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engines/hpl1/penumbra-overture/Inventory.h
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437
engines/hpl1/penumbra-overture/Inventory.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_INVENTORY_H
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#define GAME_INVENTORY_H
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#include "hpl1/engine/engine.h"
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using namespace hpl;
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#include "hpl1/penumbra-overture/GameTypes.h"
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class cInit;
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class cInventory_GlobalSave;
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class cGameItemType;
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typedef Common::Array<cGameItemType *> tGameItemTypeVec;
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typedef tGameItemTypeVec::iterator tGameItemTypeVecIt;
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//--------------------------------------------
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class iInventoryWidget {
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public:
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iInventoryWidget(cInit *apInit, const cRect2f &aRect, cGfxObject *apGfxObject, float afZ);
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virtual ~iInventoryWidget() {
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if (mpGfxObject)
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mpDrawer->DestroyGfxObject(mpGfxObject);
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}
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virtual void Draw();
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virtual void OnDraw() {}
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virtual void OnMouseOver() {}
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virtual void OnMouseDown(eMButton aButton) {}
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virtual void OnMouseUp(eMButton aButton) {}
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virtual void OnDoubleClick(eMButton aButton) {}
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virtual void OnUpdate(float afTimeStep) {}
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virtual void OnShortcutDown(int alNum) {}
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cRect2f &GetRect() { return mRect; }
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cGfxObject *GetGfxObject() { return mpGfxObject; }
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protected:
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cInit *mpInit;
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cGraphicsDrawer *mpDrawer;
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cGfxObject *mpGfxObject;
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cRect2f mRect;
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float mfZ;
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};
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typedef Common::List<iInventoryWidget *> tInventoryWidgetList;
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typedef tInventoryWidgetList::iterator tInventoryWidgetListIt;
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//-----------------------------------------
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class cInventoryItem;
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class cInventorySlot : public iInventoryWidget {
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friend class cInventory;
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public:
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cInventorySlot(cInit *apInit, const cVector2f &avPos, bool abEquip, int alIndex);
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void OnDraw();
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void OnMouseOver();
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void OnMouseDown(eMButton aButton);
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void OnMouseUp(eMButton aButton);
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void OnDoubleClick(eMButton aButton);
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void OnUpdate(float afTimeStep);
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void OnShortcutDown(int alNum);
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cInventoryItem *GetItem() { return mpItem; }
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void SetItem(cInventoryItem *apItem) { mpItem = apItem; }
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void SetIndex(int alX) { mlIndex = alX; }
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void SetEquip(bool abX) { mbEquip = abX; }
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void SetEquipIndex(int alX) { mlEquipIndex = alX; }
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int GetEquipIndex() { return mlEquipIndex; }
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private:
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cInventoryItem *mpItem;
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int mlIndex;
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bool mbEquip;
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int mlEquipIndex;
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cGfxObject *mpGfxBack;
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FontData *mpFont;
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};
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typedef Common::List<cInventorySlot *> tInventorySlotList;
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typedef tInventorySlotList::iterator tInventorySlotListIt;
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//-----------------------------------------
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class cGameItem;
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class cInventoryItem {
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friend class cInventory;
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public:
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cInventoryItem(cInit *apInit);
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~cInventoryItem();
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bool Init(cGameItem *apGameItem);
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bool InitFromFile(const tString &asFile);
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void Drop();
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void SetName(const tString &asName) { msName = asName; }
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const tString &GetName() { return msName; }
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void SetSubType(const tString &asSubType) { msSubType = asSubType; }
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const tString &GetSubType() { return msSubType; }
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const tWString &GetGameName() { return msGameName; }
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const tWString &GetDescription() { return msDescription; }
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const tString &GetHudModelFile() { return msHudModelFile; }
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const tString &GetHudModelName() { return msHudModelName; }
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const tString &GetEntityFile() { return msEntityFile; }
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cGfxObject *GetGfxObject() { return mpGfxObject; }
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cGfxObject *GetGfxObjectAdditive() { return mpGfxObjectAdditive; }
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eGameItemType GetItemType() { return mItemType; }
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bool CanBeDropped() { return mbCanBeDropped; }
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bool HasCount() { return mbHasCount; }
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int GetCount() { return mlCount; }
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void AddCount(int alX) { mlCount += alX; }
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void SetCount(int alX) { mlCount = alX; }
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private:
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cInit *mpInit;
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tString msName;
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tString msSubType;
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tWString msGameName;
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tWString msDescription;
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eGameItemType mItemType;
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tString msEntityFile;
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tString msHudModelFile;
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tString msHudModelName;
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cGfxObject *mpGfxObject;
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cGfxObject *mpGfxObjectAdditive;
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cGraphicsDrawer *mpDrawer;
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// cInventoryItem *mpItem;
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bool mbCanBeDropped;
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bool mbHasCount;
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int mlCount;
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};
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typedef Common::MultiMap<tString, cInventoryItem *> tInventoryItemMap;
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typedef tInventoryItemMap::iterator tInventoryItemMapIt;
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//-----------------------------------------
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class cInventoryBattery : public iInventoryWidget {
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public:
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cInventoryBattery(cInit *apInit, const cRect2f &aRect, cGfxObject *apGfxObject, float afZ);
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~cInventoryBattery();
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void OnDraw();
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void OnMouseOver();
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void OnUpdate(float afTimeStep);
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private:
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cGfxObject *mpGfxBatteryMeter;
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cGfxObject *mpGfxBatteryMeterBar;
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};
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//-----------------------------------------
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class cInventoryHealth : public iInventoryWidget {
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public:
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cInventoryHealth(cInit *apInit, const cRect2f &aRect, cGfxObject *apGfxObject, float afZ);
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~cInventoryHealth();
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void OnDraw();
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void OnMouseOver();
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void OnUpdate(float afTimeStep);
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private:
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cGfxObject *mpGfxFine;
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cGfxObject *mpGfxCaution;
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cGfxObject *mpGfxDanger;
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};
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//-----------------------------------------
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class cInventoryContext {
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public:
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cInventoryContext(cInit *apInit);
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~cInventoryContext();
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void SetActive(bool abX);
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bool IsActive() { return mbActive; }
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void Draw();
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void Update(float afTimeStep);
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void OnMouseDown(eMButton aButton);
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void OnMouseUp(eMButton aButton);
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void Setup(cInventoryItem *apItem, const cVector2f &avPos);
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private:
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cInit *mpInit;
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cGraphicsDrawer *mpDrawer;
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FontData *mpFont;
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cGfxObject *mpGfxBack;
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cGfxObject *mpGfxCorner11;
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cGfxObject *mpGfxCorner12;
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cGfxObject *mpGfxCorner21;
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cGfxObject *mpGfxCorner22;
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cGfxObject *mpGfxRight;
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cGfxObject *mpGfxLeft;
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cGfxObject *mpGfxTop;
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cGfxObject *mpGfxBottom;
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bool mbActive;
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float mfAlpha;
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tWStringVec *mpActionVec;
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float mfRowStart;
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float mfRowSize;
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float mfColLength;
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int mlSelectedRow;
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cInventoryItem *mpItem;
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cVector3f mvPos;
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cVector2f mvSize;
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cRect2f mRect;
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};
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//-----------------------------------------
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kSaveData_BaseClass(cInventory) {
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kSaveData_ClassInit(cInventory) public : cContainerList<cStartPosEntity> mlstStartpos;
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cContainerList<cInventoryUseCallback> mlstUseCallbacks;
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cContainerList<cInventoryPickupCallback> mlstPickupCallbacks;
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cContainerList<cInventoryCombineCallback> mlstCombineCallbacks;
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virtual iSaveObject *CreateSaveObject(cSaveObjectHandler * apSaveObjectHandler, cGame * apGame);
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virtual int GetSaveCreatePrio();
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};
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//--------------------------------------------
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class cInventory : public iUpdateable {
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friend class cSaveHandler;
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public:
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cInventory(cInit *apInit);
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~cInventory();
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void OnStart();
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void Update(float afTimeStep);
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void Reset();
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void OnDraw();
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void SetActive(bool abX);
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bool IsActive();
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float GetAlpha() { return mfAlpha; }
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void AddWidget(iInventoryWidget *apWidget);
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void AddItem(cGameItem *apGameItem);
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void AddItemFromFile(const tString &asName, const tString &asFile, int alSlotIndex);
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void RemoveItem(cInventoryItem *apItem);
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cInventoryItem *GetItem(const tString &asName);
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void SetMousePos(const cVector2f &avPos);
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void AddMousePos(const cVector2f &avRel);
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void SetNoteBookActive(bool abX) { mbNoteBookIsActive = abX; }
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bool GetNoteBookActive() { return mbNoteBookIsActive; }
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void OnMouseDown(eMButton aButton);
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void OnMouseUp(eMButton aButton);
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void OnDoubleClick(eMButton aButton);
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void OnInventoryDown();
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void OnShortcutDown(int alNum);
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cVector2f GetMousePos() { return mvMousePos; }
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// void SetMousePos(const cVector2f& avPos){ mvMousePos = avPos;}
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void SetItemName(const tWString &asName) {
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msItemName = asName;
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mbDrawText = true;
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}
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void SetItemDesc(const tWString &asDesc) {
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msItemDesc = asDesc;
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mbDrawText = true;
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}
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cInventoryItem *GetCurrentItem() { return mpCurrentItem; }
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void SetCurrentItem(cInventoryItem *apItem) { mpCurrentItem = apItem; }
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cInventorySlot *GetCurrentSlot() { return mpCurrentSlot; }
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void SetCurrentSlot(cInventorySlot *apSlot) { mpCurrentSlot = apSlot; }
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void SetCurrentItemOffset(const cVector2f &avOffset) { mvCurrentItemOffset = avOffset; }
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cInventorySlot *GetEquipSlot(int alIdx) { return mvEquipSlots[alIdx]; }
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cInventoryContext *GetContext() { return mpContext; }
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cGameItemType *GetItemType(int alIndex) { return mvItemTypes[alIndex]; }
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void SetDroppedInSlot(bool abX) { mbDroppedInSlot = abX; }
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void SetMessage(const tWString &asMessage);
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void AddPickupCallback(const tString &asItem, const tString &asFunction);
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void AddUseCallback(const tString &asItem, const tString &asObject, const tString &asFunction);
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void AddCombineCallback(const tString &asItem1, const tString &asItem2, const tString &asFunction);
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void RemovePickupCallback(const tString &asFunction);
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void RemoveUseCallback(const tString &asFunction);
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void RemoveCombineCallback(const tString &asFunction);
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void ClearCallbacks();
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void CheckPickupCallback(const tString &asItem);
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bool CheckUseCallback(const tString &asItem, const tString &asObject);
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bool CheckCombineCallback(const tString &asItem1, const tString &asItem2, int alSlotIndex);
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// Global save
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void SaveToGlobal(cInventory_GlobalSave *apSave);
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void LoadFromGlobal(cInventory_GlobalSave *apSave);
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// Save
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iSaveData *CreateSaveData();
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private:
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cInit *mpInit;
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cGraphicsDrawer *mpDrawer;
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cInventoryContext *mpContext;
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cGfxObject *mpGfxBackground;
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cGfxObject *mpBatteryMeter;
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cGfxObject *mpBatteryMeterBar;
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cGfxObject *mpHealthMan_Fine;
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cGfxObject *mpHealthMan_Caution;
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cGfxObject *mpHealthMan_Danger;
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cGfxObject *mpHealthTextFrame;
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cGfxObject *mpBagpack;
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tGameItemTypeVec mvItemTypes;
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bool mbActive;
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float mfAlpha;
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float mfTextAlpha;
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eCrossHairState mLastCrossHairState;
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tWString msItemName;
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tWString msItemDesc;
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bool mbDrawText;
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bool mbDroppedInSlot;
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bool mbCheckingCombineItems;
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bool mbNoteBookIsActive;
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FontData *mpFont;
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cVector2f mvMousePos;
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bool mbMessageActive;
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tWString msMessage;
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float mfMessageAlpha;
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cGfxObject *mpMessageBackground;
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cInventoryItem *mpCurrentItem;
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cVector2f mvCurrentItemOffset;
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cInventorySlot *mpCurrentSlot;
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tInventoryWidgetList mlstWidgets;
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tInventoryItemMap m_mapItems;
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tInventorySlotList mlstSlots;
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Common::Array<cInventorySlot *> mvEquipSlots;
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tInventoryPickupCallbackMap m_mapPickupCallbacks;
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tInventoryUseCallbackMap m_mapUseCallbacks;
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tInventoryCombineCallbackList mlstCombineCallbacks;
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};
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#endif // GAME_INVENTORY_H
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