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Added some comments
svn-id: r28886
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a8767a421d
commit
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@ -156,11 +156,14 @@ void ScummEngine::setOwnerOf(int obj, int owner) {
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}
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void ScummEngine::clearOwnerOf(int obj) {
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int i, j;
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int i;
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uint16 *a;
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// Stop the associated object script code (else crashes might occurs)
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stopObjectScript(obj);
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// If the object is "owned" by a the current room, we scan the
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// object list and (only if it's a floating object) nuke it.
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if (getOwner(obj) == OF_OWNER_ROOM) {
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for (i = 0; i < _numLocalObjects; i++) {
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if (_objs[i].obj_nr == obj && _objs[i].fl_object_index) {
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@ -170,26 +173,28 @@ void ScummEngine::clearOwnerOf(int obj) {
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_objs[i].fl_object_index = 0;
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}
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}
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return;
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}
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for (i = 0; i < _numInventory; i++) {
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if (_inventory[i] == obj) {
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j = whereIsObject(obj);
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if (j == WIO_INVENTORY) {
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} else {
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// Alternatively, scan the inventory to see if the object is in there...
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for (i = 0; i < _numInventory; i++) {
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if (_inventory[i] == obj) {
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assert(WIO_INVENTORY == whereIsObject(obj));
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// Found the object! Nuke it from the inventory.
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_res->nukeResource(rtInventory, i);
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_inventory[i] = 0;
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}
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a = _inventory;
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for (i = 0; i < _numInventory - 1; i++, a++) {
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if (!a[0] && a[1]) {
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a[0] = a[1];
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a[1] = 0;
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_res->address[rtInventory][i] = _res->address[rtInventory][i + 1];
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_res->address[rtInventory][i + 1] = NULL;
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// Now fill up the gap removing the object from the inventory created.
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a = _inventory;
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for (i = 0; i < _numInventory - 1; i++, a++) {
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if (!_inventory[i] && _inventory[i+1]) {
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_inventory[i] = _inventory[i+1];
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_inventory[i+1] = 0;
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_res->address[rtInventory][i] = _res->address[rtInventory][i + 1];
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_res->address[rtInventory][i + 1] = NULL;
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}
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}
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break;
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}
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return;
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}
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}
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}
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@ -583,11 +588,7 @@ void ScummEngine::drawObject(int obj, int arg) {
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return;
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ptr = getOBIMFromObjectData(od);
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if (_game.features & GF_OLD_BUNDLE)
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ptr += 0;
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else
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ptr = getObjectImage(ptr, getState(od.obj_nr));
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ptr = getObjectImage(ptr, getState(od.obj_nr));
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if (!ptr)
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return;
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