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engines/tetraedge/game/inventory.h
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112
engines/tetraedge/game/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 TETRAEDGE_GAME_INVENTORY_H
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#define TETRAEDGE_GAME_INVENTORY_H
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#include "common/str.h"
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#include "tetraedge/game/inventory_object.h"
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#include "tetraedge/te/te_layout.h"
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#include "tetraedge/te/te_lua_gui.h"
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namespace Tetraedge {
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class Cellphone;
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class Inventory : public TeLayout {
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public:
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struct InventoryObjectData {
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Common::String _id;
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Common::String _name;
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bool _isDocument;
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};
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Inventory();
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virtual ~Inventory();
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void enter();
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void leave();
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void load();
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void unload();
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void loadCellphone();
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//void loadFromBackup(TiXmlNode *node);
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//void saveToBackup(TiXmlNode *node);
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void addObject(const Common::String &objname);
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bool addObject(InventoryObject *obj);
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bool isDocument(const Common::String &objname);
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int objectCount(const Common::String &objname);
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Common::String objectDescription(const Common::String &objname);
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Common::String objectName(const Common::String &objname);
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void pauseAnims();
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void unPauseAnims();
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void removeObject(const Common::String &objname);
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void removeSelectedObject();
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InventoryObject *selectedInventoryObject();
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void selectedObject(const Common::String &objname);
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void selectedObject(InventoryObject *obj);
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const Common::String &selectedObject();
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bool updateLayout();
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Common::Error syncState(Common::Serializer &s);
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Common::Error syncStateWithCount(Common::Serializer &s, uint nitems);
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Cellphone *cellphone() { return _cellphone; }
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private:
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// Amerzone navigation events
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void currentPage(uint page);
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bool onPreviousPage();
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bool onNextPage();
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// Syberia navigation events
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bool onMainMenuButton();
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bool onObjectSelected(InventoryObject &obj);
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bool onQuitButton();
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bool onTakeObjectSelected();
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bool onVisibleCellphone();
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bool onZoomed();
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void loadXMLFile(const Common::Path &path);
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TeLuaGUI _gui;
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Common::List<InventoryObject *> _invObjects;
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Cellphone *_cellphone;
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InventoryObject *_selectedObject;
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Common::HashMap<Common::String, InventoryObjectData> _objectData;
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// This is used when we need a reference to a blank str in selectedObject()
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const Common::String _blankStr;
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uint _currentPage;
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TeTimer _selectedTimer;
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};
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} // end namespace Tetraedge
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#endif // TETRAEDGE_GAME_INVENTORY_H
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