SHERLOCK: More scene loading code and support methods
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parent
43381e9819
commit
cf92e540db
10 changed files with 308 additions and 12 deletions
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@ -46,18 +46,47 @@ void BgfileheaderInfo::synchronize(Common::SeekableReadStream &s) {
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_filename = Common::String(buffer);
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}
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int _fSize; // How long images are
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int _maxFrames; // How many unique frames in object
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Common::String _filename; // Filename of object
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/*----------------------------------------------------------------*/
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void Exit::synchronize(Common::SeekableReadStream &s) {
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_position.x = s.readSint16LE();
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_position.y = s.readSint16LE();
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_size.x = s.readSint16LE();
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_size.y = s.readSint16LE();
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_scene = s.readSint16LE();
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_allow = s.readSint16LE();
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_people.x = s.readSint16LE();
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_people.y = s.readSint16LE();
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_peopleDir = s.readUint16LE();
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}
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/*----------------------------------------------------------------*/
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void SceneEntry::synchronize(Common::SeekableReadStream &s) {
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_startPosition.x = s.readSint16LE();
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_startPosition.y = s.readSint16LE();
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_startDir = s.readByte();
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_allow = s.readByte();
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}
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void SceneSound::synchronize(Common::SeekableReadStream &s) {
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char buffer[9];
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s.read(buffer, 8);
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buffer[8] = '\0';
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_name = Common::String(buffer);
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_priority = s.readByte();
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}
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/*----------------------------------------------------------------*/
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Scene::Scene(SherlockEngine *vm): _vm(vm) {
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for (int idx = 0; idx < SCENES_COUNT; ++idx)
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Common::fill(&_stats[idx][0], &_stats[idx][9], false);
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_currentScene = -1;
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_goToRoom = -1;
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_changes = false;
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_oldCharPoint = 0;
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_numExits = 0;
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_windowOpen = _infoFlag = false;
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_menuMode = _keyboardInput = 0;
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_walkedInScene = false;
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@ -66,10 +95,12 @@ Scene::Scene(SherlockEngine *vm): _vm(vm) {
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_lzwMode = false;
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_invGraphicItems = 0;
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_controlPanel = new ImageFile("controls.vgs");
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_controls = nullptr; // new ImageFile("menu.all");
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}
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Scene::~Scene() {
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delete _controlPanel;
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delete _controls;
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clear();
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}
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@ -78,13 +109,10 @@ Scene::~Scene() {
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* Takes care of clearing any scene data
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*/
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void Scene::clear() {
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for (uint idx = 0; idx < _bgShapes.size(); ++idx)
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delete _bgShapes[idx]._images;
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}
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void Scene::selectScene() {
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// Reset fields
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_numExits = 0;
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_windowOpen = _infoFlag = false;
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_menuMode = _keyboardInput = 0;
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_oldKey = _help = _oldHelp = 0;
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@ -93,6 +121,7 @@ void Scene::selectScene() {
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// Load the scene
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Common::String sceneFile = Common::String::format("res%02d", _goToRoom);
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Common::String roomName = Common::String::format("res%02d.rrm", _goToRoom);
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_currentScene = _goToRoom;
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_goToRoom = -1;
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loadScene(sceneFile);
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@ -108,6 +137,8 @@ void Scene::selectScene() {
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* that it should point to after loading; _misc is then set to 0.
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*/
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void Scene::loadScene(const Common::String &filename) {
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Screen &screen = *_vm->_screen;
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Sound &sound = *_vm->_sound;
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bool flag;
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_walkedInScene = false;
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@ -240,11 +271,160 @@ void Scene::loadScene(const Common::String &filename) {
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// Back at version byte, so skip over it
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rrmStream->skip(1);
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// TODO
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// Load the walk directory
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for (int idx1 = 0; idx1 < MAX_ZONES; ++idx1) {
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for (int idx2 = 0; idx2 < MAX_ZONES; ++idx2)
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_walkDirectory[idx1][idx2] = rrmStream->readSint16LE();
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}
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// Read in the walk data
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size = rrmStream->readUint16LE();
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Common::SeekableReadStream *walkStream = !_lzwMode ? rrmStream :
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decompressLZ(*rrmStream, size);
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_walkData.resize(size);
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walkStream->read(&_walkData[0], size);
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if (_lzwMode)
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delete walkStream;
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// Read in the exits
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int numExits = rrmStream->readByte();
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_exits.resize(numExits);
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for (int idx = 0; idx < numExits; ++idx)
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_exits[idx].synchronize(*rrmStream);
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// Read in the entrance
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_entrance.synchronize(*rrmStream);
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// Initialize sound list
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int numSounds = rrmStream->readByte();
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_sounds.resize(numSounds);
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for (int idx = 0; idx < numSounds; ++idx)
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_sounds[idx].synchronize(*rrmStream);
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// If sound is turned on, load the sounds into memory
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if (sound._sfxEnabled) {
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for (int idx = 0; idx < numSounds; ++idx) {
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sound.loadSound(_sounds[idx]._name, _sounds[idx]._priority);
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_sounds[idx]._name = "";
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}
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}
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// Read in palette
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rrmStream->read(screen._cMap, PALETTE_SIZE);
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for (int idx = 0; idx < PALETTE_SIZE; ++idx)
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screen._cMap[idx] = VGA_COLOR_TRANS(screen._cMap[idx]);
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Common::copy(screen._cMap, screen._cMap + PALETTE_SIZE, screen._sMap);
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// Read in the background
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Common::SeekableReadStream *bgStream = !_lzwMode ? rrmStream :
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decompressLZ(*rrmStream, SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
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bgStream->read(screen._backBuffer.getPixels(), SHERLOCK_SCREEN_WIDTH * SHERLOCK_SCENE_HEIGHT);
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if (_lzwMode)
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delete bgStream;
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// Set the palette
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screen._backBuffer2.blitFrom(screen._backBuffer);
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screen.setPalette(screen._cMap);
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delete rrmStream;
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}
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// Clear user interface area and draw controls
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screen._backBuffer2.fillRect(0, INFO_LINE, SHERLOCK_SCREEN_WIDTH, INFO_LINE + 10, INFO_BLACK);
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screen._backBuffer.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y));
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screen._backBuffer2.transBlitFrom((*_controlPanel)[0], Common::Point(0, CONTROLS_Y));
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_changes = false;
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checkSceneStatus();
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if (!_vm->_justLoaded) {
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for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
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if (_bgShapes[idx]._type == HIDDEN && _bgShapes[idx]._aType == TALK_EVERY)
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_bgShapes[idx].toggleHidden();
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}
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// Check for TURNON objects
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for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
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if (_bgShapes[idx]._type == HIDDEN && (_bgShapes[idx]._flags & 0x20))
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_bgShapes[idx].toggleHidden();
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}
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// Check for TURNOFF objects
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for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
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if (_bgShapes[idx]._type != HIDDEN && (_bgShapes[idx]._flags & 0x40) &&
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_bgShapes[idx]._type != INVALID)
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_bgShapes[idx].toggleHidden();
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}
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}
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checkSceneFlags(false);
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checkInventory();
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// TODO
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}
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/**
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* Set objects to their current persistent state. This includes things such as
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* opening or moving them
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*/
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void Scene::checkSceneStatus() {
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if (_stats[_currentScene][8]) {
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for (int idx = 0; idx < 8; ++idx) {
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int val = _stats[_currentScene][idx];
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for (int bit = 0; bit < 8; ++bit) {
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uint objNumber = idx * 8 + bit;
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if (objNumber < _bgShapes.size()) {
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Object &obj = _bgShapes[objNumber];
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if (val & 1) {
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// No shape to erase, so flag as hidden
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obj._type = HIDDEN;
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} else if (obj._images == nullptr || obj._images->size() == 0) {
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// No shape
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obj._type = NO_SHAPE;
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} else {
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obj._type = ACTIVE_BG_SHAPE;
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}
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} else {
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// Finished checks
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return;
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}
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val >>= 1;
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}
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}
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}
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}
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/**
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* Check the scene's objects against the game flags. If false is passed,
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* it means the scene has just been loaded. A value of true means that the scene
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* is in use (ie. not just loaded)
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*/
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void Scene::checkSceneFlags(bool flag) {
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int mode = mode ? HIDE_SHAPE : HIDDEN;
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for (uint idx = 0; idx < _bgShapes.size(); ++idx) {
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Object &o = _bgShapes[idx];
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// TODO: read_flags calls
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}
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}
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/**
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* Checks scene objects against the player's inventory items. If there are any
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* matching names, it means the given item has already been picked up, and should
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* be hidden in the scene.
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*/
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void Scene::checkInventory() {
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}
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} // End of namespace Sherlock
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