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updated some bugs/issues comments and removed wrong 'FIXME' markers.
svn-id: r20975
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@ -364,19 +364,18 @@ void Cutaway::changeRooms(CutawayObject &object) {
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_vm->logic()->oldRoom(_initialRoom);
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// FIXME - the first cutaway is played at the end of the command 0x178. This
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// command setups some persons and associates bob slots to them. They should be
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// hidden as their y coordinate is > 150, but they aren't ! A (temporary)
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// workaround is to display the room with the panel area enabled. Same problem
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// for cutaway c62c.
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// FIXME - Cutaway c41f is played at the end of the command 0x178. This command
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// setups some persons and associates bob slots to them. They should be hidden as
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// their y coordinate is > 150, but they aren't ! As a workaround, we display the room
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// with the panel area enabled. We do the same problem for cutaway c62c.
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int16 comPanel = _comPanel;
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if ((strcmp(_basename, "c41f") == 0 && _temporaryRoom == 106 && object.room == 41) ||
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(strcmp(_basename, "c62c") == 0 && _temporaryRoom == 105 && object.room == 41)) {
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comPanel = 1;
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}
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// FIXME - in the original engine, panel is hidden once the 'head room' is displayed, we
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// do it before (ie before palette fading)
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// Hide panel before displaying the 'head room' (ie. before palette fading). This doesn't
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// match the original engine, but looks better to me.
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if (object.room == FAYE_HEAD || object.room == AZURA_HEAD || object.room == FRANK_HEAD) {
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comPanel = 2;
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}
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@ -1119,10 +1119,10 @@ BamScene::BamScene(QueenEngine *vm)
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}
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void BamScene::playSfx() {
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// FIXME - we don't play all sfx here. This is only necessary for
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// the fight bam, where the number of 'sfx bam frames' is too much
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// Don't try to play all the sounds. This is only necessary for the
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// fight bam, in which the number of 'sfx bam frames' is too much
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// important / too much closer. The original game does not have
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// this problem since their playSfx() function returns immediately
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// this problem since its playSfx() function returns immediately
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// if a sound is already being played.
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if (_lastSoundIndex == 0 || _index - _lastSoundIndex >= SFX_SKIP) {
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_vm->sound()->playSfx(_vm->logic()->currentRoomSfx(), false);
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@ -230,9 +230,9 @@ void Logic::initialise() {
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_joeResponse.push_back(queen2jas.nextLine());
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}
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// FIXME - the spanish version adds some space characters (0x20) at the
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// beginning and the end of the journal button captions. As we don't need
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// that 'trick' to center horizontally the texts, we simply trim them.
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// Spanish version adds some space characters (0x20) at the beginning
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// and the end of the journal button captions. As the engine computes
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// the text width to center it, we need to trim those strings.
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if (_vm->resource()->getLanguage() == SPANISH) {
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for (i = 30; i <= 35; i++) {
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_joeResponse[i] = trim(_joeResponse[i]);
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@ -1265,7 +1265,7 @@ void Logic::handlePinnacleRoom() {
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_newRoom = objectData(_entryObj)->room;
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// FIXME - only a few commands can be triggered from this room :
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// Only a few commands can be triggered from this room :
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// piton -> crash : 0x216 (obj1=0x2a, song=3)
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// piton -> floda : 0x217 (obj1=0x29, song=16)
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// piton -> bob : 0x219 (obj1=0x2f, song=6)
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@ -795,9 +795,8 @@ void Talk::speakSegment(
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char voiceFileName[MAX_STRING_SIZE];
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sprintf(voiceFileName, "%s%1x", voiceFilePrefix, index + 1);
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// FIXME - it seems the french talkie version has a useless voice file ;
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// the c30e_102 file is very similar to c30e_101, so there is no need to
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// play it. This voice was used in room 30 (N8) when talking to Klunk.
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// French talkie version has a useless voice file ; c30e_102 file is the same as c30e_101,
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// so there is no need to play it. This voice was used in room 30 (N8) when talking to Klunk.
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if (!(_vm->resource()->getLanguage() == FRENCH && !strcmp(voiceFileName, "c30e_102"))
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&& _vm->sound()->speechOn())
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_vm->sound()->playSfx(voiceFileName, true);
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@ -428,10 +428,9 @@ int16 Walk::calcC(int16 c1, int16 c2, int16 c3, int16 c4, int16 lastc) {
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}
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int16 Walk::findAreaPosition(int16 *x, int16 *y, bool recalibrate) {
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// FIXME - in order to locate the nearest available area, the original
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// algorithm computes the X (or Y) closest face distance for each available
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// area. We simply added the case where the pointer is neither lying in the
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// X range nor in the Y one.
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// In order to locate the nearest available area, the original algorithm
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// computes the horizontal and vertical distances for each available area.
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// Unlike the original, we also compute the diagonal distance.
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// To get an example of this in action, in the room D1, make Joe walking
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// to the wall at the right of the window (just above the radiator). On the
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// original game, Joe will go to the left door...
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