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This commit is contained in:
444
engines/dragons/inventory.cpp
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444
engines/dragons/inventory.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "dragons/actor.h"
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#include "dragons/dragons.h"
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#include "dragons/dragonini.h"
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#include "dragons/background.h"
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#include "dragons/inventory.h"
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#include "dragons/bag.h"
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#include "dragons/scene.h"
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#include "dragons/talk.h"
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#include "dragons/screen.h"
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namespace Dragons {
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static const struct {
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int x, y;
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} positionTable[4] = {
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{ 2, 0 },
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{ 206, 0 },
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{ 2, 158 },
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{ 206, 158 }
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};
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static const int16 bagBounceTable[4] = {
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-5, -0xa, -5, 0
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};
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static const int16 invXPosTable[41] = {
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0x0080, 0x00a0, 0x00c0, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
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0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
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0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
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0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
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0x0100, 0x0020, 0x0040, 0x0060, 0x0080, 0x00a0, 0x00c0, 0x00e0,
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0x0100
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};
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static const int16 invYPosTable[41] = {
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0x0028, 0x0028, 0x0028, 0x0040, 0x0040, 0x0040, 0x0040, 0x0040,
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0x0040, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058, 0x0058,
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0x0058, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070, 0x0070,
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0x0070, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088, 0x0088,
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0x0088, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0, 0x00a0,
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0x00a0
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};
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Inventory::Inventory(DragonsEngine *vm) : _vm(vm) {
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_state = Closed;
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_sequenceId = 0;
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_screenPositionIndex = 0;
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_previousState = Closed;
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_bag = nullptr;
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_actor = nullptr;
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_inventionBookPrevSceneUpdateFunc = nullptr;
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_inventionBookPrevSceneId = 0;
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_inventionBookPrevFlickerINISceneId = 0;
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_inventionBookPrevFlickerINIPosition = Common::Point(0, 0);
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}
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void Inventory::init(ActorManager *actorManager, BackgroundResourceLoader *backgroundResourceLoader, Bag *bag, DragonINIResource *dragonIniResource) {
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_actor = actorManager->loadActor(1, 1); //Load inventory
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_actor->_x_pos = 2;
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_actor->_y_pos = 0;
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_actor->_priorityLayer = 6;
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_actor->_flags = 0;
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_actor->_scale = DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE;
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_actor->updateSequence(0);
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_actor->_flags |= (ACTOR_FLAG_40 | Dragons::ACTOR_FLAG_80 | Dragons::ACTOR_FLAG_100 |
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ACTOR_FLAG_200);
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_sequenceId = 0;
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_state = Closed;
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_previousState = Closed;
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_bag = bag;
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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actorManager->loadActor(0, i + ACTOR_INVENTORY_OFFSET); // TODO need to share resource between inventory item actors.
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}
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loadInventoryItemsFromSave();
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}
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void Inventory::loadScene(uint32 sceneId) {
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if (_state == Closed) {
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_sequenceId = _vm->isFlagSet(ENGINE_FLAG_400000) ? 1 : 0;
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}
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if (_sequenceId == 0 && _vm->getVar(7) == 1) {
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_actor->updateSequence(5);
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} else {
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_actor->updateSequence(_sequenceId);
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}
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setPositionFromSceneId(sceneId);
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}
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void Inventory::updateVisibility() {
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_actor->_priorityLayer = _vm->isFlagSet(ENGINE_FLAG_10) ? (int16)6 : (int16)0;
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}
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Common::Point Inventory::getPosition() {
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return Common::Point(positionTable[_screenPositionIndex].x, positionTable[_screenPositionIndex].y);
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}
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void Inventory::setActorFlag400() {
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_actor->setFlag(ACTOR_FLAG_400);
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}
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void Inventory::clearActorFlag400() {
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_actor->clearFlag(ACTOR_FLAG_400);
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}
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void Inventory::setPriority(uint16 priority) {
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_actor->_priorityLayer = priority;
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}
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void Inventory::setActorSequenceId(int32 sequenceId) {
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if (isActorSet()) {
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_actor->_sequenceID = sequenceId;
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}
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}
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void Inventory::updateActorSequenceId(int32 sequenceId) {
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if (isActorSet()) {
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_actor->updateSequence(sequenceId);
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}
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}
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void Inventory::resetSequenceId() {
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_actor->updateSequence(_sequenceId);
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}
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void Inventory::openInventory() {
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//TODO 0x80030e8c
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_sequenceId = 4;
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if (!_vm->isFlagSet(ENGINE_FLAG_400000)) {
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_sequenceId = 2;
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}
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_actor->updateSequence(_sequenceId);
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_screenPositionIndex = 1;
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_actor->_x_pos = positionTable[_screenPositionIndex].x;
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if ((_sequenceId == 0) || (_sequenceId == 2)) {
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_actor->_x_pos = positionTable[_screenPositionIndex].x + 0x32;
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}
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_actor->_y_pos = positionTable[_screenPositionIndex].y;
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animateBagIn();
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//TODO 0x800310e0 update cursor position.
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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Actor *item = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET);
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item->_x_pos = item->_walkDestX = invXPosTable[i] + 0x10;
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item->_y_pos = item->_walkDestY = invYPosTable[i] + 0xc;
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if (_inventoryItemTbl[i]) {
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item->_flags = 0; //clear all flags
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item->_scale = DRAGONS_ENGINE_SPRITE_100_PERCENT_SCALE;
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item->_priorityLayer = 0;
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item->updateSequence(_vm->getINI(_inventoryItemTbl[i] - 1)->inventorySequenceId * 2 + 10);
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item->setFlag(ACTOR_FLAG_200);
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item->setFlag(ACTOR_FLAG_100);
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item->setFlag(ACTOR_FLAG_80);
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item->setFlag(ACTOR_FLAG_40);
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item->_priorityLayer = 6;
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}
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}
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}
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void Inventory::animateBagIn() {
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_vm->clearFlags(ENGINE_FLAG_8);
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_vm->setFlags(ENGINE_FLAG_80);
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Common::Point pos = _bag->getPosition();
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pos.y = -228;
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int16 accel = 8;
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// Drop bag down into position.
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while (pos.y < 0) {
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pos.y += accel;
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_bag->updatePosition(pos);
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_vm->waitForFrames(1);
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accel += 2;
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}
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_vm->playOrStopSound(0x8001);
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// Shake bag at the end.
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for (int i = 0; i < 4; i++) {
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pos.y = bagBounceTable[i];
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_bag->updatePosition(pos);
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_vm->waitForFrames(2);
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}
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_vm->setFlags(ENGINE_FLAG_8);
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_vm->setFlags(ENGINE_FLAG_10);
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}
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void Inventory::animateBagOut() {
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_vm->playOrStopSound(0x8000);
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Common::Point pos = _bag->getPosition();
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if (pos.y != 0xc8) {
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for (; pos.y != 0xc8; pos.y += 0x19) {
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_bag->updatePosition(pos);
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_vm->waitForFrames(1);
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}
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}
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_vm->clearFlags(ENGINE_FLAG_80);
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}
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void Inventory::closeInventory() {
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_vm->_actorManager->clearActorFlags(ACTOR_INVENTORY_OFFSET);
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_screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(_vm->getCurrentSceneId());
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if (!_vm->isFlagSet(ENGINE_FLAG_400000)) {
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_sequenceId = 0;
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} else {
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if (_previousState == InventionBookOpen) {
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_sequenceId = 3;
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} else {
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_sequenceId = 1;
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}
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}
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_actor->updateSequence(_sequenceId);
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_actor->_x_pos = positionTable[_screenPositionIndex].x;
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if (((_sequenceId == 0) || (_sequenceId == 2)) && ((_screenPositionIndex == 1 || (_screenPositionIndex == 3)))) {
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_actor->_x_pos += 0x32;
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}
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_actor->_y_pos = positionTable[_screenPositionIndex].y;
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animateBagOut();
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}
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void Inventory::draw() {
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if (_bag) {
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_bag->draw();
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}
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}
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uint16 Inventory::getIniAtPosition(int16 x, int16 y) {
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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if (_inventoryItemTbl[i]) {
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Actor *item = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET);
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if (item->_x_pos - 0x10 <= x && x < item->_x_pos + 0x10
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&& item->_y_pos - 0xc <= y && y < item->_y_pos + 0xc) {
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return _inventoryItemTbl[i];
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}
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}
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}
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return 0;
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}
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void Inventory::loadInventoryItemsFromSave() {
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memset(_inventoryItemTbl, 0, sizeof(_inventoryItemTbl));
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int j = 0;
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for (int i = 0; i < _vm->_dragonINIResource->totalRecords() && j < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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DragonINI *ini = _vm->_dragonINIResource->getRecord(i);
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if (ini->sceneId == 1) {
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_inventoryItemTbl[j++] = i + 1;
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}
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}
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}
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void Inventory::openInventionBook() {
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_inventionBookPrevSceneUpdateFunc = _vm->getSceneUpdateFunction();
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_vm->clearSceneUpdateFunction();
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_vm->fadeToBlack();
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_sequenceId = 2;
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_actor->updateSequence(2);
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_inventionBookPrevSceneId = _vm->getCurrentSceneId();
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DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
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if (flicker && flicker->actor) {
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_inventionBookPrevFlickerINISceneId = flicker->sceneId;
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_inventionBookPrevFlickerINIPosition = Common::Point(flicker->actor->_x_pos, flicker->actor->_y_pos);
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flicker->sceneId = 0;
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}
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_vm->_scene->setSceneId(2);
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_vm->_scene->loadScene(2, 0);
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}
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void Inventory::closeInventionBook() {
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uint sceneId;
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_vm->fadeToBlack();
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DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
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if (flicker) {
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flicker->x = _inventionBookPrevFlickerINIPosition.x;
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flicker->y = _inventionBookPrevFlickerINIPosition.y;
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flicker->sceneId = _inventionBookPrevFlickerINISceneId;
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}
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_vm->_scene->setSceneId(_inventionBookPrevSceneId);
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_sequenceId = 0;
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setActorSequenceId(0);
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setPositionFromSceneId(_inventionBookPrevSceneId);
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sceneId = _vm->_scene->getSceneId();
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if (((((sceneId == 0x23) || (sceneId == 0x2d)) || (sceneId == 0x2e)) || ((sceneId == 0x31 || (sceneId == 0x32)))) || (sceneId == 0x28)) {
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if ((uint)_vm->_scene->getSceneId() == 0x27) {
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_vm->getINI(0x206)->sceneId = 0;
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}
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} else {
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if (sceneId != 0x27) {
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if (sceneId != 0x1c && sceneId != 0x1d && sceneId != 0x21) {
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_vm->_scene->loadScene(sceneId | 0x8000u, 0x1e);
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_vm->setSceneUpdateFunction(_inventionBookPrevSceneUpdateFunc);
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return;
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}
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if ((uint)_vm->_scene->getSceneId() == 0x27) {
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_vm->getINI(0x206)->sceneId = 0;
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}
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} else {
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_vm->getINI(0x206)->sceneId = 0;
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}
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}
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_vm->_scene->loadScene(_vm->_scene->getSceneId(), 0x1e);
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_vm->setSceneUpdateFunction(_inventionBookPrevSceneUpdateFunc);
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}
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void Inventory::setPositionFromSceneId(uint32 sceneId) {
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_screenPositionIndex = _vm->_dragonRMS->getInventoryPosition(sceneId);
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_actor->_x_pos = positionTable[_screenPositionIndex].x;
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if ((_sequenceId == 0 || _sequenceId == 2) && (_screenPositionIndex == 1 || _screenPositionIndex == 3)) {
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_actor->_x_pos += 0x32;
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}
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_actor->_y_pos = positionTable[_screenPositionIndex].y;
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}
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bool Inventory::addItem(uint16 initId) {
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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if (_inventoryItemTbl[i] == 0) {
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_inventoryItemTbl[i] = initId;
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return true;
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}
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}
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return false;
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}
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Actor *Inventory::getInventoryItemActor(uint16 iniId) {
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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if (_inventoryItemTbl[i] == iniId) {
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return _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET);
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}
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}
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error("getInventoryItemActor(%d) not found", iniId);
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}
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void Inventory::replaceItem(uint16 existingIniId, uint16 newIniId) {
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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if (_inventoryItemTbl[i] == existingIniId) {
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_inventoryItemTbl[i] = newIniId;
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return;
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}
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}
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}
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bool Inventory::addItemIfPositionIsEmpty(uint16 iniId, uint16 x, uint16 y) {
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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Actor *actor = _vm->_actorManager->getActor(i + ACTOR_INVENTORY_OFFSET);
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if ((((actor->_x_pos - 0x10 <= x) &&
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(x < actor->_x_pos + 0x10)) &&
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(actor->_y_pos - 0xc <= y)) &&
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(y < actor->_y_pos + 0xc)) {
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_inventoryItemTbl[i] = iniId;
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return true;
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}
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}
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return false;
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}
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bool Inventory::clearItem(uint16 iniId) {
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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if (_inventoryItemTbl[i] == iniId) {
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_inventoryItemTbl[i] = 0;
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return true;
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}
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}
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return false;
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}
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void Inventory::inventoryMissing() {
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bool flag8Set;
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uint32 textIndex;
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static uint16 counter = 0;
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DragonINI *flicker = _vm->_dragonINIResource->getFlickerRecord();
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if (flicker->actor != nullptr) {
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flicker->actor->clearFlag(ACTOR_FLAG_10);
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if ((_vm->getCurrentSceneId() != 0x2e) || (flicker->actor->_resourceID != 0x91)) {
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flicker->actor->setFlag(ACTOR_FLAG_4);
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}
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}
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flag8Set = _vm->isFlagSet(ENGINE_FLAG_8);
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_vm->clearFlags(ENGINE_FLAG_8);
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if (counter == 0) {
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textIndex = 0x114FA; //Hey! My bag is missing!
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} else {
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textIndex = 0x11538; //The Chancellor snaked my bag!
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}
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counter = counter + 1;
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_vm->_talk->talkFromIni(0, textIndex);
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if (flag8Set) {
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_vm->setFlags(ENGINE_FLAG_8);
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}
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}
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void Inventory::setPreviousState() {
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InventoryState tmpState = _state;
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setState(_previousState);
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_previousState = tmpState;
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}
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bool Inventory::hasItem(uint16 iniId) {
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for (int i = 0; i < DRAGONS_MAX_INVENTORY_ITEMS; i++) {
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if (_inventoryItemTbl[i] == iniId) {
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return true;
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}
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}
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return false;
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}
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} // End of namespace Dragons
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Block a user