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ACCESS: MM - Fix the "android" watch dialog and animation
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commit
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@ -27,19 +27,30 @@
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namespace Access {
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CharEntry::CharEntry(const byte *data, int gameType) {
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CharEntry::CharEntry(const byte *data, AccessEngine *vm) {
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Common::MemoryReadStream s(data, 999);
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_charFlag = s.readByte();
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if (gameType == GType_MartianMemorandum)
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if (vm->getGameID() == GType_MartianMemorandum)
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_estabIndex = -1;
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else
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_estabIndex = s.readSint16LE();
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_screenFile.load(s);
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if (vm->getGameID() == GType_MartianMemorandum) {
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int idx = s.readSint16LE();
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if (idx != -1)
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warning("TODO: more CharEntry");
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}
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_paletteFile.load(s);
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_startColor = s.readUint16LE();
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_numColors = s.readUint16LE();
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if (vm->getGameID() == GType_MartianMemorandum) {
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int lastColor = s.readUint16LE();
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_numColors = lastColor - _startColor;
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} else
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_numColors = s.readUint16LE();
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// Load cells
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for (byte cell = s.readByte(); cell != 0xff; cell = s.readByte()) {
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@ -77,16 +88,16 @@ CharManager::CharManager(AccessEngine *vm) : Manager(vm) {
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// Setup character list
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if (_vm->isDemo()) {
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for (int i = 0; i < 27; ++i)
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_charTable.push_back(CharEntry(Amazon::CHARTBL_DEMO[i], vm->getGameID()));
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_charTable.push_back(CharEntry(Amazon::CHARTBL_DEMO[i], vm));
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} else {
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for (int i = 0; i < 37; ++i)
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_charTable.push_back(CharEntry(Amazon::CHARTBL[i], vm->getGameID()));
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_charTable.push_back(CharEntry(Amazon::CHARTBL[i], vm));
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}
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break;
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case GType_MartianMemorandum:
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for (int i = 0; i < 27; ++i)
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_charTable.push_back(CharEntry(Martian::CHARTBL_MM[i], vm->getGameID()));
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_charTable.push_back(CharEntry(Martian::CHARTBL_MM[i], vm));
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break;
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default:
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@ -41,7 +41,7 @@ public:
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FileIdent _scriptFile;
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Common::Array<ExtraCell> _extraCells;
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public:
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CharEntry(const byte *data, int gameType);
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CharEntry(const byte *data, AccessEngine *vm);
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CharEntry();
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};
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