[Scummvm-cvs-logs] SF.net SVN: scummvm: [20975] scummvm/trunk/engines/queen

cyx at users.sourceforge.net cyx at users.sourceforge.net
Tue Feb 28 14:22:00 CET 2006


Revision: 20975
Author:   cyx
Date:     2006-02-28 14:20:13 -0800 (Tue, 28 Feb 2006)
ViewCVS:  http://svn.sourceforge.net/scummvm?rev=20975&view=rev

Log Message:
-----------
updated some bugs/issues comments and removed wrong 'FIXME' markers.

Modified Paths:
--------------
    scummvm/trunk/engines/queen/cutaway.cpp
    scummvm/trunk/engines/queen/graphics.cpp
    scummvm/trunk/engines/queen/logic.cpp
    scummvm/trunk/engines/queen/talk.cpp
    scummvm/trunk/engines/queen/walk.cpp
Modified: scummvm/trunk/engines/queen/cutaway.cpp
===================================================================
--- scummvm/trunk/engines/queen/cutaway.cpp	2006-02-28 18:59:15 UTC (rev 20974)
+++ scummvm/trunk/engines/queen/cutaway.cpp	2006-02-28 22:20:13 UTC (rev 20975)
@@ -364,19 +364,18 @@
 
 	_vm->logic()->oldRoom(_initialRoom);
 
-	// FIXME - the first cutaway 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 ! A (temporary)
-	// workaround is to display the room with the panel area enabled. Same problem
-	// for cutaway c62c.
+	// 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.
 	int16 comPanel = _comPanel;
 	if ((strcmp(_basename, "c41f") == 0 && _temporaryRoom == 106 && object.room == 41) ||
 		(strcmp(_basename, "c62c") == 0 && _temporaryRoom == 105 && object.room == 41)) {
 		comPanel = 1;
 	}
 
-	// FIXME - in the original engine, panel is hidden once the 'head room' is displayed, we
-	// do it before (ie before palette fading)
+	// Hide panel before displaying the 'head room' (ie. before palette fading). This doesn't
+	// match the original engine, but looks better to me.
 	if (object.room == FAYE_HEAD || object.room == AZURA_HEAD || object.room == FRANK_HEAD) {
 		comPanel = 2;
 	}

Modified: scummvm/trunk/engines/queen/graphics.cpp
===================================================================
--- scummvm/trunk/engines/queen/graphics.cpp	2006-02-28 18:59:15 UTC (rev 20974)
+++ scummvm/trunk/engines/queen/graphics.cpp	2006-02-28 22:20:13 UTC (rev 20975)
@@ -1119,10 +1119,10 @@
 }
 
 void BamScene::playSfx() {
-	// FIXME - we don't play all sfx here. This is only necessary for
-	// the fight bam, where the number of 'sfx bam frames' is too much
+	// Don't try to play all the sounds. This is only necessary for the 
+	// fight bam, in which 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
+	// this problem since its playSfx() function returns immediately
 	// if a sound is already being played.
 	if (_lastSoundIndex == 0 || _index - _lastSoundIndex >= SFX_SKIP) {
 		_vm->sound()->playSfx(_vm->logic()->currentRoomSfx(), false);

Modified: scummvm/trunk/engines/queen/logic.cpp
===================================================================
--- scummvm/trunk/engines/queen/logic.cpp	2006-02-28 18:59:15 UTC (rev 20974)
+++ scummvm/trunk/engines/queen/logic.cpp	2006-02-28 22:20:13 UTC (rev 20975)
@@ -230,9 +230,9 @@
 		_joeResponse.push_back(queen2jas.nextLine());
 	}
 
-	// FIXME - the spanish version adds some space characters (0x20) at the
-	// beginning and the end of the journal button captions. As we don't need
-	// that 'trick' to center horizontally the texts, we simply trim them.
+	// Spanish version adds some space characters (0x20) at the beginning
+	// and the end of the journal button captions. As the engine computes
+	// the text width to center it, we need to trim those strings.
 	if (_vm->resource()->getLanguage() == SPANISH) {
 		for (i = 30; i <= 35; i++) {
 			_joeResponse[i] = trim(_joeResponse[i]);
@@ -1265,7 +1265,7 @@
 
 	_newRoom = objectData(_entryObj)->room;
 
-	// FIXME - only a few commands can be triggered from this room :
+	// Only a few commands can be triggered from this room :
 	// piton -> crash  : 0x216 (obj1=0x2a, song=3)
 	// piton -> floda  : 0x217 (obj1=0x29, song=16)
 	// piton -> bob    : 0x219 (obj1=0x2f, song=6)

Modified: scummvm/trunk/engines/queen/talk.cpp
===================================================================
--- scummvm/trunk/engines/queen/talk.cpp	2006-02-28 18:59:15 UTC (rev 20974)
+++ scummvm/trunk/engines/queen/talk.cpp	2006-02-28 22:20:13 UTC (rev 20975)
@@ -795,9 +795,8 @@
 	char voiceFileName[MAX_STRING_SIZE];
 	sprintf(voiceFileName, "%s%1x", voiceFilePrefix, index + 1);
 
-	// FIXME - it seems the french talkie version has a useless voice file ;
-	// the c30e_102 file is very similar to c30e_101, so there is no need to
-	// play it. This voice was used in room 30 (N8) when talking to Klunk.
+	// French talkie version has a useless voice file ;	c30e_102 file is the same as c30e_101,
+	// so there is no need to play it. This voice was used in room 30 (N8) when talking to Klunk.
 	if (!(_vm->resource()->getLanguage() == FRENCH && !strcmp(voiceFileName, "c30e_102"))
 		&& _vm->sound()->speechOn())
 		_vm->sound()->playSfx(voiceFileName, true);

Modified: scummvm/trunk/engines/queen/walk.cpp
===================================================================
--- scummvm/trunk/engines/queen/walk.cpp	2006-02-28 18:59:15 UTC (rev 20974)
+++ scummvm/trunk/engines/queen/walk.cpp	2006-02-28 22:20:13 UTC (rev 20975)
@@ -428,10 +428,9 @@
 }
 
 int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) {
-	// 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.
+	// In order to locate the nearest available area, the original algorithm 
+	// computes the horizontal and vertical distances for each available area.
+	// Unlike the original, we also compute the diagonal distance.
 	// 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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