Refactored a lot of Character-related code and put it into the Character class.
svn-id: r29025
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parent
7524244581
commit
d7ae40b65d
12 changed files with 207 additions and 182 deletions
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@ -92,7 +92,9 @@ void Parallaction_ns::doLoadGame(uint16 slot) {
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f->readLine(s, 29);
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f->readLine(_characterName, 15);
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f->readLine(s, 15);
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_char.setName(s);
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f->readLine(_location._name, 15);
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strcat(_location._name, ".");
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@ -144,32 +146,11 @@ void Parallaction_ns::doLoadGame(uint16 slot) {
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delete f;
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_engineFlags &= ~kEngineTransformedDonna;
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if (!scumm_stricmp(_characterName, "donnatras")) {
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_engineFlags |= kEngineTransformedDonna;
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strcpy(_characterName, "donna");
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}
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if (!scumm_stricmp(_characterName, "minidonnatras")) {
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_engineFlags |= kEngineTransformedDonna;
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strcpy(_characterName, _minidonnaName);
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}
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if (IS_MINI_CHARACTER(_characterName)) {
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strcpy(filename, _characterName+4);
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} else {
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strcpy(filename, _characterName);
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}
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// strcat(filename, ".tab");
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// freeTable(_objectsNames);
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// initTable(filename, _objectsNames);
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// parseLocation("common");
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// force reload of character to solve inventory
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// bugs, but it's a good maneuver anyway
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strcpy(_characterName1, "null");
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strcat(_location._name, _characterName);
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strcat(_location._name, _char.getName());
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_engineFlags |= kEngineChangeLocation;
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return;
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@ -201,11 +182,7 @@ void Parallaction_ns::doSaveGame(uint16 slot, const char* name) {
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f->writeString(s);
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f->writeString("\n");
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if (_engineFlags & kEngineTransformedDonna) {
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sprintf(s, "%stras\n", _characterName);
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} else {
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sprintf(s, "%s\n", _characterName);
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}
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sprintf(s, "%s\n", _char.getFullName());
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f->writeString(s);
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sprintf(s, "%s\n", _saveData1);
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