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//
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// Created by koncord on 12.08.17.
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//
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#pragma once
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#include <string>
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#include <tuple>
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class LuaState;
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class NetActor;
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class Inventory
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{
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public:
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static void Init(LuaState &lua);
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bool isEquipmentChanged();
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void resetEquipmentFlag();
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bool isInventoryChanged();
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void resetInventoryFlag();
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public:
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explicit Inventory(NetActor *netActor);
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~Inventory();
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void update();
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//inventory
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int getChangesSize() const;
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void addItem(const std::string& refId, unsigned int count, int charge, float enchantmentCharge);
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void removeItem(const std::string& refId, unsigned short count);
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/**
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*
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* @param slot
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* @return refid, count, charge, enchantmentCharge
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*/
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std::tuple<std::string,int, int, double> getInventoryItem(unsigned int slot) const;
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// equipment
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void equipItem(unsigned short slot, const std::string& refId, unsigned int count, int charge, float enchantmentCharge);
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void unequipItem(unsigned short slot);
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bool hasItemEquipped(const std::string& refId) const;
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/**
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*
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* @param slot
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* @return refid, count, charge, enchantmentCharge
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*/
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std::tuple<std::string,int, int, double> getEquipmentItem(unsigned short slot) const;
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private:
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// not controlled pointer
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NetActor *netActor;
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bool equipmentChanged;
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bool inventoryChanged;
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};
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