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📄 inventorywnd.h

📁 好游戏的客户端原码
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#ifndef _INVENTORYWND_H
#define _INVENTORYWND_H


#pragma pack(1)
typedef struct tagITEMSET
{
	BOOL	bSetted;
	CItem	xItem;
}ITEMSET, *LPITEMSET;
typedef struct tagCOMMONITEMSET
{
	BOOL	bSetted;					// 酒捞袍捞 技泼登菌绰瘤狼 咯何.
	BOOL	bWaitResponse;				// 泅犁 酒捞袍捞 冈芭唱, 馒侩登绢辑 辑滚狼 览翠阑 扁促府绰瘤狼 咯何.
	BOOL	bIsEquipItem;				// 泅犁 酒捞袍捞 厘馒芒栏肺何磐 吭绰瘤狼 咯何.
	BOOL	bIsBeltItem;				// 泅犁 酒捞袍捞 骇飘芒栏肺何磐 吭绰瘤狼 咯何.
	BOOL	bIsHideItem;				// 付快胶惑怕狼 酒捞袍阑 焊咯临巴牢啊?.
	CItem	xItem;						// 酒捞袍.
}COMMONITEMSET, *LPCOMMONITEMSET;
#pragma pack(8)


class CInventoryWnd : public CGameWnd
{ 
protected:
	INT			m_nStartLineNum;					// 牢亥配府芒狼 贸澜 扼牢狼 锅龋. (醚 10临捞绊 拳搁俊绰 4临 鳖瘤 杭荐 乐促.)
	RECT		m_rcInvenCell[_INVEN_MAX_CELL];		// 牢亥配府芒狼 阿伎甸狼 康开.
	RECT		m_rcBeltCell[_BELT_MAX_CELL];

	CGameBtn	m_xInventoryBtn[_MAX_INVEN_BTN];

	CScrlBar	m_xInvenScrlBar;

public:
	ITEMSET		m_stInventoryItem[_MAX_INVEN_ITEM];
	ITEMSET		m_stBeltItem[_MAX_BELT_ITEM];

public:
	CInventoryWnd();
	~CInventoryWnd();

	virtual VOID Init();
	virtual VOID Destroy();

	VOID	CreateInventoryWnd(INT nID, CWHWilImageData* pxWndImage, INT nFrameImgIdx, INT nStartX, INT nStartY, INT nWidth, INT nHeight, BOOL bCanMove);
	VOID	ShowInventoryWnd();
	VOID	ShowItemStatus(LPCLIENTITEMRCD pstItemInfo);
	VOID	ShowInvenItemState();
	VOID	SetInvenBtnInit();

public:
	BOOL	CheckItemPos(CHAR* szName);
	BOOL	SaveItemPos(CHAR* szName);

	VOID	DeleteBeltItem(INT nBeltInventoryNum);
	VOID	DeleteInvenItem(INT nInventoryNum);
	VOID	DeleteInvenItem(INT nMakeIndex, CHAR* szName);
	VOID	DeleteAllBeltItem();
	VOID	DeleteAllInvenItem();

	BOOL	AddInvenItem(CItem xItem, INT nInvenNum, BOOL bUseInvenNum = TRUE);
	BOOL	AddBeltItem(CItem xItem, INT nBeltNum, BOOL bUseBeltNum = TRUE);

	INT		GetInvenNum(POINT ptMouse);
	INT		GetBeltNum(POINT ptMouse);

	BOOL	ExtractInvenItem(CItem* pxItem, INT nInventoryNum);
	BOOL	ExtractBeltItem(CItem* pxItem, INT nBeltInventoryNum);

	VOID	ChangeInvenWithCommon(INT nInventoryNum, LPCOMMONITEMSET pstCommonItemSet);
	VOID	ChangeBeltWithCommon(INT nBeltInventoryNum, LPCOMMONITEMSET pstCommonItemSet);

	VOID	SetCommonFromInven(INT nInventoryNum, LPCOMMONITEMSET pstCommonItemSet);
	VOID	SetCommonFromBelt(INT nBeltInventoryNum, LPCOMMONITEMSET pstCommonItemSet);

	VOID	SetInvenFromCommon(INT nInventoryNum, LPCOMMONITEMSET pstCommonItemSet);
	VOID	SetBeltFromCommon(INT nBeltInventoryNum, LPCOMMONITEMSET pstCommonItemSet);

	VOID	AddNewBeltItem(LPCOMMONITEMSET pstCommonItemSet);


	BOOL	OnKeyUp(LPCOMMONITEMSET pstCommonItemSet, WPARAM wParam, LPARAM lParam);
	BOOL	OnLButtonDoubleClick(LPCOMMONITEMSET pstCommonItemSet, POINT ptMouse);
	BOOL	OnLButtonDown(LPCOMMONITEMSET pstCommonItemSet, POINT ptMouse);
	BOOL	OnLButtonUp(LPCOMMONITEMSET pstCommonItemSet, POINT ptMouse);
	VOID	OnMouseMove(POINT ptMouse);
	VOID	OnScrollDown();
	VOID	OnScrollUp();
};



#endif // _INVENTORYWND_H

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