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engines/illusions/bbdou/bbdou_inventory.h
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111
engines/illusions/bbdou/bbdou_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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* 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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* 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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#ifndef ILLUSIONS_BBDOU_BBDOU_INVENTORY_H
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#define ILLUSIONS_BBDOU_BBDOU_INVENTORY_H
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#include "illusions/specialcode.h"
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#include "common/array.h"
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#include "common/rect.h"
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namespace Illusions {
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class IllusionsEngine_BBDOU;
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class BbdouSpecialCode;
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class Control;
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struct TriggerFunction;
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struct InventoryItem {
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uint32 _objectId;
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uint32 _sequenceId;
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bool _assigned;
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bool _flag;
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int _timesPresent;
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int _fieldE;
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InventoryItem(uint32 objectId, uint32 sequenceId);
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};
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struct InventorySlot {
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uint32 _namedPointId;
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uint32 _objectId;
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InventoryItem *_inventoryItem;
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InventorySlot(uint32 namedPointId);
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};
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class InventoryBag {
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public:
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InventoryBag(IllusionsEngine_BBDOU *vm, uint32 sceneId);
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~InventoryBag();
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void registerInventorySlot(uint32 namedPointId);
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bool addInventoryItem(InventoryItem *inventoryItem, InventorySlot *inventorySlot);
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void removeInventoryItem(InventoryItem *inventoryItem);
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bool hasInventoryItem(uint32 objectId);
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void buildItems();
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void clear();
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InventorySlot *getInventorySlot(uint32 objectId);
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InventorySlot *findClosestSlot(Common::Point putPos, int index);
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protected:
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public:
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typedef Common::Array<InventorySlot*> InventorySlots;
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typedef InventorySlots::iterator InventorySlotsIterator;
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IllusionsEngine_BBDOU *_vm;
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uint32 _sceneId;
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InventorySlots _inventorySlots;
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bool _isActive;
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int _fieldA;
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};
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class BbdouInventory {
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public:
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BbdouInventory(IllusionsEngine_BBDOU *vm, BbdouSpecialCode *bbdou);
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~BbdouInventory();
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void registerInventoryBag(uint32 sceneId);
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void registerInventoryItem(uint32 objectId, uint32 sequenceId);
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void registerInventorySlot(uint32 namedPointId);
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void addInventoryItem(uint32 objectId);
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void removeInventoryItem(uint32 objectId);
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bool hasInventoryItem(uint32 objectId);
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void open();
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void close();
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InventoryBag *getInventoryBag(uint32 sceneId);
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InventoryItem *getInventoryItem(uint32 objectId);
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void refresh();
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void buildItems(InventoryBag *inventoryBag);
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void clear();
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void cause0x1B0001(TriggerFunction *triggerFunction, uint32 callingThreadId);
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void cause0x1B0002(TriggerFunction *triggerFunction, uint32 callingThreadId);
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void putBackInventoryItem(uint32 objectId, Common::Point cursorPosition);
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protected:
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typedef Common::Array<InventoryItem*> InventoryItems;
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typedef InventoryItems::iterator InventoryItemsIterator;
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IllusionsEngine_BBDOU *_vm;
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BbdouSpecialCode *_bbdou;
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Common::Array<InventoryBag*> _inventoryBags;
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InventoryItems _inventoryItems;
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uint32 _activeBagSceneId;
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uint32 _activeInventorySceneId;
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int _index;
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//field_12 dw
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};
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} // End of namespace Illusions
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#endif // ILLUSIONS_BBDOU_BBDOU_INVENTORY_H
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