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Even if this is a const and Rect is constexpr, this instantiation can't be done at compile time as the parameters of Rect are defined in another translation unit. Using this construct make the compiler emit code at init which is forbidden as per our rules.
536 lines
12 KiB
C++
536 lines
12 KiB
C++
/* 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 "common/scummsys.h"
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#include "access/access.h"
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#include "access/resources.h"
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#include "access/amazon/amazon_game.h"
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#include "access/amazon/amazon_resources.h"
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#include "access/amazon/amazon_scripts.h"
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namespace Access {
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namespace Amazon {
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AmazonScripts::AmazonScripts(AccessEngine *vm) : Scripts(vm) {
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_game = (AmazonEngine *)_vm;
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setOpcodes_v2();
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}
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void AmazonScripts::cLoop() {
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searchForSequence();
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_vm->_images.clear();
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_vm->_buffer2.blitFrom(_vm->_buffer1);
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_vm->_oldRects.clear();
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_vm->_scripts->executeScript();
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_vm->plotList1();
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_vm->copyBlocks();
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}
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void AmazonScripts::mWhile1() {
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_vm->_screen->setDisplayScan();
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_vm->_screen->fadeOut();
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_vm->_events->hideCursor();
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_vm->_files->loadScreen(14, 0);
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_vm->_buffer2.blitFrom(*_vm->_screen);
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_vm->_buffer1.blitFrom(*_vm->_screen);
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_vm->_events->showCursor();
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_vm->_screen->setIconPalette();
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_vm->_screen->forceFadeIn();
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Resource *spriteData = _vm->_files->loadFile(14, 6);
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_vm->_objectsTable[0] = new SpriteResource(_vm, spriteData);
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delete spriteData;
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_vm->_images.clear();
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_vm->_oldRects.clear();
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_sequence = 2100;
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do {
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cLoop();
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_sequence = 2100;
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} while (_vm->_flags[52] == 1);
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_vm->_buffer1.copyTo(_vm->_screen);
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_vm->_buffer2.copyTo(&_vm->_buffer1);
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_game->establish(-1, 14);
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spriteData = _vm->_files->loadFile(14, 7);
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_vm->_objectsTable[1] = new SpriteResource(_vm, spriteData);
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delete spriteData;
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_vm->_sound->playSound(0);
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_vm->_screen->setDisplayScan();
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_vm->_events->hideCursor();
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_vm->_files->loadScreen(14, 1);
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_vm->_screen->setPalette();
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_vm->_buffer2.blitFrom(*_vm->_screen);
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_vm->_buffer1.blitFrom(*_vm->_screen);
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_vm->_events->showCursor();
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_vm->_screen->setIconPalette();
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_vm->_images.clear();
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_vm->_oldRects.clear();
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_sequence = 2200;
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_vm->_sound->loadSoundTable(0, 14, 15);
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do {
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cLoop();
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_sequence = 2200;
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} while (_vm->_flags[52] == 2);
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_vm->_screen->setDisplayScan();
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_vm->_events->hideCursor();
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_vm->_files->loadScreen(14, 2);
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_vm->_screen->setPalette();
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_vm->_buffer2.blitFrom(*_vm->_screen);
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_vm->_buffer1.blitFrom(*_vm->_screen);
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_vm->_events->showCursor();
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_vm->_screen->setIconPalette();
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_vm->freeCells();
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spriteData = _vm->_files->loadFile(14, 8);
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_vm->_objectsTable[2] = new SpriteResource(_vm, spriteData);
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delete spriteData;
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_vm->_images.clear();
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_vm->_oldRects.clear();
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_sequence = 2300;
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_vm->_sound->playSound(0);
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do {
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cLoop();
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_sequence = 2300;
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} while (_vm->_flags[52] == 3);
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_vm->freeCells();
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spriteData = _vm->_files->loadFile(14, 9);
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_vm->_objectsTable[3] = new SpriteResource(_vm, spriteData);
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delete spriteData;
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_vm->_screen->setDisplayScan();
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_vm->_events->hideCursor();
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_vm->_files->loadScreen(14, 3);
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_vm->_screen->setPalette();
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_vm->_buffer2.blitFrom(*_vm->_screen);
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_vm->_buffer1.blitFrom(*_vm->_screen);
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_vm->_events->showCursor();
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_vm->_screen->setIconPalette();
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_vm->_images.clear();
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_vm->_oldRects.clear();
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_sequence = 2400;
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do {
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cLoop();
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_sequence = 2400;
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} while (_vm->_flags[52] == 4);
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}
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void AmazonScripts::mWhile2() {
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_vm->_screen->setDisplayScan();
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_vm->_screen->fadeOut();
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_vm->_events->hideCursor();
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_vm->_files->loadScreen(14, 0);
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_vm->_buffer2.blitFrom(*_vm->_screen);
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_vm->_buffer1.blitFrom(*_vm->_screen);
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_vm->_events->showCursor();
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_vm->_screen->setIconPalette();
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_vm->_screen->forceFadeIn();
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Resource *spriteData = _vm->_files->loadFile(14, 6);
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_vm->_objectsTable[0] = new SpriteResource(_vm, spriteData);
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delete spriteData;
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_vm->_images.clear();
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_vm->_oldRects.clear();
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_sequence = 2100;
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do {
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cLoop();
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_sequence = 2100;
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} while (_vm->_flags[52] == 1);
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_vm->_screen->fadeOut();
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_vm->freeCells();
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spriteData = _vm->_files->loadFile(14, 9);
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_vm->_objectsTable[3] = new SpriteResource(_vm, spriteData);
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delete spriteData;
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_vm->_screen->setDisplayScan();
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_vm->_events->hideCursor();
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_vm->_files->loadScreen(14, 3);
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_vm->_screen->setPalette();
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_vm->_buffer2.blitFrom(*_vm->_screen);
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_vm->_buffer1.blitFrom(*_vm->_screen);
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_vm->_events->showCursor();
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_vm->_screen->setIconPalette();
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_vm->_images.clear();
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_vm->_oldRects.clear();
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_sequence = 2400;
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do {
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cLoop();
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_sequence = 2400;
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} while (_vm->_flags[52] == 4);
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}
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void AmazonScripts::mWhile(int param1) {
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switch(param1) {
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case 1:
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mWhile1();
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break;
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case 2:
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_game->_plane->mWhileFly();
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break;
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case 3:
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_game->_plane->mWhileFall();
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break;
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case 4:
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_game->_jungle->mWhileJWalk();
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break;
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case 5:
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_game->_jungle->mWhileDoOpen();
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break;
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case 6:
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_game->_river->mWhileDownRiver();
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break;
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case 7:
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mWhile2();
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break;
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case 8:
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_game->_jungle->mWhileJWalk2();
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break;
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default:
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break;
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}
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}
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void AmazonScripts::loadBackground(int param1, int param2) {
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_vm->_files->_setPaletteFlag = false;
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_vm->_files->loadScreen(param1, param2);
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_vm->_buffer2.blitFrom(*_vm->_screen);
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_vm->_buffer1.blitFrom(*_vm->_screen);
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_vm->_screen->forceFadeIn();
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}
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void AmazonScripts::loadNSound(int param1, int param2) {
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Resource *sound = _vm->_files->loadFile(param1, param2);
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_vm->_sound->_soundTable.push_back(SoundEntry(sound, 1));
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}
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void AmazonScripts::setInactive() {
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_game->_rawInactiveX = _vm->_player->_rawPlayer.x;
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_game->_rawInactiveY = _vm->_player->_rawPlayer.y;
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_game->_charSegSwitch = false;
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mWhile(_game->_rawInactiveY);
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}
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void AmazonScripts::boatWalls(int param1, int param2) {
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if (param1 == 1)
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_vm->_room->_plotter._walls[42] = Common::Rect(96, 27, 96 + 87, 27 + 42);
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else {
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_vm->_room->_plotter._walls[39].bottom = _vm->_room->_plotter._walls[41].bottom = 106;
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_vm->_room->_plotter._walls[40].left = 94;
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}
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}
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void AmazonScripts::plotInactive() {
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Player &player = *_vm->_player;
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InactivePlayer &inactive = _game->_inactive;
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if (_game->_charSegSwitch) {
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_game->_currentCharFlag = true;
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SWAP(inactive._altSpritesPtr, player._playerSprites);
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_game->_charSegSwitch = false;
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} else if (_game->_jasMayaFlag != (_game->_currentCharFlag ? 1 : 0)) {
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if (player._playerOff) {
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_game->_jasMayaFlag = (_game->_currentCharFlag ? 1 : 0);
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} else {
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_game->_currentCharFlag = (_game->_jasMayaFlag == 1);
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int tmpX = _game->_rawInactiveX;
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int tmpY = _game->_rawInactiveY;
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_game->_rawInactiveX = player._rawPlayer.x;
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_game->_rawInactiveY = player._rawPlayer.y;
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player._rawPlayer.x = tmpX;
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player._rawPlayer.y = tmpY;
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_game->_inactiveYOff = player._playerOffset.y;
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player.calcManScale();
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SWAP(inactive._altSpritesPtr, player._playerSprites);
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_vm->_room->setWallCodes();
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}
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}
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_game->_flags[155] = 0;
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if (_game->_rawInactiveX >= 152 && _game->_rawInactiveX <= 167 &&
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_game->_rawInactiveY >= 158 && _game->_rawInactiveY <= 173) {
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_game->_flags[155] = 1;
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} else {
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_game->_flags[160] = 0;
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if (!_game->_jasMayaFlag && _game->_rawInactiveX >= 266 && _game->_rawInactiveX <= 290
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&& _game->_rawInactiveY >= 70 && _game->_rawInactiveY <= 87) {
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_game->_flags[160] = 1;
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}
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}
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inactive._flags &= ~IMGFLAG_UNSCALED;
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inactive._flags &= ~IMGFLAG_BACKWARDS;
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inactive._position.x = _game->_rawInactiveX;
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inactive._position.y = _game->_rawInactiveY - _game->_inactiveYOff;
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inactive._offsetY = _game->_inactiveYOff;
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inactive._spritesPtr = inactive._altSpritesPtr;
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_vm->_images.addToList(_game->_inactive);
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}
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void AmazonScripts::executeSpecial(int commandIndex, int param1, int param2) {
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switch (commandIndex) {
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case 0:
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warning("TODO: DEMO - RESETAN");
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break;
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case 1:
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_vm->establish(param1, param2);
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break;
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case 2:
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loadBackground(param1, param2);
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break;
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case 3:
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if (_vm->isDemo())
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warning("TODO: DEMO - LOADCELLSET");
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else
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_game->_cast->doCast(param1);
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break;
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case 4:
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if (_vm->isDemo())
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loadNSound(param1, param2);
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else
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setInactive();
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break;
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case 5:
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warning("TODO: DEMO - UNLOADCELLSET");
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break;
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case 6:
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mWhile(param1);
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break;
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case 7:
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warning("TODO: DEMO - ADDMONEY");
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break;
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case 8:
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warning("TODO: DEMO - CHKMONEY");
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break;
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case 9:
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_game->_guard->doGuard();
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break;
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case 10:
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_vm->_midi->newMusic(param1, param2);
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break;
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case 11:
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plotInactive();
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break;
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case 13:
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_game->_river->doRiver();
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break;
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case 14:
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_game->_ant->doAnt();
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break;
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case 15:
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boatWalls(param1, param2);
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break;
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default:
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warning("Unexpected Special code %d - Skipped", commandIndex);
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}
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}
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typedef void(AmazonScripts::*AmazonScriptMethodPtr)();
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void AmazonScripts::executeCommand(int commandIndex) {
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static const AmazonScriptMethodPtr AMAZON_COMMAND_LIST[] = {
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&AmazonScripts::cmdHelp_v2, &AmazonScripts::cmdCycleBack,
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&AmazonScripts::cmdChapter, &AmazonScripts::cmdSetHelp,
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&AmazonScripts::cmdCenterPanel, &AmazonScripts::cmdMainPanel,
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&AmazonScripts::CMDRETFLASH
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};
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if (commandIndex >= 73)
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(this->*AMAZON_COMMAND_LIST[commandIndex - 73])();
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else
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Scripts::executeCommand(commandIndex);
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}
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void AmazonScripts::cmdHelp_v2() {
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Common::String helpMessage = readString();
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if (_game->_helpLevel == 0) {
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_game->_timers.saveTimers();
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_game->_useItem = 0;
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if (_game->_noHints) {
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printString(AMRES.NO_HELP_MESSAGE);
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return;
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} else if (_game->_hintLevel == 0) {
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printString(AMRES.NO_HINTS_MESSAGE);
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return;
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}
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}
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int level = _game->_hintLevel - 1;
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if (level < _game->_helpLevel)
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_game->_moreHelp = 0;
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_game->drawHelp(helpMessage);
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const Common::Rect butn1 = Common::Rect(HELP1COORDS[0][0], HELP1COORDS[0][2], HELP1COORDS[0][1], HELP1COORDS[0][3]);
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const Common::Rect butn2 = Common::Rect(HELP1COORDS[1][0], HELP1COORDS[1][2], HELP1COORDS[1][1], HELP1COORDS[1][3]);
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while (!_vm->shouldQuit()) {
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while (!_vm->shouldQuit() && !_vm->_events->_leftButton)
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_vm->_events->pollEventsAndWait();
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_vm->_events->debounceLeft();
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const Common::Point pt = _vm->_events->_mousePos;
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int choice = -1;
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if (butn1.contains(pt))
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choice = 0;
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else if (butn2.contains(pt))
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choice = 1;
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if (choice < 0)
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continue;
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if (choice == 1) {
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// Done button selected
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_game->_helpLevel = 0;
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_game->_moreHelp = 1;
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_game->_useItem = 0;
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_vm->_events->hideCursor();
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if (_vm->_screen->_vesaMode) {
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_vm->_screen->restoreScreen();
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_vm->_screen->setPanel(0);
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} else {
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_vm->_screen->fadeOut();
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_vm->_screen->clearBuffer();
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}
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_vm->_buffer2.copyTo(_vm->_screen);
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_vm->_screen->restorePalette();
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_vm->_screen->setPalette();
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_vm->_events->showCursor();
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delete _vm->_objectsTable[45];
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_vm->_objectsTable[45] = nullptr;
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_vm->_timers.restoreTimers();
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break;
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} else {
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// More button selected
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if ((_game->_moreHelp == 0) || (choice != 0))
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continue;
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++_game->_helpLevel;
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_game->_useItem = 1;
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break;
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}
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}
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findNull();
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}
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void AmazonScripts::cmdCycleBack() {
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if (_vm->_startup == -1)
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_vm->_screen->cyclePaletteBackwards();
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}
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void AmazonScripts::cmdChapter() {
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Resource *activeScript = nullptr;
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if (_vm->isDemo()) {
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cmdSetHelp();
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} else {
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int chapter = _data->readByte();
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if (!_vm->isCD()) {
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// For floppy version, the current script remains active even
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// after the end of the chapter start, so we need to save it
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activeScript = _resource;
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_resource = nullptr;
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_data = nullptr;
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}
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_game->startChapter(chapter);
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if (!_vm->isCD()) {
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assert(!_resource);
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setScript(activeScript, false);
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}
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}
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}
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void AmazonScripts::cmdSetHelp() {
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int arrayId = (_data->readUint16LE() & 0xFF) - 1;
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int helpId = _data->readUint16LE() & 0xFF;
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byte *help = _game->_helpTbl[arrayId];
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help[helpId] = 1;
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if (_vm->_useItem == 0) {
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_sequence = 11000;
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searchForSequence();
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}
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}
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void AmazonScripts::cmdCenterPanel() {
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if (_vm->_screen->_vesaMode) {
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_vm->_screen->clearScreen();
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_vm->_screen->setPanel(3);
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}
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}
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void AmazonScripts::cmdMainPanel() {
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if (_vm->_screen->_vesaMode) {
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_vm->_room->init4Quads();
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_vm->_screen->setPanel(0);
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}
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}
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void AmazonScripts::CMDRETFLASH() {
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error("TODO CMDRETFLASH");
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}
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} // End of namespace Amazon
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} // End of namespace Access
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