[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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