o Unstubbed sfPreDialog -- we have enough code for that
o Started to restore inventory functionality svn-id: r17666
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0ca8095e95
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769b2fed46
6 changed files with 25 additions and 26 deletions
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@ -186,7 +186,7 @@ void Script::sfTakeObject(SCRIPTFUNC_PARAMS) {
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obj = _vm->_actor->getObj(objectId);
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if (obj->sceneNumber != ITE_SCENE_INV) {
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obj->sceneNumber = ITE_SCENE_INV;
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//_vm->_interface->addToInventory(index); TODO: do it
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_vm->_interface->addToInventory(objectId);
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}
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}
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@ -370,14 +370,12 @@ void Script::sfLockUser(SCRIPTFUNC_PARAMS) {
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// Disables mouse input, etc.
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void Script::sfPreDialog(SCRIPTFUNC_PARAMS) {
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_vm->_interface->deactivate();
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; // clear converse text
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_vm->_interface->converseClear();
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if (_vm->_interface->isInMainMode())
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_vm->_interface->setMode(kPanelConverse);
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else
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; // display zero text
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_vm->_interface->converseDisplayText(0);
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_vm->_interface->setMode(kPanelNull);
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debug(0, "STUB: SF_preDialog()");
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}
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// Script function #13 (0x0D)
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@ -732,28 +730,27 @@ void Script::sfSceneEq(SCRIPTFUNC_PARAMS) {
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// Script function #32 (0x20)
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void Script::SF_dropObject(SCRIPTFUNC_PARAMS) {
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error("SF_dropObject Not implemented");
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/* ScriptDataWord obj_param = thread->pop();
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ScriptDataWord sprite_param = thread->pop();
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ScriptDataWord x_param = thread->pop();
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ScriptDataWord y_param = thread->pop();
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uint16 obj_param = thread->pop();
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uint16 sprite_param = thread->pop();
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int16 x_param = thread->pop();
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int16 y_param = thread->pop();
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ObjectData *obj;
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int index = obj_param & 0x1FFF;
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if (index >= ARRAYSIZE(ObjectTable)) {
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return FAILURE;
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}
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if (!_vm->_actor->validObjId(_vm->_actor->objIndexToId(index)))
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return;
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if (ObjectTable[index].sceneIndex == -1) {
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obj = _vm->_actor->getObj(_vm->_actor->objIndexToId(index));
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if (obj->sceneNumber == -1) {
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_vm->_interface->removeFromInventory(index);
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}
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ObjectTable[index].sceneIndex = _vm->_scene->currentSceneNumber();
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ObjectTable[index].spritelistRn = 9 + sprite_param;
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ObjectTable[index].x = x_param;
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ObjectTable[index].y = y_param;
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*/
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obj->sceneNumber = _vm->_scene->currentSceneNumber();
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obj->spritelistRn = 9 + sprite_param;
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obj->location.x = x_param;
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obj->location.y = y_param;
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}
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// Script function #33 (0x21)
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