/scumm/actor.cpp b/engines/scumm/actor.cpp
index bf8e85bb99..38517c1d69 100644
--- a/engines/scumm/actor.cpp
+++ b/engines/scumm/actor.cpp
@@ -523,7 +523,7 @@ void Actor_v2::walkActor() {
if (_moving & MF_TURN) {
new_dir = updateActorDirection(false);
- // FIXME -- is this correct?
+ // FIXME: is this correct?
if (_facing != new_dir)
setDirection(new_dir);
else
@@ -670,7 +670,7 @@ int Actor::remapDirection(int dir, bool is_walking) {
bool flipX;
bool flipY;
- // FIXME - It seems that at least in The Dig the original code does
+ // FIXME: It seems that at least in The Dig the original code does
// check _ignoreBoxes here. However, it breaks some animations in Loom,
// causing Bobbin to face towards the camera instead of away from it
// in some places: After the tree has been destroyed by lightning, and
@@ -1902,7 +1902,7 @@ void ScummEngine::actorTalk(const byte *msg) {
convertMessageToString(msg, _charsetBuffer, sizeof(_charsetBuffer));
- // FIXME: Workaround for bugs #770039 and #770049
+ // WORKAROUND for bugs #770039 and #770049
if (_game.id == GID_LOOM) {
if (!*_charsetBuffer)
return;
diff --git a/engines/scumm/charset.cpp b/engines/scumm/charset.cpp
index df4cfb34a8..056eacd318 100644
--- a/engines/scumm/charset.cpp
+++ b/engines/scumm/charset.cpp
@@ -74,6 +74,8 @@ void ScummEngine::loadCJKFont() {
break;
case Common::JA_JPN:
fontFile = (_game.id == GID_DIG) ? "kanji16.fnt" : "japanese.fnt";
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
numChar = 1024; //FIXME
break;
case Common::ZH_TWN:
diff --git a/engines/scumm/insane/insane.cpp b/engines/scumm/insane/insane.cpp
index 252407913e..141f444403 100644
--- a/engines/scumm/insane/insane.cpp
+++ b/engines/scumm/insane/insane.cpp
@@ -1169,6 +1169,8 @@ int Insane::smlayer_loadCostume(int id, int phase) {
_vm->ensureResourceLoaded(rtCostume, resid);
_vm->_res->setResourceCounter(rtCostume, resid, 1);
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
// smlayer_lock(rtCostume, resid); // FIXME
if (phase == 1) {
diff --git a/engines/scumm/insane/insane_scenes.cpp b/engines/scumm/insane/insane_scenes.cpp
index 5843e85f0f..24f80a92e2 100644
--- a/engines/scumm/insane/insane_scenes.cpp
+++ b/engines/scumm/insane/insane_scenes.cpp
@@ -171,6 +171,8 @@ void Insane::runScene(int arraynum) {
writeArray(339, _enemy[EN_VULTF2].isEmpty);
writeArray(340, _enemy[EN_VULTM2].isEmpty);
}
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
// insane_unlock(); // FIXME
_vm->_sound->stopAllSounds(); // IMUSE_StopAllSounds();
}
@@ -328,6 +330,8 @@ int Insane::loadSceneData(int scene, int flag, int phase) {
int retvalue = 1;
debugC(DEBUG_INSANE, "Insane::loadSceneData(%d, %d, %d)", scene, flag, phase);
+ // FIXME: Fingolfin asks: why is there a FIXME here? Please either clarify what
+ // needs fixing, or remove it!
//if (phase == 1) /// FIXME
// insane_unlock();
switch (scene) {
diff --git a/engines/scumm/object.cpp b/engines/scumm/object.cpp
index c7d6b6583d..128270538d 100644
--- a/engines/scumm/object.cpp
+++ b/engines/scumm/object.cpp
@@ -1395,7 +1395,9 @@ void ScummEngine::findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint id,
if (id2 == (uint16)id) {
if (findWhat & foCodeHeader) {
fo->obcd = obcdptr;
- fo->cdhd = (const CodeHeader *)(obcdptr + 10); // TODO - FIXME
+ // We assume that the code header starts at a fixed offset.
+ // A bit hackish, but works reasonably well.
+ fo->cdhd = (const CodeHeader *)(obcdptr + 10);
}
if (findWhat & foImageHeader) {
fo->obim = obimptr;
diff --git a/engines/scumm/resource.cpp b/engines/scumm/resource.cpp
index 88df9da6c7..d96ecc58f6 100644
--- a/engines/scumm/resource.cpp
+++ b/engines/scumm/resource.cpp
@@ -597,7 +597,7 @@ void ScummEngine::ensureResourceLoaded(int type, int i) {
i = _resourceMapper[i & 0x7F];
}
- // FIXME - TODO: This check used to be "i==0". However, that causes
+ // FIXME: This check used to be "i==0". However, that causes
// problems when using this function to ensure charset 0 is loaded.
// This is done for many games, e.g. Zak256 or Indy3 (EGA and VGA).
// For now we restrict the check to anything which is not a charset.
diff --git a/engines/scumm/string.cpp b/engines/scumm/string.cpp
index 62a29b3013..83b4e90cf6 100644
--- a/engines/scumm/string.cpp
+++ b/engines/scumm/string.cpp
@@ -586,7 +586,7 @@ void ScummEngine::CHARSET_1() {
_nextTop += _charset->getFontHeight();
}
if (_game.version > 3) {
- // FIXME - is this really needed?
+ // FIXME: is this really needed?
_charset->_disableOffsX = true;
}
continue;
diff --git a/engines/scumm/verbs.cpp b/engines/scumm/verbs.cpp
index 953ed90a1a..3c5713d241 100644
--- a/engines/scumm/verbs.cpp
+++ b/engines/scumm/verbs.cpp
@@ -1014,8 +1014,8 @@ void ScummEngine::setVerbObject(uint room, uint object, uint verb) {
} else if (_game.features & GF_SMALL_HEADER) {
for (i = (_numLocalObjects-1); i > 0; i--) {
if (_objs[i].obj_nr == object) {
- // FIXME - the only thing we need from the OBCD is the image size!
- // So we could use almost the same code (save for offsets)
+ // FIXME: the only thing we need from the OBCD is the image size!
+ // So we could use almost the same code (except for offsets)
// as in the GF_OLD_BUNDLE code. But of course that would break save games
// unless we insert special conversion code... <sigh>
findObjectInRoom(&foir, foImageHeader, object, room);