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https://github.com/scummvm/scummvm.git
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cleanup
svn-id: r11651
This commit is contained in:
+17
-42
@@ -145,16 +145,9 @@ void Command::executeCurrentAction() {
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}
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_state.verb = State::findDefaultVerb(od->state);
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if (_state.verb == VERB_NONE) {
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// no match made, so command not yet completed, redefine as WALK_TO
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_cmdText.setVerb(VERB_WALK_TO);
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_state.selAction = VERB_WALK_TO;
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}
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else {
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_cmdText.setVerb(_state.verb);
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_state.selAction = _state.verb;
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}
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_cmdText.addObject(_vm->logic()->objectName(od->name)); //_vm->logic()->objectData(obj)->name));
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_state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
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_cmdText.setVerb(_state.selAction);
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_cmdText.addObject(_vm->logic()->objectName(od->name));
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}
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// make sure that command is always highlighted when actioned!
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@@ -599,16 +592,13 @@ void Command::grabSelectedItem() {
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// _parse = true;
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int16 item = _vm->logic()->findInventoryItem(_state.verb - VERB_INV_FIRST);
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//if (item == 0 || _vm->logic()->itemData(item)->name <= 0) {
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// return;
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//}
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ItemData *id = findItemData(_state.verb);
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if (id == NULL || id->name <= 0) {
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return;
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}
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int16 item = _vm->logic()->findInventoryItem(_state.verb - VERB_INV_FIRST);
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// If we've selected via keyboard, and there is no VERB then do
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// the ITEMs default, otherwise keep constructing!
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@@ -722,15 +712,9 @@ void Command::grabSelectedNoun() {
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if (_cmdText.isEmpty()) {
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// Ensures that Right Mkey will select correct default
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_state.verb = State::findDefaultVerb(od->state);
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if (_state.verb != VERB_NONE) {
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// no match made, redefine as Walk To
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_state.selAction = VERB_WALK_TO;
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}
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else {
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_state.selAction = _state.verb;
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}
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_state.selAction = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
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_cmdText.setVerb(_state.selAction);
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_cmdText.addObject(_vm->logic()->objectName(od->name)); //_vm->logic()->objectData(objNum)->name));
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_cmdText.addObject(_vm->logic()->objectName(od->name));
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}
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else {
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_state.verb = VERB_NONE;
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@@ -740,13 +724,7 @@ void Command::grabSelectedNoun() {
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else {
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_state.verb = State::findDefaultVerb(od->state);
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}
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if (_state.verb == VERB_NONE) {
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_state.action = VERB_WALK_TO;
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_cmdText.setVerb(VERB_WALK_TO);
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}
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else {
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_state.action = _state.verb;
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}
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_state.action = (_state.verb == VERB_NONE) ? VERB_WALK_TO : _state.verb;
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_state.verb = VERB_NONE;
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}
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}
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@@ -818,7 +796,6 @@ bool Command::executeIfDialog(const char *description) {
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strcpy(currentCutaway, cutaway);
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_vm->logic()->playCutaway(currentCutaway, cutaway);
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}
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return true;
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}
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return false;
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@@ -993,7 +970,6 @@ void Command::changeObjectState(Verb action, int16 obj, int16 song, bool cutDone
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}
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}
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else if (action == VERB_CLOSE && !cutDone) {
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if (State::findOn(objData->state) == STATE_ON_OFF) {
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State::alterOn(&objData->state, STATE_ON_ON);
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State::alterDefaultVerb(&objData->state, VERB_OPEN);
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@@ -1064,7 +1040,6 @@ void Command::openOrCloseAssociatedObject(Verb action, int16 otherObj) {
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ObjectData *objData = _vm->logic()->objectData(otherObj);
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if (cmdList->imageOrder != 0) {
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// update the graphic image of object
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objData->image = cmdList->imageOrder;
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}
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@@ -1331,15 +1306,15 @@ uint16 Command::nextObjectDescription(ObjectDescription* objDesc, uint16 firstDe
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void Command::lookAtSelectedObject() {
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if (_state.selNoun > 0 && _state.selNoun <= _vm->logic()->currentRoomObjMax()) {
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uint16 objNum = _vm->logic()->currentRoomData() + _state.selNoun;
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if (_vm->logic()->objectData(objNum)->entryObj == 0) {
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if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, false) == -2) {
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// 'I can't get close enough to have a look.'
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_vm->logic()->joeSpeak(13);
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}
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}
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}
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// if (_state.selNoun > 0 && _state.selNoun <= _vm->logic()->currentRoomObjMax()) {
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// uint16 objNum = _vm->logic()->currentRoomData() + _state.selNoun;
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// if (_vm->logic()->objectData(objNum)->entryObj == 0) {
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// if (makeJoeWalkTo(_selPosX, _selPosY, objNum, _state.selAction, false) == -2) {
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// // 'I can't get close enough to have a look.'
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// _vm->logic()->joeSpeak(13);
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// }
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// }
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// }
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uint16 desc;
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if (_state.subject[0] < 0) {
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