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veh_interact.h
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veh_interact.h
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#ifndef _VEH_INTERACT_H_
#define _VEH_INTERACT_H_
#include <vector>
#include "output.h"
#include "inventory.h"
class vehicle;
class game;
class veh_interact
{
public:
int cx;
int cy;
int ddx;
int ddy;
int sel_part;
char sel_cmd;
private:
int cpart;
int page_size;
WINDOW *w_grid;
WINDOW *w_mode;
WINDOW *w_msg;
WINDOW *w_disp;
WINDOW *w_parts;
WINDOW *w_stats;
WINDOW *w_list;
int winw1;
int winw2;
int winh1;
int winh2;
int winw12;
int winw3;
int winh3;
int winh23;
int winx1;
int winx2;
int winy1;
int winy2;
vehicle *veh;
game *g;
int ex, ey;
bool has_wrench;
bool has_welder;
bool has_hacksaw;
inventory crafting_inv;
int part_at (int dx, int dy);
void move_cursor (int dx, int dy);
int cant_do (char mode);
void do_install(int reason);
void do_repair(int reason);
void do_refill(int reason);
void do_remove(int reason);
void display_veh ();
void display_stats ();
void display_mode (char mode);
void display_list (int pos);
std::vector<int> can_mount;
std::vector<bool> has_mats;
std::vector<int> need_repair;
std::vector<int> parts_here;
int ptank;
bool obstruct;
bool has_fuel;
public:
veh_interact ();
void exec (game *gm, vehicle *v, int x, int y);
};
void complete_vehicle (game *g);
#endif