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etc. to the different opcodes. Until now it has done so by casting the pointer to an int32 (opcode parameters are represented as arrays of int32) and then the opcode function casts it back to whatever pointer it needs. At least in C there is no guarantee that a pointer can be represented as an integer type (though apparently C99 may define such a type), so this has struck me as unsafe ever since I first noticed it. However, since all such pointers appear to point to the memory block owned by the memory manager, we can easily convert them to integers by treating them as offsets into the memory block. So that's what I have done. I hope I caught all the occurences in the opcode functions, or we're going to have some pretty interesting regressions on our hands... svn-id: r11241
247 lines
6.4 KiB
C++
247 lines
6.4 KiB
C++
/* Copyright (C) 1994-2003 Revolution Software Ltd
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* $Header$
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*/
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#include "stdafx.h"
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#include "sword2/sword2.h"
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#include "sword2/driver/driver96.h"
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#include "sword2/defs.h"
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#include "sword2/icons.h"
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#include "sword2/interpreter.h"
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#include "sword2/logic.h"
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#include "sword2/mouse.h"
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namespace Sword2 {
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int32 Logic::fnAddMenuObject(int32 *params) {
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// params: 0 pointer to a menu_object structure to copy down
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assert(_vm->_totalTemp < TOTAL_engine_pockets);
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// copy the structure to our in-the-engine list
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memcpy(&_vm->_tempList[_vm->_totalTemp], memory->intToPtr(params[0]), sizeof(menu_object));
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_vm->_totalTemp++;
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// script continue
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return IR_CONT;
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}
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int32 Logic::fnRefreshInventory(int32 *params) {
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// called from 'menu_look_or_combine' script in 'menu_master' object
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// to update the menu to display a combined object while George runs
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// voice-over. Note that 'object_held' must be set to the graphic of
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// the combined object
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// params: none
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// can reset this now
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COMBINE_BASE = 0;
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// so that the icon in 'object_held' is coloured while the rest are
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// grey
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_vm->_examiningMenuIcon = true;
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_vm->buildMenu();
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_vm->_examiningMenuIcon = false;
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// script continue
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return IR_CONT;
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}
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void Sword2Engine::buildMenu(void) {
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// create and start the inventory menu - NOW AT THE BOTTOM OF THE
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// SCREEN!
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uint32 null_pc = 0;
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uint32 j, k;
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bool icon_coloured;
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uint8 *icon;
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uint8 *head;
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uint32 res;
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// reset temp list which will be totally rebuilt
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_totalTemp = 0;
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debug(5, "build top menu %d", _totalMasters);
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// clear the temp list before building a new temp list in-case list
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// gets smaller. check each master
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for (j = 0; j < TOTAL_engine_pockets; j++)
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_tempList[j].icon_resource = 0;
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// Call menu builder script which will register all carried menu
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// objects. Run the 'build_menu' script in the 'menu_master' object
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head = res_man->openResource(MENU_MASTER_OBJECT);
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g_logic->runScript((char*) head, (char*) head, &null_pc);
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res_man->closeResource(MENU_MASTER_OBJECT);
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// Compare new with old. Anything in master thats not in new gets
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// removed from master - if found in new too, remove from temp
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if (_totalMasters) {
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// check each master
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for (j = 0; j < _totalMasters; j++) {
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for (k = 0; k < TOTAL_engine_pockets; k++) {
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res = 0;
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// if master is in temp
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if (_masterMenuList[j].icon_resource == _tempList[k].icon_resource) {
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// kill it in the temp
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_tempList[k].icon_resource = 0;
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res = 1;
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break;
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}
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}
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if (!res) {
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// otherwise not in temp so kill in main
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_masterMenuList[j].icon_resource = 0;
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debug(5, "Killed menu %d", j);
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}
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}
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}
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// merge master downwards
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_totalMasters = 0;
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//check each master slot
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for (j = 0; j < TOTAL_engine_pockets; j++) {
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// not current end - meaning out over the end so move down
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if (_masterMenuList[j].icon_resource && j != _totalMasters) {
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memcpy(&_masterMenuList[_totalMasters++], &_masterMenuList[j], sizeof(menu_object));
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// moved down now so kill here
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_masterMenuList[j].icon_resource = 0;
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} else if (_masterMenuList[j].icon_resource) {
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// skip full slots
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_totalMasters++;
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}
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}
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// add those new to menu still in temp but not yet in master to the
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// end of the master
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// check each master slot
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for (j = 0; j < TOTAL_engine_pockets; j++) {
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if (_tempList[j].icon_resource) {
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// here's a new temp
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memcpy(&_masterMenuList[_totalMasters++], &_tempList[j], sizeof(menu_object));
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}
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}
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// init top menu from master list
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for (j = 0; j < 15; j++) {
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if (_masterMenuList[j].icon_resource) {
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// 'res' is now the resource id of the icon
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res = _masterMenuList[j].icon_resource;
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if (_examiningMenuIcon) {
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// WHEN AN ICON HAS BEEN RIGHT-CLICKED FOR
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// 'EXAMINE' - SELECTION COLOURED, THE REST
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// GREYED OUT
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// If this is the icon being examined, make
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// it coloured. If not, grey this one out.
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if (res == OBJECT_HELD)
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icon_coloured = true;
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else
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icon_coloured = false;
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} else if (COMBINE_BASE) {
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// WHEN ONE MENU OBJECT IS BEING USED WITH
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// ANOTHER - BOTH TO BE COLOURED, THE REST
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// GREYED OUT
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// if this if either of the icons being
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// combined...
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if (res == OBJECT_HELD || res == COMBINE_BASE)
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icon_coloured = true;
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else
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icon_coloured = false;
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} else {
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// NORMAL ICON SELECTION - SELECTION GREYED
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// OUT, THE REST COLOURED
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// If this is the selction, grey it out. If
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// not, make it coloured.
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if (res == OBJECT_HELD)
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icon_coloured = false;
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else
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icon_coloured = true;
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}
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icon = res_man->openResource(_masterMenuList[j].icon_resource) + sizeof(_standardHeader);
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// The coloured icon is stored directly after the
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// greyed out one.
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if (icon_coloured)
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icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
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g_display->setMenuIcon(RDMENU_BOTTOM, j, icon);
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res_man->closeResource(res);
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} else {
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// no icon here
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g_display->setMenuIcon(RDMENU_BOTTOM, j, NULL);
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debug(5, " NULL for %d", j);
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}
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}
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g_display->showMenu(RDMENU_BOTTOM);
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}
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void Sword2Engine::buildSystemMenu(void) {
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// start a fresh top system menu
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uint8 *icon;
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uint32 icon_list[5] = {
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OPTIONS_ICON,
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QUIT_ICON,
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SAVE_ICON,
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RESTORE_ICON,
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RESTART_ICON
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};
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// build them all high in full colour - when one is clicked on all the
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// rest will grey out
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for (int i = 0; i < ARRAYSIZE(icon_list); i++) {
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icon = res_man->openResource(icon_list[i]) + sizeof(_standardHeader);
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// The only case when an icon is grayed is when the player
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// is dead. Then SAVE is not available.
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if (!DEAD || icon_list[i] != SAVE_ICON)
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icon += (RDMENU_ICONWIDE * RDMENU_ICONDEEP);
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g_display->setMenuIcon(RDMENU_TOP, i, icon);
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res_man->closeResource(icon_list[i]);
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}
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g_display->showMenu(RDMENU_TOP);
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}
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} // End of namespace Sword2
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