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https://github.com/libretro/scummvm.git
synced 2024-11-27 11:20:40 +00:00
Removed public data variables of Game concerning dialogues and added getters/setters.
svn-id: r43492
This commit is contained in:
parent
85bf130a50
commit
be0cfa50f2
@ -805,10 +805,10 @@ void Game::dialogueMenu(int dialogueID) {
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debugC(7, kDraciLogicDebugLevel,
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"hit: %d, _lines[hit]: %d, lastblock: %d, dialogueLines: %d, dialogueExit: %d",
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hit, _lines[hit], _lastBlock, _dialogueLines, _dialogueExit);
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hit, _lines[hit], _lastBlock, _dialogueLinesNum, _dialogueExit);
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if ((!_dialogueExit) && (hit != -1) && (_lines[hit] != -1)) {
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if ((oldLines == 1) && (_dialogueLines == 1) && (_lines[hit] == _lastBlock)) {
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if ((oldLines == 1) && (_dialogueLinesNum == 1) && (_lines[hit] == _lastBlock)) {
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break;
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}
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_currentBlock = _lines[hit];
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@ -819,7 +819,7 @@ void Game::dialogueMenu(int dialogueID) {
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_lastBlock = _lines[hit];
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_dialogueVars[_dialogueOffsets[dialogueID] + _lastBlock] += 1;
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_dialogueBegin = false;
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oldLines = _dialogueLines;
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oldLines = _dialogueLinesNum;
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} while(!_dialogueExit);
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@ -828,32 +828,32 @@ void Game::dialogueMenu(int dialogueID) {
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}
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int Game::dialogueDraw() {
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_dialogueLines = 0;
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_dialogueLinesNum = 0;
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int i = 0;
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int ret = 0;
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Animation *anim;
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Text *dialogueLine;
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while ((_dialogueLines < 4) && (i < _blockNum)) {
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while ((_dialogueLinesNum < 4) && (i < _blockNum)) {
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GPL2Program blockTest;
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blockTest._bytecode = _dialogueBlocks[i]._canBlock;
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blockTest._length = _dialogueBlocks[i]._canLen;
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debugC(3, kDraciLogicDebugLevel, "Testing dialogue block %d", i);
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if (_vm->_script->testExpression(blockTest, 1)) {
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anim = _dialogueAnims[_dialogueLines];
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anim = _dialogueAnims[_dialogueLinesNum];
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dialogueLine = reinterpret_cast<Text *>(anim->getFrame());
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dialogueLine->setText(_dialogueBlocks[i]._title);
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dialogueLine->setColour(kLineInactiveColour);
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_lines[_dialogueLines] = i;
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_dialogueLines++;
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_lines[_dialogueLinesNum] = i;
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_dialogueLinesNum++;
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}
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++i;
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}
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for (i = _dialogueLines; i < kDialogueLines; ++i) {
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for (i = _dialogueLinesNum; i < kDialogueLines; ++i) {
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_lines[i] = -1;
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anim = _dialogueAnims[i];
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dialogueLine = reinterpret_cast<Text *>(anim->getFrame());
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@ -862,7 +862,7 @@ int Game::dialogueDraw() {
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_oldObjUnderCursor = kObjectNotFound;
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if (_dialogueLines > 1) {
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if (_dialogueLinesNum > 1) {
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_vm->_mouse->cursorOn();
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_shouldExitLoop = false;
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loop();
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@ -882,7 +882,7 @@ int Game::dialogueDraw() {
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ret = _dialogueAnims[0]->getID() - _animUnderCursor;
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}
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} else {
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ret = _dialogueLines - 1;
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ret = _dialogueLinesNum - 1;
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}
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for (i = 0; i < kDialogueLines; ++i) {
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@ -970,6 +970,50 @@ void Game::runDialogueProg(GPL2Program prog, int offset) {
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_vm->_anims->deleteAfterIndex(lastAnimIndex);
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}
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bool Game::isDialogueBegin() {
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return _dialogueBegin;
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}
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bool Game::shouldExitDialogue() {
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return _dialogueExit;
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}
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void Game::setDialogueExit(bool exit) {
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_dialogueExit = exit;
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}
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int Game::getDialogueBlockNum() {
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return _blockNum;
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}
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int Game::getDialogueVar(int dialogueID) {
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return _dialogueVars[dialogueID];
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}
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void Game::setDialogueVar(int dialogueID, int value) {
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_dialogueVars[dialogueID] = value;
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}
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int Game::getCurrentDialogue() {
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return _currentDialogue;
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}
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int Game::getDialogueLastBlock() {
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return _lastBlock;
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}
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int Game::getDialogueLinesNum() {
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return _dialogueLinesNum;
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}
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int Game::getDialogueCurrentBlock() {
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return _currentBlock;
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}
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int Game::getCurrentDialogueOffset() {
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return _dialogueOffsets[_currentDialogue];
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}
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void Game::walkHero(int x, int y) {
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Surface *surface = _vm->_screen->getSurface();
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@ -324,6 +324,18 @@ public:
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void dialogueDone();
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void runDialogueProg(GPL2Program, int offset);
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bool isDialogueBegin();
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bool shouldExitDialogue();
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void setDialogueExit(bool exit);
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int getDialogueBlockNum();
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int getDialogueVar(int dialogueID);
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void setDialogueVar(int dialogueID, int value);
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int getCurrentDialogue();
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int getDialogueCurrentBlock();
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int getDialogueLastBlock();
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int getDialogueLinesNum();
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int getCurrentDialogueOffset();
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void schedulePalette(int paletteID);
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int getScheduledPalette();
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@ -344,14 +356,11 @@ private:
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int _inventory[kInventorySlots];
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bool _inventoryExit;
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Room _currentRoom;
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int _currentGate;
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int _newRoom;
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int _newGate;
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// HACK: remove public when tested and add getters instead
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public:
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uint *_dialogueOffsets;
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int _currentDialogue;
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int *_dialogueVars;
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@ -361,7 +370,7 @@ public:
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bool _dialogueExit;
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int _currentBlock;
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int _lastBlock;
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int _dialogueLines;
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int _dialogueLinesNum;
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int _blockNum;
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int _lines[kDialogueLines];
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Animation *_dialogueAnims[kDialogueLines];
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@ -219,29 +219,31 @@ int Script::funcRandom(int n) {
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}
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int Script::funcAtBegin(int yesno) {
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return _vm->_game->_dialogueBegin == yesno;
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return _vm->_game->isDialogueBegin() == yesno;
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}
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int Script::funcLastBlock(int blockID) {
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blockID -= 1;
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return _vm->_game->_lastBlock == blockID;
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return _vm->_game->getDialogueLastBlock() == blockID;
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}
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int Script::funcBlockVar(int blockID) {
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blockID -= 1;
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return _vm->_game->_dialogueVars[_vm->_game->_dialogueOffsets[_vm->_game->_currentDialogue] + blockID];
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const int currentOffset = _vm->_game->getCurrentDialogueOffset();
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return _vm->_game->getDialogueVar(currentOffset + blockID);
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}
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int Script::funcHasBeen(int blockID) {
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blockID -= 1;
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return _vm->_game->_dialogueVars[_vm->_game->_dialogueOffsets[_vm->_game->_currentDialogue] + blockID] > 0;
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const int currentOffset = _vm->_game->getCurrentDialogueOffset();
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return _vm->_game->getDialogueVar(currentOffset + blockID) > 0;
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}
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int Script::funcMaxLine(int lines) {
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return _vm->_game->_dialogueLines < lines;
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return _vm->_game->getDialogueLinesNum() < lines;
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}
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int Script::funcNot(int n) {
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@ -731,27 +733,33 @@ void Script::loadMap(Common::Queue<int> ¶ms) {
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}
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void Script::resetDialogue(Common::Queue<int> ¶ms) {
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const int currentOffset = _vm->_game->getCurrentDialogueOffset();
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for (int i = 0; i < _vm->_game->_blockNum; ++i) {
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_vm->_game->_dialogueVars[_vm->_game->_dialogueOffsets[_vm->_game->_currentDialogue]+i] = 0;
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for (int i = 0; i < _vm->_game->getDialogueBlockNum(); ++i) {
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_vm->_game->setDialogueVar(currentOffset + i, 0);
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}
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}
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void Script::resetDialogueFrom(Common::Queue<int> ¶ms) {
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for (int i = _vm->_game->_currentBlock; i < _vm->_game->_blockNum; ++i) {
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_vm->_game->_dialogueVars[_vm->_game->_dialogueOffsets[_vm->_game->_currentDialogue]+i] = 0;
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const int currentOffset = _vm->_game->getCurrentDialogueOffset();
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for (int i = _vm->_game->getDialogueCurrentBlock(); i < _vm->_game->getDialogueBlockNum(); ++i) {
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_vm->_game->setDialogueVar(currentOffset + i, 0);
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}
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}
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void Script::resetBlock(Common::Queue<int> ¶ms) {
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int blockID = params.pop() - 1;
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_vm->_game->_dialogueVars[_vm->_game->_dialogueOffsets[_vm->_game->_currentDialogue]+blockID] = 0;
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const int currentOffset = _vm->_game->getCurrentDialogueOffset();
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_vm->_game->setDialogueVar(currentOffset + blockID, 0);
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}
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void Script::exitDialogue(Common::Queue<int> ¶ms) {
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_vm->_game->_dialogueExit = true;
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_vm->_game->setDialogueExit(true);
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}
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void Script::roomMap(Common::Queue<int> ¶ms) {
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