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https://github.com/libretro/scummvm.git
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SHERLOCK: RT: Cleanup of Exit class and fix exiting scenes
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d6bf970a58
commit
480003f48d
@ -526,18 +526,17 @@ int BaseObject::checkNameForCodes(const Common::String &name, FixedTextActionId
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++p;
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Common::String s(p, p + 3);
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people._hSavedPos.x = atoi(s.c_str());
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people._savedPos.x = atoi(s.c_str());
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s = Common::String(p + 3, p + 6);
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people._hSavedPos.y = atoi(s.c_str());
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people._savedPos.y = atoi(s.c_str());
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s = Common::String(p + 6, p + 9);
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people._hSavedFacing = atoi(s.c_str());
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if (people._hSavedFacing == 0)
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people._hSavedFacing = 10;
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people._savedPos._facing = atoi(s.c_str());
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if (people._savedPos._facing == 0)
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people._savedPos._facing = 10;
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} else if ((p = strchr(name.c_str(), '/')) != nullptr) {
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people._hSavedPos = Common::Point(1, 0);
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people._hSavedFacing = 100 + atoi(p + 1);
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people._savedPos = PositionFacing(1, 0, 100 + atoi(p + 1));
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}
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} else {
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scene._goToScene = 100;
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@ -122,6 +122,11 @@ public:
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int _facing;
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PositionFacing() : Point32(), _facing(0) {}
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PositionFacing(int xp, int yp, int theFacing) : Point32(xp, yp), _facing(theFacing) {}
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PositionFacing &operator=(const Point32 &pt) {
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x = pt.x; y = pt.y;
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return *this;
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}
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};
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struct WalkSequence {
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@ -172,8 +172,8 @@ People::People(SherlockEngine *vm) : _vm(vm) {
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_speakerFlip = false;
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_holmesFlip = false;
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_holmesQuotient = 0;
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_hSavedPos = Point32(-1, -1);
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_hSavedFacing = -1;
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_savedPos = Point32(-1, -1);
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_savedPos._facing = -1;
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_forceWalkReload = false;
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_useWalkLib = false;
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_walkControl = 0;
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@ -336,8 +336,8 @@ void People::synchronize(Serializer &s) {
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s.syncAsSint16LE(_holmesQuotient);
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if (s.isLoading()) {
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_hSavedPos = _data[HOLMES]->_position;
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_hSavedFacing = _data[HOLMES]->_sequenceNumber;
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_savedPos = _data[HOLMES]->_position;
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_savedPos._facing = _data[HOLMES]->_sequenceNumber;
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}
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}
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@ -99,8 +99,7 @@ protected:
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public:
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Common::Array<PersonData> _characters;
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ImageFile *_talkPics;
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Point32 _hSavedPos;
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int _hSavedFacing;
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PositionFacing _savedPos;
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bool _holmesOn;
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bool _portraitLoaded;
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bool _portraitsOn;
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@ -922,8 +922,8 @@ void ScalpelEngine::startScene() {
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_scene->_goToScene = _map->show();
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_music->freeSong();
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_people->_hSavedPos = Common::Point(-1, -1);
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_people->_hSavedFacing = -1;
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_people->_savedPos = Common::Point(-1, -1);
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_people->_savedPos._facing = -1;
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}
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// Some rooms are prologue cutscenes, rather than normal game scenes. These are:
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@ -126,11 +126,10 @@ void ScalpelPerson::adjustSprite() {
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scene._goToScene = exit->_scene;
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if (exit->_newPosition.x != 0) {
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people._hSavedPos = exit->_newPosition;
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people._hSavedFacing = exit->_newFacing;
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people._savedPos = exit->_newPosition;
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if (people._hSavedFacing > 100 && people._hSavedPos.x < 1)
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people._hSavedPos.x = 100;
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if (people._savedPos._facing > 100 && people._savedPos.x < 1)
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people._savedPos.x = 100;
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}
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}
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}
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@ -444,8 +443,8 @@ void ScalpelPeople::synchronize(Serializer &s) {
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s.syncAsSint16LE(_holmesQuotient);
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if (s.isLoading()) {
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_hSavedPos = _data[HOLMES]->_position;
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_hSavedFacing = _data[HOLMES]->_sequenceNumber;
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_savedPos = _data[HOLMES]->_position;
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_savedPos._facing = _data[HOLMES]->_sequenceNumber;
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}
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}
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@ -320,15 +320,13 @@ OpcodeReturn ScalpelTalk::cmdGotoScene(const byte *&str) {
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// Run a canimation?
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if (str[2] > 100) {
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people._hSavedFacing = str[2];
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people._hSavedPos = Point32(160, 100);
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people._savedPos = PositionFacing(160, 100, str[2]);
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} else {
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people._hSavedFacing = str[2] - 1;
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int32 posX = (str[3] - 1) * 256 + str[4] - 1;
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int32 posY = str[5] - 1;
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people._hSavedPos = Point32(posX, posY);
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people._savedPos = PositionFacing(posX, posY, str[2] - 1);
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}
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} // if (scene._goToScene != 100)
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}
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str += 6;
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@ -116,7 +116,7 @@ void Exit::load(Common::SeekableReadStream &s, bool isRoseTattoo) {
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_newPosition.x = s.readSint16LE();
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_newPosition.y = s.readSint16LE();
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_newFacing = s.readUint16LE();
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_newPosition._facing = s.readUint16LE();
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if (isRoseTattoo)
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_allow = s.readSint16LE();
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@ -135,7 +135,7 @@ void Exit::load3DO(Common::SeekableReadStream &s) {
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_newPosition.x = s.readSint16BE();
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_newPosition.y = s.readSint16BE();
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_newFacing = s.readUint16BE();
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_newPosition._facing = s.readUint16BE();
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s.skip(2); // Filler
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}
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@ -231,7 +231,6 @@ Scene::Scene(SherlockEngine *vm): _vm(vm) {
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_animating = 0;
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_doBgAnimDone = true;
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_tempFadeStyle = 0;
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_exitZone = -1;
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_doBgAnimDone = false;
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}
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@ -603,7 +602,6 @@ bool Scene::loadScene(const Common::String &filename) {
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}
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// Read in the exits
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_exitZone = -1;
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int numExits = rrmStream->readByte();
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_exits.resize(numExits);
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@ -922,7 +920,6 @@ bool Scene::loadScene(const Common::String &filename) {
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int exitsCount = header3DO_exits_size / 20;
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_exitZone = -1;
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_exits.resize(exitsCount);
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for (int idx = 0; idx < exitsCount; ++idx)
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_exits[idx].load3DO(*roomStream);
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@ -1157,8 +1154,8 @@ void Scene::transitionToScene() {
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SaveManager &saves = *_vm->_saves;
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Screen &screen = *_vm->_screen;
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Talk &talk = *_vm->_talk;
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Point32 &hSavedPos = people._hSavedPos;
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int &hSavedFacing = people._hSavedFacing;
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Point32 &hSavedPos = people._savedPos;
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int &hSavedFacing = people._savedPos._facing;
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if (hSavedPos.x < 1) {
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// No exit information from last scene-check entrance info
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@ -79,8 +79,7 @@ class Exit: public Common::Rect {
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public:
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int _scene;
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int _allow;
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Common::Point _newPosition;
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int _newFacing;
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PositionFacing _newPosition;
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Common::String _dest;
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int _image; // Arrow image to use
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@ -228,7 +227,6 @@ public:
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int _walkDirectory[MAX_ZONES][MAX_ZONES];
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Common::Array<WalkArray> _walkPoints;
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Common::Array<Exit> _exits;
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int _exitZone;
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SceneEntry _entrance;
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Common::Array<SceneSound> _sounds;
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ObjectArray _canimShapes;
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@ -179,7 +179,7 @@ void SherlockEngine::sceneLoop() {
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// Handle any input from the keyboard or mouse
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handleInput();
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if (_people->_hSavedPos.x == -1) {
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if (_people->_savedPos.x == -1) {
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_canLoadSave = true;
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_scene->doBgAnim();
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_canLoadSave = false;
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@ -85,8 +85,8 @@ void TattooEngine::startScene() {
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_scene->_currentScene = OVERHEAD_MAP;
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_scene->_goToScene = _map->show();
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_people->_hSavedPos = Common::Point(-1, -1);
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_people->_hSavedFacing = -1;
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_people->_savedPos = Common::Point(-1, -1);
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_people->_savedPos._facing = -1;
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}
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// TODO
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@ -23,6 +23,7 @@
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#include "sherlock/tattoo/tattoo_people.h"
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#include "sherlock/tattoo/tattoo_scene.h"
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#include "sherlock/tattoo/tattoo_talk.h"
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#include "sherlock/tattoo/tattoo_user_interface.h"
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#include "sherlock/tattoo/tattoo.h"
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namespace Sherlock {
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@ -131,6 +132,7 @@ void TattooPerson::freeAltGraphics() {
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void TattooPerson::adjustSprite() {
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People &people = *_vm->_people;
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TattooScene &scene = *(TattooScene *)_vm->_scene;
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TattooUserInterface &ui = *(TattooUserInterface *)_vm->_ui;
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if (_type == INVALID)
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return;
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@ -192,13 +194,17 @@ void TattooPerson::adjustSprite() {
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// See if the player has come to a stop after clicking on an Arrow zone to leave the scene.
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// If so, this will set up the exit information for the scene transition
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if (!_walkCount && scene._exitZone != -1 && scene._walkedInScene && scene._goToScene != -1 &&
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if (!_walkCount && ui._exitZone != -1 && scene._walkedInScene && scene._goToScene == -1 &&
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!_description.compareToIgnoreCase(people[HOLMES]._description)) {
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people._hSavedPos = scene._exits[scene._exitZone]._newPosition;
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people._hSavedFacing = scene._exits[scene._exitZone]._newFacing;
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Exit &exit = scene._exits[ui._exitZone];
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scene._goToScene = exit._scene;
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if (people._hSavedFacing > 100 && people._hSavedPos.x < 1)
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people._hSavedPos.x = 100;
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if (exit._newPosition.x != 0) {
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people._savedPos = exit._newPosition;
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if (people._savedPos._facing > 100 && people._savedPos.x < 1)
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people._savedPos.x = 100;
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}
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}
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}
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@ -1184,8 +1190,9 @@ void TattooPeople::synchronize(Serializer &s) {
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s.syncAsSint16LE(_holmesQuotient);
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if (s.isLoading()) {
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_hSavedPos = _data[HOLMES]->_position;
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_hSavedFacing = _data[HOLMES]->_sequenceNumber;
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_savedPos.x = _data[HOLMES]->_position.x;
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_savedPos.y = _data[HOLMES]->_position.y;
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_savedPos._facing = _data[HOLMES]->_sequenceNumber;
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}
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}
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@ -267,15 +267,13 @@ OpcodeReturn TattooTalk::cmdGotoScene(const byte *&str) {
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// Run a canimation?
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if (str[2] > 100) {
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people._hSavedFacing = str[2];
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people._hSavedPos = Point32(160, 100);
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people._savedPos = PositionFacing(160, 100, str[2]);
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} else {
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people._hSavedFacing = str[2] - 1;
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int32 posX = (str[3] - 1) * 256 + str[4] - 1;
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if (posX > 16384)
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posX = -1 * (posX - 16384);
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int32 posY = (str[5] - 1) * 256 + str[6] - 1;
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people._hSavedPos = Point32(posX, posY);
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people._savedPos = PositionFacing(posX, posY, str[2] - 1);
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}
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_scriptMoreFlag = 1;
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@ -45,7 +45,6 @@ class TattooUserInterface : public UserInterface {
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private:
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int _lockoutTimer;
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SaveMode _fileMode;
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int _exitZone;
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int _scriptZone;
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int _cAnimFramePause;
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WidgetInventory _inventoryWidget;
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@ -46,6 +46,7 @@ UserInterface::UserInterface(SherlockEngine *vm) : _vm(vm) {
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_helpStyle = false;
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_windowBounds = Common::Rect(0, CONTROLS_Y1, SHERLOCK_SCREEN_WIDTH - 1, SHERLOCK_SCREEN_HEIGHT - 1);
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_lookScriptFlag = false;
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_exitZone = -1;
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_bgFound = _oldBgFound = -1;
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_key = _oldKey = '\0';
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@ -193,6 +194,7 @@ void UserInterface::reset() {
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_bgFound = _oldBgFound = -1;
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_oldKey = -1;
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_oldTemp = _temp = -1;
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_exitZone = -1;
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}
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@ -73,6 +73,7 @@ public:
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Common::Rect _windowBounds;
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bool _lookScriptFlag;
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int _bgFound, _oldBgFound;
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int _exitZone;
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// TODO: Not so sure these should be in the base class. May want to refactor them to SherlockEngine, or refactor
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// various Scalpel dialogs to keep their own private state of key/selections
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