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add support for groovie
svn-id: r38288
This commit is contained in:
@@ -130,7 +130,8 @@ void CEActionsPocket::initInstanceGame() {
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bool is_lure = (gameid == "lure");
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bool is_feeble = (gameid == "feeble");
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bool is_drascula = (strncmp(gameid.c_str(), "drascula",8) == 0);
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bool is_tucker = (strncmp(gameid.c_str(), "tucker",6) == 0);
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bool is_tucker = (gameid == "tucker");
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bool is_groovie = (gameid == "groovie");
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GUI_Actions::initInstanceGame();
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@@ -140,7 +141,7 @@ void CEActionsPocket::initInstanceGame() {
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_right_click_needed = true;
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// See if a "hide toolbar" mapping could be needed
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if (is_sword1 || is_sword2 || is_comi)
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if (is_sword1 || is_sword2 || is_comi || is_groovie)
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_hide_toolbar_needed = true;
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// Initialize keys for different actions
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@@ -148,7 +149,7 @@ void CEActionsPocket::initInstanceGame() {
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_key_action[POCKET_ACTION_PAUSE].setKey(VK_SPACE);
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_action_enabled[POCKET_ACTION_PAUSE] = true;
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// Save
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if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble || is_tucker)
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if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble || is_tucker || is_groovie)
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_action_enabled[POCKET_ACTION_SAVE] = false;
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else if (is_queen) {
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_action_enabled[POCKET_ACTION_SAVE] = true;
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@@ -172,7 +173,7 @@ void CEActionsPocket::initInstanceGame() {
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// Quit
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_action_enabled[POCKET_ACTION_QUIT] = true;
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// Skip
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if (!is_cine && !is_parallaction)
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if (!is_cine && !is_parallaction && !is_groovie)
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_action_enabled[POCKET_ACTION_SKIP] = true;
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if (is_simon || is_sky || is_sword2 || is_queen || is_sword1 || is_gob ||
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is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker)
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@@ -120,7 +120,8 @@ void CEActionsSmartphone::initInstanceGame() {
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bool is_lure = (gameid == "lure");
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bool is_feeble = (gameid == "feeble");
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bool is_drascula = (strncmp(gameid.c_str(), "drascula",8) == 0);
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bool is_tucker = (strncmp(gameid.c_str(), "tucker",6) == 0);
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bool is_tucker = (gameid == "tucker");
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bool is_groovie = (gameid == "groovie");
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GUI_Actions::initInstanceGame();
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@@ -131,7 +132,7 @@ void CEActionsSmartphone::initInstanceGame() {
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// Initialize keys for different actions
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// Save
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if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble)
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if (is_simon || is_sword2 || is_gob || is_kyra || is_feeble || is_groovie)
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_action_enabled[SMARTPHONE_ACTION_SAVE] = false;
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else if (is_queen) {
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_action_enabled[SMARTPHONE_ACTION_SAVE] = true;
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@@ -155,7 +156,7 @@ void CEActionsSmartphone::initInstanceGame() {
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// Skip
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_action_enabled[SMARTPHONE_ACTION_SKIP] = true;
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if (is_simon || is_sky || is_sword2 || is_queen || is_sword1 || is_gob ||
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is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker)
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is_saga || is_kyra || is_touche || is_lure || is_feeble || is_drascula || is_tucker || is_groovie)
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_key_action[SMARTPHONE_ACTION_SKIP].setKey(VK_ESCAPE);
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else
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_key_action[SMARTPHONE_ACTION_SKIP].setKey(KEY_ALL_SKIP);
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