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LAB: Replace some more calls to checkMusic(). Some cleanup
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@ -78,11 +78,7 @@ extern char *LAMPONMSG, *TURNLEFT, *TURNRIGHT;
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extern char *GOFORWARDDIR, *NOPATH, *TAKEITEM, *USEONWHAT, *TAKEWHAT, *MOVEWHAT, *OPENWHAT, *CLOSEWHAT, *LOOKWHAT, *NOTHING, *USEMAP, *USEJOURNAL, *TURNLAMPON, *TURNLAMPOFF, *USEWHISKEY, *USEPITH, *USEHELMET;
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#define BIGBUFFERSIZE 850000L
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#define SMALLBUFFERSIZE 250000L
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static uint32 BUFFERSIZE = BIGBUFFERSIZE;
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#define BUFFERSIZE 850000L
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/* LAB: Labyrinth specific code for the special puzzles */
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#define SPECIALLOCK 100
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@ -444,25 +440,36 @@ static bool doCloseUp(CloseDataPtr cptr) {
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lutertmargin = 128;
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}
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if ((cptr->CloseUpType == MUSEUMMONITOR) || (cptr->CloseUpType == LIBRARYMONITOR) ||
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(cptr->CloseUpType == WINDOWMONITOR))
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switch (cptr->CloseUpType) {
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case MUSEUMMONITOR:
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case LIBRARYMONITOR:
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case WINDOWMONITOR:
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doMonitor(cptr->GraphicName, cptr->Message, false, monltmargin, montopmargin, monrtmargin, 165);
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else if (cptr->CloseUpType == GRAMAPHONEMONITOR)
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break;
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case GRAMAPHONEMONITOR:
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doMonitor(cptr->GraphicName, cptr->Message, false, monltmargin, montopmargin, 171, 165);
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else if (cptr->CloseUpType == UNICYCLEMONITOR)
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break;
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case UNICYCLEMONITOR:
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doMonitor(cptr->GraphicName, cptr->Message, false, 100, montopmargin, monrtmargin, 165);
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else if (cptr->CloseUpType == STATUEMONITOR)
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break;
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case STATUEMONITOR:
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doMonitor(cptr->GraphicName, cptr->Message, false, 117, montopmargin, monrtmargin, 165);
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else if (cptr->CloseUpType == TALISMANMONITOR)
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break;
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case TALISMANMONITOR:
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doMonitor(cptr->GraphicName, cptr->Message, false, monltmargin, montopmargin, 184, 165);
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else if (cptr->CloseUpType == LUTEMONITOR)
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break;
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case LUTEMONITOR:
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doMonitor(cptr->GraphicName, cptr->Message, false, monltmargin, montopmargin, lutertmargin, 165);
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else if (cptr->CloseUpType == CLOCKMONITOR)
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break;
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case CLOCKMONITOR:
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doMonitor(cptr->GraphicName, cptr->Message, false, monltmargin, montopmargin, 206, 165);
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else if (cptr->CloseUpType == TERMINALMONITOR)
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break;
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case TERMINALMONITOR:
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doMonitor(cptr->GraphicName, cptr->Message, true, monltmargin, montopmargin, monrtmargin, 165);
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else
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break;
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default:
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return false;
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}
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CurFileName = " ";
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drawPanel();
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@ -778,14 +785,14 @@ static void mainGameLoop() {
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}
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}
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g_music->checkMusic(); /* Make sure we check the music at least after every message */
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g_music->updateMusic(); /* Make sure we check the music at least after every message */
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interfaceOn();
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Msg = getMsg();
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if (Msg == NULL) { /* Does music load and next animation frame when you've run out of messages */
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GotMessage = false;
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checkRoomMusic();
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g_music->checkMusic();
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g_music->updateMusic();
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diffNextFrame();
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if (FollowingCrumbs) {
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@ -885,11 +892,11 @@ from_crumbs:
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interfaceOff();
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while (1) {
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g_music->checkMusic(); /* Make sure we check the music at least after every message */
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g_music->updateMusic(); /* Make sure we check the music at least after every message */
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Msg = getMsg();
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if (Msg == NULL) { /* Does music load and next animation frame when you've run out of messages */
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g_music->checkMusic();
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g_music->updateMusic();
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diffNextFrame();
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} else {
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if (Msg->Class == RAWKEY) {
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@ -1400,7 +1407,7 @@ void LabEngine::go() {
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readPict("P:End/L2In.1", true);
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for (counter = 0; counter < 120; counter++) {
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g_music->checkMusic();
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g_music->updateMusic();
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waitTOF();
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}
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@ -1409,7 +1416,7 @@ void LabEngine::go() {
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warning("STUB: waitForPress");
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while (!1) { // 1 means ignore SDL_ProcessInput calls
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g_music->checkMusic();
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g_music->updateMusic();
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diffNextFrame();
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waitTOF();
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}
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