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/**
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* @file control.h
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*
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* Interface of the character and main control panels
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*/
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#ifndef __CONTROL_H__
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#define __CONTROL_H__
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#include "engine.h"
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DEVILUTION_BEGIN_NAMESPACE
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#ifdef __cplusplus
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extern "C" {
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#endif
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typedef enum text_color {
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COL_WHITE,
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COL_BLUE,
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COL_RED,
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COL_GOLD,
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COL_BLACK,
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} text_color;
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typedef struct RECT32 {
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int x;
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int y;
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int w;
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int h;
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} RECT32;
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extern BOOL drawhpflag;
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extern BOOL dropGoldFlag;
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extern BOOL chrbtn[4];
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extern BOOL lvlbtndown;
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extern int dropGoldValue;
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extern BOOL drawmanaflag;
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extern BOOL chrbtnactive;
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extern BYTE *pPanelText;
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extern int pnumlines;
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extern BOOL pinfoflag;
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extern spell_id pSpell;
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extern text_color infoclr;
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extern char tempstr[256];
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extern int sbooktab;
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extern spell_type pSplType;
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extern int initialDropGoldIndex;
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extern BOOL talkflag;
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extern BOOL sbookflag;
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extern BOOL chrflag;
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extern BOOL drawbtnflag;
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extern char infostr[64];
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extern BOOL panelflag;
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extern int initialDropGoldValue;
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extern BOOL panbtndown;
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extern BOOL spselflag;
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void DrawSpellList(CelOutputBuffer out);
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void SetSpell();
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void SetSpeedSpell(int slot);
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void ToggleSpell(int slot);
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/**
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* @brief Print letter to the given buffer
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* @param out The buffer to print to
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* @param sx Backbuffer offset
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* @param sy Backbuffer offset
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* @param nCel Number of letter in Windows-1252
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* @param col text_color color value
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*/
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void PrintChar(CelOutputBuffer out, int sx, int sy, int nCel, text_color col);
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void AddPanelString(const char *str, BOOL just);
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void ClearPanel();
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void DrawPanelBox(CelOutputBuffer out, int x, int y, int w, int h, int sx, int sy);
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/**
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* Draws the top dome of the life flask (that part that protrudes out of the control panel).
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* First it draws the empty flask cel and then draws the filled part on top if needed.
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*/
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void DrawLifeFlask(CelOutputBuffer out);
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/**
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* Controls the drawing of the area of the life flask within the control panel.
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* First sets the fill amount then draws the empty flask cel portion then the filled
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* flask portion.
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*/
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void UpdateLifeFlask(CelOutputBuffer out);
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void DrawManaFlask(CelOutputBuffer out);
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void control_update_life_mana();
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/**
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* Controls the drawing of the area of the life flask within the control panel.
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* Also for some reason draws the current right mouse button spell.
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*/
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void UpdateManaFlask(CelOutputBuffer out);
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void InitControlPan();
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void DrawCtrlPan(CelOutputBuffer out);
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/**
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* Draws the control panel buttons in their current state. If the button is in the default
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* state draw it from the panel cel(extract its sub-rect). Else draw it from the buttons cel.
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*/
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void DrawCtrlBtns(CelOutputBuffer out);
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void DoSpeedBook();
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void DoPanBtn();
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void control_check_btn_press();
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void DoAutoMap();
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void CheckPanelInfo();
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void CheckBtnUp();
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void FreeControlPan();
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BOOL control_WriteStringToBuffer(BYTE *str);
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/**
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* Sets a string to be drawn in the info box and then draws it.
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*/
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void DrawInfoBox(CelOutputBuffer out);
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void PrintGameStr(CelOutputBuffer out, int x, int y, const char *str, text_color color);
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void DrawChr(CelOutputBuffer out);
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void CheckLvlBtn();
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void ReleaseLvlBtn();
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void DrawLevelUpIcon(CelOutputBuffer out);
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void CheckChrBtns();
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void ReleaseChrBtns(bool addAllStatPoints);
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void DrawDurIcon(CelOutputBuffer out);
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void RedBack(CelOutputBuffer out);
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void DrawSpellBook(CelOutputBuffer out);
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void CheckSBook();
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const char *get_pieces_str(int nGold);
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void DrawGoldSplit(CelOutputBuffer out, int amount);
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void control_drop_gold(char vkey);
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void control_remove_gold(int pnum, int gold_index);
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void control_set_gold_curs(int pnum);
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void DrawTalkPan(CelOutputBuffer out);
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BOOL control_check_talk_btn();
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void control_release_talk_btn();
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void control_type_message();
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void control_reset_talk();
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BOOL control_talk_last_key(int vkey);
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BOOL control_presskeys(int vkey);
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/* rdata */
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extern const BYTE fontframe[128];
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extern const BYTE fontkern[68];
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extern const BYTE gbFontTransTbl[256];
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/* data */
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extern RECT32 ChrBtnsRect[4];
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#ifdef __cplusplus
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}
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#endif
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DEVILUTION_END_NAMESPACE
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#endif /* __CONTROL_H__ */
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