CGE: Add come comments in inventory functions
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60b0f12c5b
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a9abe40a12
1 changed files with 14 additions and 1 deletions
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@ -613,15 +613,23 @@ int CGEEngine::findPocket(Sprite *spr) {
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return -1;
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}
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/**
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* Check if an item is in the inventory, and returns its position
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* @param Inventory slot number Sprite pointer
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*/
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void CGEEngine::selectPocket(int n) {
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debugC(1, kCGEDebugEngine, "CGEEngine::selectPocket(%d)", n);
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if (n < 0 || (_pocLight->_seqPtr && _pocPtr == n)) {
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// If no slot specified, or another slot already selected
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// stop the blinking animation
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_pocLight->step(0);
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n = findPocket(NULL);
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if (n >= 0)
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_pocPtr = n;
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} else {
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// If slot specified, check if the slot if used.
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// Is so, start the blinking animation
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if (_pocket[n] != NULL) {
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_pocPtr = n;
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_pocLight->step(1);
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@ -630,13 +638,18 @@ void CGEEngine::selectPocket(int n) {
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_pocLight->gotoxy(kPocketX + _pocPtr * kPocketDX + kPocketSX, kPocketY + kPocketSY);
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}
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/**
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* Logic used when all the inventory slots are full and the user tries to pick
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* another object.
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* @param Inventory slot number Sprite pointer
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*/
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void CGEEngine::pocFul() {
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debugC(1, kCGEDebugEngine, "CGEEngine::pocFul()");
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_hero->park();
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_commandHandler->addCommand(kCmdWait, -1, -1, _hero);
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_commandHandler->addCommand(kCmdSeq, -1, kSeqPocketFull, _hero);
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_commandHandler->addCommand(kCmdSound, -1, 2, _hero);
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_commandHandler->addCommand(kCmdSound, -1, 2, _hero); // Play the 'hum-hum" sound (fx00002)
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_commandHandler->addCommand(kCmdWait, -1, -1, _hero);
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_commandHandler->addCommand(kCmdSay, 1, kPocketFull, _hero);
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}
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