[Scummvm-cvs-logs] CVS: scummvm/queen command.cpp,1.56,1.57 graphics.cpp,1.79,1.80 walk.cpp,1.38,1.39

Gregory Montoir cyx at users.sourceforge.net
Sat Jan 10 14:32:02 CET 2004


Update of /cvsroot/scummvm/scummvm/queen
In directory sc8-pr-cvs1:/tmp/cvs-serv2623/queen

Modified Files:
	command.cpp graphics.cpp walk.cpp 
Log Message:
cleanup

Index: command.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/queen/command.cpp,v
retrieving revision 1.56
retrieving revision 1.57
diff -u -d -r1.56 -r1.57
--- command.cpp	10 Jan 2004 12:56:07 -0000	1.56
+++ command.cpp	10 Jan 2004 22:31:41 -0000	1.57
@@ -496,8 +496,6 @@
 			p = _vm->walk()->moveJoe(facing, x, y, false);
 			if (p != 0) {
 				_vm->logic()->newRoom(0); // cancel makeJoeWalkTo, that should be equivalent to cr10 fix
-				// XXX if(P != 0) P = FIND_VERB
-				warning("Command::makeJoeWalkTo() - p is %d but findVerb() is not called", p);
 			}			
 		}
 	}
@@ -1237,16 +1235,6 @@
 
 
 void Command::lookAtSelectedObject() {
-//	if (_state.selNoun > 0 && _state.selNoun <= _vm->logic()->currentRoomObjMax()) {
-//		uint16 objNum = _vm->logic()->currentRoomData() + _state.selNoun;
-//		if (_vm->logic()->objectData(objNum)->entryObj == 0) {
-//			if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, false) == -2) {
-//				// 'I can't get close enough to have a look.'
-//				_vm->logic()->makeJoeSpeak(13);
-//			}
-//		}
-//	}
-
 	uint16 desc;
 	if (_state.subject[0] < 0) {
 		desc = _vm->logic()->itemData(-_state.subject[0])->description;
@@ -1273,29 +1261,6 @@
 	_vm->logic()->makeJoeSpeak(desc, true);
 	_vm->logic()->joeFace();
 }
-
-
-//void Command::lookForCurrentItem() {
-//
-//	if (isVerbInv(_state.verb)) {
-//		ItemData *id = findItemData(_state.verb);
-//		if (id != NULL && id->name > 0) {
-//			if (_state.action == VERB_NONE) {
-//				Verb v = State::findDefaultVerb(id->state);
-//				_cmdText.setVerb((v == VERB_NONE) ? VERB_LOOK_AT : v);
-//			}
-//	
-//			const char *name = _vm->logic()->objectName(id->name);
-//			if (_state.defaultVerb != VERB_NONE) {
-//				_cmdText.displayTemp(INK_CMD_LOCK, true, _state.defaultVerb, name);
-//			}
-//			else {
-//				_cmdText.displayTemp(INK_CMD_NORMAL, name);
-//			}
-//			_state.oldVerb = _state.verb;
-//		}
-//	}
-//}
 
 
 void Command::lookForCurrentObject(int16 cx, int16 cy) {

Index: graphics.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/queen/graphics.cpp,v
retrieving revision 1.79
retrieving revision 1.80
diff -u -d -r1.79 -r1.80
--- graphics.cpp	10 Jan 2004 16:23:34 -0000	1.79
+++ graphics.cpp	10 Jan 2004 22:31:41 -0000	1.80
@@ -1156,7 +1156,7 @@
 	// the fight bam, where the number of 'sfx bam frames' is too much 
 	// important / too much closer. The original game does not have
 	// this problem since their playSfx() function returns immediately
-	// if a sound is already begin played.
+	// if a sound is already being played.
 	if (_lastSoundIndex == 0 || _index - _lastSoundIndex >= SFX_SKIP) {
 		_vm->sound()->playSfx(_vm->logic()->currentRoomSfx());
 		_lastSoundIndex = _index;

Index: walk.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/queen/walk.cpp,v
retrieving revision 1.38
retrieving revision 1.39
diff -u -d -r1.38 -r1.39
--- walk.cpp	8 Jan 2004 14:10:32 -0000	1.38
+++ walk.cpp	10 Jan 2004 22:31:41 -0000	1.39
@@ -449,10 +449,10 @@
 
 
 int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) {
-	// In order to locate the nearest available area, the original  algorithm
-	// computes the X (or Y) closest face distance for each available area. We
-	// simply added the case where the pointer is neither lying in the X range
-	// nor in the Y one.
+	// FIXME - in order to locate the nearest available area, the original 
+	// algorithm computes the X (or Y) closest face distance for each available 
+	// area. We simply added the case where the pointer is neither lying in the 
+	// X range nor in the Y one.
 	// To get an example of this in action, in the room D1, make Joe walking
 	// to the wall at the right of the window (just above the radiator). On the
 	// original game, Joe will go to the left door...





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