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engines/mm/mm1/views_enh/character_inventory.h
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138
engines/mm/mm1/views_enh/character_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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#ifndef MM1_VIEWS_ENH_CHARACTER_INVENTORY_H
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#define MM1_VIEWS_ENH_CHARACTER_INVENTORY_H
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#include "mm/mm1/views_enh/items_view.h"
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#include "mm/mm1/data/character.h"
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#include "mm/mm1/game/equip_remove.h"
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#include "mm/mm1/game/use_item.h"
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namespace MM {
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namespace MM1 {
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namespace ViewsEnh {
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class CharacterInventory : public ItemsView, public Game::EquipRemove,
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public Game::UseItem {
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protected:
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enum SelectedButton {
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BTN_NONE, BTN_EQUIP, BTN_REMOVE, BTN_DISCARD, BTN_USE, BTN_CHARGE, BTN_COPY
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};
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enum DisplayMode {
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ARMS_MODE, BACKPACK_MODE
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};
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SelectedButton _selectedButton = BTN_NONE;
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DisplayMode _mode = ARMS_MODE;
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private:
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Common::String _tradeMode;
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int _tradeAmount;
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/**
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* Populates the list of items
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*/
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void populateItems();
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/**
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* Displays the title row
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*/
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void drawTitle();
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/**
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* Equip an item
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*/
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void equipItem();
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/**
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* Unequip an item
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*/
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void removeItem();
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/**
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* Discard an item
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*/
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void discardItem();
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/**
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* Use an item
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*/
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void useItem();
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/**
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* Trade an item to another character
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*/
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void tradeItem(Character *from);
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/**
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* Trade gems, gold, or food
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*/
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void trade(const Common::String &mode, int amount, Character *destChar);
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protected:
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/**
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* Return true if the selected character can be switched
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*/
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bool canSwitchChar() override;
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/**
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* Returns true if the destination character can be switched to
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*/
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bool canSwitchToChar(Character *dst) override;
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/**
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* Called when an item is selected
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*/
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void itemSelected() override;
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/**
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* When the selected character is changed
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*/
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void charSwitched(Character *priorChar) override;
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/**
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* Handle action with selected button mode and selected item
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*/
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virtual void performAction();
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/**
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* Selects a button mode
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*/
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void selectButton(SelectedButton btnMode);
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public:
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CharacterInventory();
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CharacterInventory(const Common::String &name);
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virtual ~CharacterInventory() {}
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void setup();
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bool msgFocus(const FocusMessage &msg) override;
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bool msgGame(const GameMessage &msg) override;
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void draw() override;
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bool msgKeypress(const KeypressMessage &msg) override;
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bool msgAction(const ActionMessage &msg) override;
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};
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} // namespace ViewsEnh
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} // namespace MM1
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} // namespace MM
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#endif
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