2020-12-21 13:16:29 -03:00
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#include "framework.h"
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#include "items.h"
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#include "effect2.h"
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#include "setup.h"
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#include "level.h"
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#include "lara.h"
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#include "effect.h"
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void ClearItem(short itemNum)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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ROOM_INFO* room = &g_Level.Rooms[item->roomNumber];
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item->collidable = true;
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item->data = NULL;
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item->drawRoom = (((item->pos.zPos - room->z) / SECTOR(1)) & 0xFF) | ((((item->pos.xPos - room->x) / SECTOR(1)) & 0xFF) * 256);
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item->TOSSPAD = item->pos.yRot & 0xE000;
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item->itemFlags[2] = item->roomNumber | ((item->pos.yPos - room->minfloor) & 0xFF00);
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}
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void KillItem(short itemNum)
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{
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if (InItemControlLoop)
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{
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ItemNewRooms[2 * ItemNewRoomNo] = itemNum | 0x8000;
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ItemNewRoomNo++;
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}
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2021-05-26 01:58:30 -05:00
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else// if (NextItemActive != NO_ITEM)
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2020-12-21 13:16:29 -03:00
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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DetatchSpark(itemNum, SP_ITEM);
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item->active = false;
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item->reallyActive = false;
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if (NextItemActive == itemNum)
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{
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NextItemActive = item->nextActive;
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}
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else
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{
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short linknum;
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for (linknum = NextItemActive; linknum != NO_ITEM; linknum = g_Level.Items[linknum].nextActive)
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{
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if (g_Level.Items[linknum].nextActive == itemNum)
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{
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g_Level.Items[linknum].nextActive = item->nextActive;
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break;
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}
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}
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}
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if (item->roomNumber != NO_ROOM)
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{
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if (g_Level.Rooms[item->roomNumber].itemNumber == itemNum)
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{
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g_Level.Rooms[item->roomNumber].itemNumber = item->nextItem;
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}
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else
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{
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short linknum;
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for (linknum = g_Level.Rooms[item->roomNumber].itemNumber; linknum != NO_ITEM; linknum = g_Level.Items[linknum].nextItem)
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{
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if (g_Level.Items[linknum].nextItem == itemNum)
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{
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g_Level.Items[linknum].nextItem = item->nextItem;
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break;
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}
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}
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}
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}
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if (item == Lara.target)
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Lara.target = NULL;
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if (itemNum >= g_Level.NumItems)
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{
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item->nextItem = NextItemFree;
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NextItemFree = itemNum;
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}
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else
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{
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item->flags |= IFLAG_KILLED;
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}
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}
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}
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void RemoveAllItemsInRoom(short roomNumber, short objectNumber)
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{
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ROOM_INFO* room = &g_Level.Rooms[roomNumber];
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short currentItemNum = room->itemNumber;
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while (currentItemNum != NO_ITEM)
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{
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ITEM_INFO* item = &g_Level.Items[currentItemNum];
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if (item->objectNumber == objectNumber)
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{
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RemoveActiveItem(currentItemNum);
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item->status = ITEM_NOT_ACTIVE;
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item->flags &= 0xC1;
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}
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currentItemNum = item->nextItem;
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}
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}
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void AddActiveItem(short itemNumber)
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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item->flags |= 0x20;
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if (Objects[item->objectNumber].control == NULL)
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{
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item->status = ITEM_NOT_ACTIVE;
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return;
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}
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if (!item->active)
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{
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item->active = true;
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item->nextActive = NextItemActive;
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NextItemActive = itemNumber;
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}
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}
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void ItemNewRoom(short itemNumber, short roomNumber)
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{
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if (InItemControlLoop)
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{
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ItemNewRooms[2 * ItemNewRoomNo] = itemNumber;
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ItemNewRooms[2 * ItemNewRoomNo + 1] = roomNumber;
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ItemNewRoomNo++;
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}
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else
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{
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ITEM_INFO* item = &g_Level.Items[itemNumber];
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2021-05-24 09:27:52 +02:00
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if (item->roomNumber != NO_ROOM)
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2020-12-21 13:16:29 -03:00
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{
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ROOM_INFO* r = &g_Level.Rooms[item->roomNumber];
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if (r->itemNumber == itemNumber)
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{
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r->itemNumber = item->nextItem;
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}
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else
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{
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for (short linknum = r->itemNumber; linknum != -1; linknum = g_Level.Items[linknum].nextItem)
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{
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if (g_Level.Items[linknum].nextItem == itemNumber)
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{
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g_Level.Items[linknum].nextItem = item->nextItem;
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break;
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}
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}
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}
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}
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item->roomNumber = roomNumber;
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item->nextItem = g_Level.Rooms[roomNumber].itemNumber;
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g_Level.Rooms[roomNumber].itemNumber = itemNumber;
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}
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}
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void EffectNewRoom(short fxNumber, short roomNumber)
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{
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if (InItemControlLoop)
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{
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ItemNewRooms[2 * ItemNewRoomNo] = fxNumber;
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ItemNewRooms[2 * ItemNewRoomNo + 1] = roomNumber;
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ItemNewRoomNo++;
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}
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else
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{
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FX_INFO* fx = &EffectList[fxNumber];
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ROOM_INFO* r = &g_Level.Rooms[fx->roomNumber];
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if (r->fxNumber == fxNumber)
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{
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r->fxNumber = fx->nextFx;
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}
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else
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{
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short linknum;
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for (linknum = r->fxNumber; linknum != -1; linknum = EffectList[linknum].nextFx)
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{
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if (EffectList[linknum].nextFx == fxNumber)
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{
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EffectList[linknum].nextFx = fx->nextFx;
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break;
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}
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}
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}
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fx->roomNumber = roomNumber;
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fx->nextFx = g_Level.Rooms[roomNumber].fxNumber;
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g_Level.Rooms[roomNumber].fxNumber = fxNumber;
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}
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}
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void KillEffect(short fxNumber)
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{
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if (InItemControlLoop)
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{
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ItemNewRooms[2 * ItemNewRoomNo] = fxNumber | 0x8000;
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ItemNewRoomNo++;
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}
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else
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{
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FX_INFO* fx = &EffectList[fxNumber];
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DetatchSpark(fxNumber, SP_FX);
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if (NextFxActive == fxNumber)
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{
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NextFxActive = fx->nextActive;
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}
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else
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{
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for (short linknum = NextFxActive; linknum != NO_ITEM; linknum = EffectList[linknum].nextActive)
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{
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if (EffectList[linknum].nextActive == fxNumber)
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{
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EffectList[linknum].nextActive = fx->nextActive;
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break;
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}
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}
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}
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if (g_Level.Rooms[fx->roomNumber].fxNumber == fxNumber)
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{
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g_Level.Rooms[fx->roomNumber].fxNumber = fx->nextFx;
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}
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else
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{
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for (short linknum = g_Level.Rooms[fx->roomNumber].fxNumber; linknum != NO_ITEM; linknum = EffectList[linknum].nextFx)
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{
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if (EffectList[linknum].nextFx == fxNumber)
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{
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EffectList[linknum].nextFx = fx->nextFx;
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break;
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}
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}
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}
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fx->nextFx = NextFxFree;
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NextFxFree = fxNumber;
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}
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}
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short CreateNewEffect(short roomNum)
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{
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short fxNumber = NextFxFree;
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if (NextFxFree != NO_ITEM)
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{
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FX_INFO* fx = &EffectList[NextFxFree];
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NextFxFree = fx->nextFx;
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ROOM_INFO* r = &g_Level.Rooms[roomNum];
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fx->roomNumber = roomNum;
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fx->nextFx = r->fxNumber;
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r->fxNumber = fxNumber;
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fx->nextActive = NextFxActive;
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NextFxActive = fxNumber;
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fx->shade = GRAY555;
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}
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return fxNumber;
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}
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void InitialiseFXArray(int allocmem)
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{
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if (allocmem)
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EffectList = game_malloc<FX_INFO>(NUM_EFFECTS);
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FX_INFO* fx;
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NextFxActive = NO_ITEM;
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NextFxFree = 0;
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for (int i = 0; i < NUM_EFFECTS; i++)
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{
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fx = &EffectList[i];
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fx->nextFx = i + 1;
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}
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EffectList[NUM_EFFECTS - 1].nextFx = NO_ITEM;
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}
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void RemoveDrawnItem(short itemNum)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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if (g_Level.Rooms[item->roomNumber].itemNumber == itemNum)
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{
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g_Level.Rooms[item->roomNumber].itemNumber = item->nextItem;
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}
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else
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{
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for (short linknum = g_Level.Rooms[item->roomNumber].itemNumber; linknum != NO_ITEM; linknum = g_Level.Items[linknum].nextItem)
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{
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if (g_Level.Items[linknum].nextItem == itemNum)
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{
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g_Level.Items[linknum].nextItem = item->nextItem;
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break;
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}
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}
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}
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}
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void RemoveActiveItem(short itemNum)
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{
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if (g_Level.Items[itemNum].active)
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{
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g_Level.Items[itemNum].active = false;
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if (NextItemActive == itemNum)
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{
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NextItemActive = g_Level.Items[itemNum].nextActive;
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}
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else
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{
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for (short linknum = NextItemActive; linknum != NO_ITEM; linknum = g_Level.Items[linknum].nextActive)
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{
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if (g_Level.Items[linknum].nextActive == itemNum)
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{
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g_Level.Items[linknum].nextActive = g_Level.Items[itemNum].nextActive;
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break;
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}
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}
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}
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}
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}
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void InitialiseItem(short itemNum)
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{
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ITEM_INFO* item = &g_Level.Items[itemNum];
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item->animNumber = Objects[item->objectNumber].animIndex;
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item->frameNumber = g_Level.Anims[item->animNumber].frameBase;
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item->requiredAnimState = 0;
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item->goalAnimState = g_Level.Anims[item->animNumber].currentAnimState;
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item->currentAnimState = g_Level.Anims[item->animNumber].currentAnimState;
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item->pos.zRot = 0;
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item->pos.xRot = 0;
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item->fallspeed = 0;
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item->speed = 0;
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item->itemFlags[3] = 0;
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item->itemFlags[2] = 0;
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item->itemFlags[1] = 0;
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item->itemFlags[0] = 0;
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item->active = false;
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item->status = ITEM_NOT_ACTIVE;
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item->gravityStatus = false;
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item->hitStatus = false;
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item->collidable = true;
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item->lookedAt = false;
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item->dynamicLight = false;
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item->poisoned = false;
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item->aiBits = 0;
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item->reallyActive = false;
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item->timer = 0;
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item->hitPoints = Objects[item->objectNumber].hitPoints;
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if (item->objectNumber == ID_HK_ITEM ||
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item->objectNumber == ID_HK_AMMO_ITEM ||
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item->objectNumber == ID_CROSSBOW_ITEM ||
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item->objectNumber == ID_REVOLVER_ITEM)
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{
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item->meshBits = 1;
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}
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else
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{
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item->meshBits = -1;
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}
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item->touchBits = 0;
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item->afterDeath = false;
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item->firedWeapon = 0;
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item->data = NULL;
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item->swapMeshFlags = 0;
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if (item->flags & IFLAG_INVISIBLE)
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{
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item->flags &= ~IFLAG_INVISIBLE;
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item->status = ITEM_INVISIBLE;
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}
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else if (Objects[item->objectNumber].intelligent)
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{
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item->status = ITEM_INVISIBLE;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((item->flags & IFLAG_ACTIVATION_MASK) == IFLAG_ACTIVATION_MASK)
|
|
|
|
{
|
|
|
|
item->flags &= ~IFLAG_ACTIVATION_MASK;
|
|
|
|
item->flags |= IFLAG_REVERSE;
|
|
|
|
AddActiveItem(itemNum);
|
|
|
|
item->status = ITEM_ACTIVE;
|
|
|
|
}
|
|
|
|
|
|
|
|
ROOM_INFO* r = &g_Level.Rooms[item->roomNumber];
|
|
|
|
|
|
|
|
item->nextItem = r->itemNumber;
|
|
|
|
r->itemNumber = itemNum;
|
|
|
|
|
|
|
|
FLOOR_INFO* floor = &XZ_GET_SECTOR(r, item->pos.xPos - r->x, item->pos.zPos - r->z);
|
|
|
|
item->floor = floor->floor * 256;
|
|
|
|
item->boxNumber = floor->box;
|
|
|
|
|
|
|
|
if (Objects[item->objectNumber].initialise != NULL)
|
|
|
|
{
|
|
|
|
Objects[item->objectNumber].initialise(itemNum);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
short CreateItem()
|
|
|
|
{
|
|
|
|
short itemNum = 0;
|
|
|
|
|
|
|
|
if (NextItemFree == -1) return NO_ITEM;
|
|
|
|
|
|
|
|
itemNum = NextItemFree;
|
|
|
|
g_Level.Items[NextItemFree].flags = 0;
|
|
|
|
NextItemFree = g_Level.Items[NextItemFree].nextItem;
|
|
|
|
|
|
|
|
return itemNum;
|
|
|
|
}
|
|
|
|
|
|
|
|
void InitialiseItemArray(int numitems)
|
|
|
|
{
|
|
|
|
ITEM_INFO* item = &g_Level.Items[g_Level.NumItems];
|
|
|
|
|
|
|
|
NextItemActive = NO_ITEM;
|
|
|
|
NextItemFree = g_Level.NumItems;
|
|
|
|
|
|
|
|
if (g_Level.NumItems + 1 < numitems)
|
|
|
|
{
|
|
|
|
for (int i = g_Level.NumItems + 1; i < numitems; i++, item++)
|
|
|
|
{
|
|
|
|
item->nextItem = i;
|
|
|
|
item->active = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
item->nextItem = NO_ITEM;
|
|
|
|
}
|
|
|
|
|
|
|
|
short SpawnItem(ITEM_INFO* item, short objectNumber)
|
|
|
|
{
|
|
|
|
short itemNumber = CreateItem();
|
|
|
|
if (itemNumber != NO_ITEM)
|
|
|
|
{
|
|
|
|
ITEM_INFO* spawn = &g_Level.Items[itemNumber];
|
|
|
|
|
|
|
|
spawn->objectNumber = objectNumber;
|
|
|
|
spawn->roomNumber = item->roomNumber;
|
|
|
|
memcpy(&spawn->pos, &item->pos, sizeof(PHD_3DPOS));
|
|
|
|
|
|
|
|
InitialiseItem(itemNumber);
|
|
|
|
|
|
|
|
spawn->status = ITEM_NOT_ACTIVE;
|
|
|
|
spawn->shade = 0x4210;
|
|
|
|
}
|
|
|
|
|
|
|
|
return itemNumber;
|
|
|
|
}
|
|
|
|
|
|
|
|
int GlobalItemReplace(short search, short replace)
|
|
|
|
{
|
|
|
|
int changed = 0;
|
|
|
|
for (int i = 0; i < g_Level.Rooms.size(); i++)
|
|
|
|
{
|
|
|
|
ROOM_INFO* room = &g_Level.Rooms[i];
|
|
|
|
for (short itemNumber = room->itemNumber; itemNumber != NO_ITEM; itemNumber = g_Level.Items[itemNumber].nextItem)
|
|
|
|
{
|
|
|
|
if (g_Level.Items[itemNumber].objectNumber == search)
|
|
|
|
{
|
|
|
|
g_Level.Items[itemNumber].objectNumber = replace;
|
|
|
|
changed++;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return changed;
|
|
|
|
}
|
|
|
|
|
2021-02-07 17:12:41 -03:00
|
|
|
std::vector<int> FindItem(short objectNumber)
|
2020-12-21 13:16:29 -03:00
|
|
|
{
|
2021-02-07 17:12:41 -03:00
|
|
|
std::vector<int> itemList;
|
2020-12-21 13:16:29 -03:00
|
|
|
|
|
|
|
for (int i = 0; i < g_Level.NumItems; i++)
|
|
|
|
{
|
2021-02-07 17:12:41 -03:00
|
|
|
if (g_Level.Items[i].objectNumber == objectNumber)
|
|
|
|
itemList.push_back(i);
|
2020-12-21 13:16:29 -03:00
|
|
|
}
|
|
|
|
|
2021-02-07 17:12:41 -03:00
|
|
|
return itemList;
|
2020-12-21 13:16:29 -03:00
|
|
|
}
|