From 1df183ffcb08a69ed414afd69284a0596fee4e82 Mon Sep 17 00:00:00 2001 From: Paul Gilbert Date: Tue, 19 May 2015 07:37:55 -0400 Subject: SHERLOCK: Move method comments from cpp to headers --- engines/sherlock/inventory.cpp | 52 ------------------------------------------ 1 file changed, 52 deletions(-) (limited to 'engines/sherlock/inventory.cpp') diff --git a/engines/sherlock/inventory.cpp b/engines/sherlock/inventory.cpp index 2e7791e5f8..28065a1b72 100644 --- a/engines/sherlock/inventory.cpp +++ b/engines/sherlock/inventory.cpp @@ -31,9 +31,6 @@ InventoryItem::InventoryItem(int requiredFlag, const Common::String &name, _examine(examine), _lookFlag(0) { } -/** - * Synchronize the data for an inventory item - */ void InventoryItem::synchronize(Common::Serializer &s) { s.syncAsSint16LE(_requiredFlag); s.syncAsSint16LE(_lookFlag); @@ -56,9 +53,6 @@ Inventory::~Inventory() { freeGraphics(); } -/** - * Free inventory data - */ void Inventory::freeInv() { freeGraphics(); @@ -66,9 +60,6 @@ void Inventory::freeInv() { _invGraphicsLoaded = false; } -/** - * Free any loaded inventory graphics - */ void Inventory::freeGraphics() { for (uint idx = 0; idx < MAX_VISIBLE_INVENTORY; ++idx) delete _invShapes[idx]; @@ -77,10 +68,6 @@ void Inventory::freeGraphics() { _invGraphicsLoaded = false; } -/** - * Load the list of names the inventory items correspond to, if not already loaded, - * and then calls loadGraphics to load the associated graphics - */ void Inventory::loadInv() { // Exit if the inventory names are already loaded if (_names.size() > 0) @@ -104,9 +91,6 @@ void Inventory::loadInv() { loadGraphics(); } -/** - * Load the list of names of graphics for the inventory - */ void Inventory::loadGraphics() { if (_invGraphicsLoaded) return; @@ -126,10 +110,6 @@ void Inventory::loadGraphics() { _invGraphicsLoaded = true; } -/** - * Searches through the list of names that correspond to the inventory items - * and returns the number that matches the passed name - */ int Inventory::findInv(const Common::String &name) { for (int idx = 0; idx < (int)_names.size(); ++idx) { if (name.equalsIgnoreCase(_names[idx])) @@ -140,9 +120,6 @@ int Inventory::findInv(const Common::String &name) { error("Couldn't find inventory item - %s", name.c_str()); } -/** - * Display the character's inventory. The slamIt parameter specifies: - */ void Inventory::putInv(InvSlamMode slamIt) { Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; @@ -198,9 +175,6 @@ void Inventory::putInv(InvSlamMode slamIt) { } } -/** - * Put the game into inventory mode and open the interface window. - */ void Inventory::drawInventory(InvNewMode mode) { Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; @@ -270,10 +244,6 @@ void Inventory::drawInventory(InvNewMode mode) { ui._oldUse = -1; } -/** - * Prints the line of inventory commands at the top of an inventory window with - * the correct highlighting - */ void Inventory::invCommands(bool slamIt) { Screen &screen = *_vm->_screen; UserInterface &ui = *_vm->_ui; @@ -333,9 +303,6 @@ void Inventory::invCommands(bool slamIt) { } } -/** - * Set the highlighting color of a given inventory item - */ void Inventory::highlight(int index, byte color) { Screen &screen = *_vm->_screen; Surface &bb = *screen._backBuffer; @@ -348,9 +315,6 @@ void Inventory::highlight(int index, byte color) { screen.slamArea(8 + slot * 52, 165, 44, 30); } -/** - * Support method for refreshing the display of the inventory - */ void Inventory::refreshInv() { Screen &screen = *_vm->_screen; Talk &talk = *_vm->_talk; @@ -373,9 +337,6 @@ void Inventory::refreshInv() { } } -/** - * Adds a shape from the scene to the player's inventory - */ int Inventory::putNameInInventory(const Common::String &name) { Scene &scene = *_vm->_scene; int matches = 0; @@ -391,10 +352,6 @@ int Inventory::putNameInInventory(const Common::String &name) { return matches; } -/** - * Moves a specified item into the player's inventory If the item has a *PICKUP* use action, - * then the item in the use action are added to the inventory. - */ int Inventory::putItemInInventory(Object &obj) { Scene &scene = *_vm->_scene; int matches = 0; @@ -456,9 +413,6 @@ int Inventory::putItemInInventory(Object &obj) { return matches; } -/** - * Copy the passed object into the inventory - */ void Inventory::copyToInventory(Object &obj) { InventoryItem invItem; invItem._name = obj._name; @@ -471,9 +425,6 @@ void Inventory::copyToInventory(Object &obj) { ++_holdings; } -/** - * Deletes a specified item from the player's inventory - */ int Inventory::deleteItemFromInventory(const Common::String &name) { int invNum = -1; @@ -493,9 +444,6 @@ int Inventory::deleteItemFromInventory(const Common::String &name) { return 1; } -/** - * Synchronize the data for a savegame - */ void Inventory::synchronize(Common::Serializer &s) { s.syncAsSint16LE(_holdings); -- cgit v1.2.3