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XEEN: Fix switching characters within town actions
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@@ -72,7 +72,7 @@ int Town::townAction(TownAction actionId) {
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Sound &sound = *_vm->_sound;
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bool isDarkCc = _vm->_files->_isDarkCc;
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if (actionId == 12) {
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if (actionId == ACTION12) {
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pyramidEvent();
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return 0;
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}
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@@ -220,7 +220,7 @@ int Town::townAction(TownAction actionId) {
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intf._levitateUIFrame = 0;
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_townSprites[_drawFrameIndex / 8].draw(screen, _drawFrameIndex % 8, _townPos);
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if (actionId == 0 && isDarkCc) {
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if (actionId == BANK && isDarkCc) {
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_townSprites[4].draw(screen, _vm->getRandomNumber(13, 18),
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Common::Point(8, 30));
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}
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@@ -236,7 +236,7 @@ int Town::townAction(TownAction actionId) {
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intf.highlightChar(0);
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drawTownAnim(1);
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if (actionId == 0)
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if (actionId == BANK)
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intf._overallFrame = 2;
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sound.playSound(vocName, 1);
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@@ -244,12 +244,13 @@ int Town::townAction(TownAction actionId) {
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do {
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townWait();
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charP = doTownOptions(charP);
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title = createTownText(*charP);
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screen._windows[10].writeString(title);
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drawButtons(&screen);
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} while (!_vm->shouldQuit() && _buttonValue != Common::KEYCODE_ESCAPE);
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switch (actionId) {
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case 1:
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case BLACKSMITH:
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// Leave blacksmith
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if (isDarkCc) {
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sound.stopSound();
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@@ -257,7 +258,7 @@ int Town::townAction(TownAction actionId) {
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}
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break;
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case 3: {
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case TAVERN: {
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// Leave Tavern
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sound.stopSound();
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sound.playSound(isDarkCc ? "gdluck1.voc" : "goodbye.voc", 1);
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+1
-1
@@ -34,7 +34,7 @@ namespace Xeen {
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enum TownAction {
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BANK = 0, BLACKSMITH = 1, GUILD = 2, TAVERN = 3, TEMPLE = 4,
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TRAINING = 5, ARENA = 6, NO_ACTION = 7, REAPER = 8, GOLEM = 9,
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DWARF1 = 10, SPHINX = 11, DWARF2 = 13
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DWARF1 = 10, SPHINX = 11, ACTION12 = 12, DWARF2 = 13
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};
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class XeenEngine;
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