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mainwindow.h
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#ifndef MAINWINDOW_H
#define MAINWINDOW_H
#include <QTimer>
#include <QKeyEvent>
#include <QFocusEvent>
/*
#include "entity.h"
#include "c_spell.h"
#include "c_item.h"
#include "c_monster.h"
#include "pq7_config.h"
*/
#include "c_world.h"
#include "dialog_opening.h"
#include <QMainWindow>
namespace Ui
{
class MainWindow;
}
class MainWindow : public QMainWindow
{
Q_OBJECT
public:
explicit MainWindow(QWidget *parent = nullptr);
~MainWindow();
private:
Ui::MainWindow *ui;
//int Act;
//QString Action;
//c_Monster* curMonster;
//t_pq_state State;
void initFrames();
//void initPlayer();
void addAct();
void startAct();
void addQuest(QString name);
QString generateQuest();
void setMonster();
void addMonsterDrop();
QString sellInventoryItem();
void removeInventoryItem();
void buyEquipment();
bool canBuyEquipment(Equipment eqtype);
c_Item *getPurchaseItem(Equipment eqtype);
c_Item *upgradeEquipment(Equipment eqtype, int grade);
void winStats();
void winSpells();
void updateSpellTable();
void updateInventoryTable();
void updateEquipmentTable();
void updateStatsTable();
void updateQuestList();
void postLoadUpdates();
void transitionState();
// key responder reimplementation
void keyPressEvent(QKeyEvent *k);
// timer drive
QTimer *pb_action_timer;
public slots:
void incr_pb_action_value();
void increaseExperience();
void updateEncumberance();
void progressPlot();
void progressQuest();
void gameSave();
//void gameLoad();
\
void setAction();
};
#endif // MAINWINDOW_H