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engines/sherlock/scalpel/scalpel_inventory.h
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engines/sherlock/scalpel/scalpel_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 SHERLOCK_SCALPEL_INVENTORY_H
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#define SHERLOCK_SCALPEL_INVENTORY_H
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#include "sherlock/inventory.h"
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#include "common/events.h"
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namespace Sherlock {
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namespace Scalpel {
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class ScalpelInventory : public Inventory {
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public:
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ScalpelInventory(SherlockEngine *vm);
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~ScalpelInventory() override;
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Common::String _fixedTextExit;
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Common::String _fixedTextLook;
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Common::String _fixedTextUse;
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Common::String _fixedTextGive;
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Common::CustomEventType _actionsIndexed[8];
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/**
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* Put the game into inventory mode and open the interface window.
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*/
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void drawInventory(InvNewMode flag);
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/**
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* Prints the line of inventory commands at the top of an inventory window with
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* the correct highlighting
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*/
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void invCommands(bool slamIt);
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/**
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* Set the highlighting color of a given inventory item
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*/
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void highlight(int index, byte color);
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/**
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* Support method for refreshing the display of the inventory
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*/
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void refreshInv();
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/**
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* Display the character's inventory. The slamIt parameter specifies:
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*/
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void putInv(InvSlamMode slamIt);
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/**
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* Load the list of names the inventory items correspond to, if not already loaded,
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* and then calls loadGraphics to load the associated graphics
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*/
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void loadInv() override;
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/**
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* Identifies a button number according to the action, that the user pressed
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*/
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int identifyUserButton(Common::CustomEventType action);
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};
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} // End of namespace Scalpel
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} // End of namespace Sherlock
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#endif
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