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engines/sherlock/inventory.cpp
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245
engines/sherlock/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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*
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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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*
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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 "sherlock/inventory.h"
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#include "sherlock/sherlock.h"
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#include "sherlock/scalpel/scalpel_inventory.h"
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#include "sherlock/scalpel/scalpel_user_interface.h"
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#include "sherlock/tattoo/tattoo_inventory.h"
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namespace Sherlock {
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InventoryItem::InventoryItem(int requiredFlag, const Common::String &name,
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const Common::String &description, const Common::String &examine) :
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_requiredFlag(requiredFlag), _requiredFlag1(0), _name(name), _description(description),
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_examine(examine), _lookFlag(0) {
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}
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InventoryItem::InventoryItem(int requiredFlag, const Common::String &name,
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const Common::String &description, const Common::String &examine, const Common::String &verbName) :
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_requiredFlag(requiredFlag), _requiredFlag1(0), _name(name), _description(description),
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_examine(examine), _lookFlag(0) {
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_verb._verb = verbName;
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}
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void InventoryItem::synchronize(Serializer &s) {
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s.syncAsSint16LE(_requiredFlag);
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s.syncAsSint16LE(_lookFlag);
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s.syncString(_name);
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s.syncString(_description);
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s.syncString(_examine);
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_verb.synchronize(s);
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}
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/*----------------------------------------------------------------*/
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Inventory *Inventory::init(SherlockEngine *vm) {
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if (vm->getGameID() == GType_SerratedScalpel)
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return new Scalpel::ScalpelInventory(vm);
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else
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return new Tattoo::TattooInventory(vm);
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}
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Inventory::Inventory(SherlockEngine *vm) : Common::Array<InventoryItem>(), _vm(vm) {
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_invGraphicsLoaded = false;
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_invIndex = 0;
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_holdings = 0;
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_invMode = INVMODE_EXIT;
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}
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Inventory::~Inventory() {
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freeGraphics();
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}
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void Inventory::freeInv() {
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freeGraphics();
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_names.clear();
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_invGraphicsLoaded = false;
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}
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void Inventory::freeGraphics() {
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int count = _invShapes.size();
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for (int idx = 0; idx < count; ++idx)
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delete _invShapes[idx];
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_invShapes.clear();
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_invShapes.resize(count);
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_invGraphicsLoaded = false;
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}
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void Inventory::loadGraphics() {
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if (_invGraphicsLoaded)
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return;
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for (int idx = _invIndex; (idx < _holdings) && (idx - _invIndex) < (int)_invShapes.size(); ++idx) {
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// Get the name of the item to be displayed, figure out its accompanying
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// .VGS file with its picture, and then load it
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int invNum = findInv((*this)[idx]._name);
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Common::Path filename(Common::String::format("item%02d.vgs", invNum + 1));
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if (!IS_3DO) {
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// PC
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_invShapes[idx - _invIndex] = new ImageFile(filename);
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} else {
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_invShapes[idx - _invIndex] = new ImageFile3DO(filename, kImageFile3DOType_RoomFormat);
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}
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}
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_invGraphicsLoaded = true;
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}
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int Inventory::findInv(const Common::String &name) {
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for (int idx = 0; idx < (int)_names.size(); ++idx) {
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if (name.equalsIgnoreCase(_names[idx]))
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return idx;
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}
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// Couldn't find the desired item
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error("Couldn't find inventory item - %s", name.c_str());
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}
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int Inventory::putNameInInventory(const Common::String &name) {
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Scene &scene = *_vm->_scene;
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int matches = 0;
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for (uint idx = 0; idx < scene._bgShapes.size(); ++idx) {
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Object &o = scene._bgShapes[idx];
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if (name.equalsIgnoreCase(o._name) && o._type != INVALID) {
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putItemInInventory(o);
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++matches;
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}
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}
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return matches;
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}
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int Inventory::putItemInInventory(Object &obj) {
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Scene &scene = *_vm->_scene;
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int matches = 0;
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bool pickupFound = false;
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if (obj._pickupFlag)
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_vm->setFlags(obj._pickupFlag);
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for (int useNum = 0; useNum < USE_COUNT; ++useNum) {
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if (obj._use[useNum]._target.equalsIgnoreCase("*PICKUP*")) {
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pickupFound = true;
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for (int namesNum = 0; namesNum < NAMES_COUNT; ++namesNum) {
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for (uint bgNum = 0; bgNum < scene._bgShapes.size(); ++bgNum) {
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Object &bgObj = scene._bgShapes[bgNum];
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if (obj._use[useNum]._names[namesNum].equalsIgnoreCase(bgObj._name)) {
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copyToInventory(bgObj);
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if (bgObj._pickupFlag)
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_vm->setFlags(bgObj._pickupFlag);
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if (bgObj._type == ACTIVE_BG_SHAPE || bgObj._type == NO_SHAPE || bgObj._type == HIDE_SHAPE) {
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if (bgObj._imageFrame == nullptr || bgObj._frameNumber < 0)
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// No shape to erase, so flag as hidden
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bgObj._type = INVALID;
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else
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bgObj._type = REMOVE;
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} else if (bgObj._type == HIDDEN) {
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bgObj._type = INVALID;
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}
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++matches;
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}
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}
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}
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}
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}
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if (!pickupFound) {
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// No pickup item found, so add the passed item
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copyToInventory(obj);
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matches = 0;
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}
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if (matches == 0) {
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if (!pickupFound)
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matches = 1;
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if (obj._type == ACTIVE_BG_SHAPE || obj._type == NO_SHAPE || obj._type == HIDE_SHAPE) {
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if (obj._imageFrame == nullptr || obj._frameNumber < 0)
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// No shape to erase, so flag as hidden
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obj._type = INVALID;
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else
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obj._type = REMOVE;
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} else if (obj._type == HIDDEN) {
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obj._type = INVALID;
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}
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}
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return matches;
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}
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void Inventory::copyToInventory(Object &obj) {
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InventoryItem invItem;
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invItem._name = obj._name;
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invItem._description = obj._description;
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invItem._examine = obj._examine;
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invItem._lookFlag = obj._lookFlag;
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invItem._requiredFlag = obj._requiredFlag[0];
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insert_at(_holdings, invItem);
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++_holdings;
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}
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int Inventory::deleteItemFromInventory(const Common::String &name) {
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int invNum = -1;
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for (int idx = 0; idx < (int)size() && invNum == -1; ++idx) {
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if (name.equalsIgnoreCase((*this)[idx]._name))
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invNum = idx;
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}
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if (invNum == -1)
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// Item not present
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return 0;
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// Item found, so delete it
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remove_at(invNum);
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--_holdings;
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return 1;
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}
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void Inventory::synchronize(Serializer &s) {
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s.syncAsSint16LE(_holdings);
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uint count = size();
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s.syncAsUint16LE(count);
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if (s.isLoading()) {
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resize(count);
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// Reset inventory back to start
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_invIndex = 0;
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}
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for (uint idx = 0; idx < size(); ++idx) {
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(*this)[idx].synchronize(s);
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}
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}
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} // End of namespace Sherlock
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