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engines/nancy/action/puzzle/overridelockpuzzle.cpp
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engines/nancy/action/puzzle/overridelockpuzzle.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 "engines/nancy/nancy.h"
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#include "engines/nancy/graphics.h"
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#include "engines/nancy/resource.h"
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#include "engines/nancy/sound.h"
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#include "engines/nancy/input.h"
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#include "engines/nancy/util.h"
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#include "engines/nancy/state/scene.h"
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#include "engines/nancy/ui/viewport.h"
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#include "engines/nancy/action/puzzle/overridelockpuzzle.h"
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#include "common/random.h"
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namespace Nancy {
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namespace Action {
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void OverrideLockPuzzle::init() {
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Common::Rect bounds = NancySceneState.getViewport().getBounds();
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_drawSurface.create(bounds.width(), bounds.height(), g_nancy->_graphics->getInputPixelFormat());
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_drawSurface.clear(g_nancy->_graphics->getTransColor());
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setTransparent(true);
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setVisible(true);
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moveTo(bounds);
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g_nancy->_resource->loadImage(_imageName, _image);
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_image.setTransparentColor(_drawSurface.getTransparentColor());
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}
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void OverrideLockPuzzle::readData(Common::SeekableReadStream &stream) {
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readFilename(stream, _imageName);
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byte num = stream.readByte();
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_popButtons = stream.readByte();
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_randomizeLights = stream.readByte();
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readRectArray(stream, _buttonSrcs, num, 10);
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readRectArray(stream, _buttonDests, num, 10);
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readRectArray(stream, _hotspots, num, 10);
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readRectArray(stream, _lightSrcs, num, 10);
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readRectArray(stream, _lightDests, num, 10);
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_buttonSound.readNormal(stream);
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_wrongSound.readNormal(stream);
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_buttonPopTime = stream.readUint16LE();
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_solveExitScene.readData(stream);
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_solveSound.readNormal(stream);
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_exitScene.readData(stream);
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readRect(stream, _exitHotspot);
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}
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void OverrideLockPuzzle::execute() {
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switch (_state) {
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case kBegin: {
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init();
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registerGraphics();
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if (g_nancy->getGameType() != kGameTypeNancy5 || NancySceneState.getHeldItem() != 12) {
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// Hardcoded check for rubber gloves in nancy5
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NancySceneState.setNoHeldItem();
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}
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// Set the order of the button presses (always random)
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// and of the lights (only random on expert difficulty)
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uint numButtons = _buttonSrcs.size();
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_buttonOrder.resize(numButtons);
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_lightsOrder.resize(numButtons);
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Common::Array<byte> buttonIDs(numButtons);
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Common::Array<byte> lightIDs(numButtons);
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for (uint i = 0; i < numButtons; ++i) {
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buttonIDs[i] = i;
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lightIDs[i] = i;
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}
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for (uint i = 0; i < numButtons; ++i) {
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_buttonOrder[i] = buttonIDs.remove_at(g_nancy->_randomSource->getRandomNumber(buttonIDs.size() - 1));
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if (_randomizeLights == kLightsRandom) {
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_lightsOrder[i] = lightIDs.remove_at(g_nancy->_randomSource->getRandomNumber(lightIDs.size() - 1));
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} else {
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_lightsOrder[i] = i;
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}
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}
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g_nancy->_sound->loadSound(_buttonSound);
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g_nancy->_sound->loadSound(_wrongSound);
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_state = kRun;
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}
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// fall through
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case kRun:
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if (_timeToPop != 0 && g_nancy->getTotalPlayTime() > _timeToPop) {
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if (_popButtons == kButtonsPopUp) {
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drawButton(_lastPushedButton, true);
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}
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drawLights();
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_lastPushedButton = -1;
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_timeToPop = 0;
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for (uint i = 0; i < _playerOrder.size(); ++i) {
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if (_playerOrder[i] != _buttonOrder[i]) {
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// Wrong order, reset
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_drawSurface.clear(_drawSurface.getTransparentColor());
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_playerOrder.clear();
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_needsRedraw = true;
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g_nancy->_sound->playSound(_wrongSound);
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return;
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}
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}
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if (_playerOrder.size() == _buttonOrder.size()) {
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// Solved the puzzle
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g_nancy->_sound->loadSound(_solveSound);
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g_nancy->_sound->playSound(_solveSound);
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_state = kActionTrigger;
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_solveState = kSolved;
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}
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}
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break;
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case kActionTrigger:
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switch (_solveState) {
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case kNotSolved:
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_exitScene.execute();
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break;
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case kSolved:
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if (g_nancy->_sound->isSoundPlaying(_solveSound)) {
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return;
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}
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_solveExitScene.execute();
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g_nancy->_sound->stopSound(_solveSound);
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}
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g_nancy->_sound->stopSound(_buttonSound);
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g_nancy->_sound->stopSound(_wrongSound);
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finishExecution();
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}
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}
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void OverrideLockPuzzle::handleInput(NancyInput &input) {
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if ((_state != kRun && _solveState != kNotSolved) || _timeToPop != 0) {
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return;
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}
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// Check the exit hotspot
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if (NancySceneState.getViewport().convertViewportToScreen(_exitHotspot).contains(input.mousePos)) {
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g_nancy->_cursor->setCursorType(g_nancy->_cursor->_puzzleExitCursor);
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if (input.input & NancyInput::kLeftMouseButtonUp) {
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_state = kActionTrigger;
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}
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return;
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}
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for (uint i = 0; i < _buttonOrder.size(); ++i) {
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bool hotspotIsInactive = false;
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for (uint j = 0; j < _playerOrder.size(); ++j) {
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if (_playerOrder[j] == i) {
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hotspotIsInactive = true;
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break;
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}
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}
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if (hotspotIsInactive) {
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continue;
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}
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if (NancySceneState.getViewport().convertViewportToScreen(_hotspots[i]).contains(input.mousePos)) {
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g_nancy->_cursor->setCursorType(CursorManager::kHotspot);
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if (!g_nancy->_sound->isSoundPlaying(_buttonSound) && input.input & NancyInput::kLeftMouseButtonUp) {
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drawButton(i, false);
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_lastPushedButton = i;
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_timeToPop = g_nancy->getTotalPlayTime() + _buttonPopTime;
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_playerOrder.push_back(i);
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g_nancy->_sound->playSound(_buttonSound);
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}
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break;
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}
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}
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}
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void OverrideLockPuzzle::drawButton(uint buttonID, bool clear) {
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if (clear) {
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_drawSurface.fillRect(_buttonDests[buttonID], _drawSurface.getTransparentColor());
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return;
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} else {
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_drawSurface.blitFrom(_image, _buttonSrcs[buttonID], _buttonDests[buttonID]);
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}
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_needsRedraw = true;
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}
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void OverrideLockPuzzle::drawLights() {
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for (uint i = 0; i < _playerOrder.size(); ++i) {
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if (_randomizeLights == kLightsCircular) {
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_drawSurface.blitFrom(_image, _lightSrcs[i], _lightDests[i]);
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} else {
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_drawSurface.blitFrom(_image, _lightSrcs[_lightsOrder[i]], _lightDests[_lightsOrder[i]]);
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}
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}
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_needsRedraw = true;
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}
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} // End of namespace Action
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} // End of namespace Nancy
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