#ifndef _SHOPKEEPER_INTERFACE__H_
#define _SHOPKEEPER_INTERFACE__H_

#include "Store Inventory.h"

//Enums used for when the user clicks on an item and the item goes to..
enum
{
	ARMS_DEALER_INVENTORY,
	ARMS_DEALER_OFFER_AREA,
	PLAYERS_OFFER_AREA,
	PLAYERS_INVENTORY,
};

#define	ARMS_INV_ITEM_SELECTED										0x00000001			// The item has been placed into the offer area
//#define	ARMS_INV_PLAYERS_ITEM_SELECTED						0x00000002			// The source location for the item has been selected
#define	ARMS_INV_PLAYERS_ITEM_HAS_VALUE						0x00000004			// The Players item is worth something to this dealer
//#define	ARMS_INV_ITEM_HIGHLIGHTED									0x00000008			// If the items is highlighted
#define	ARMS_INV_ITEM_NOT_REPAIRED_YET						0x00000010			// The item is in for repairs but not repaired yet
#define	ARMS_INV_ITEM_REPAIRED										0x00000020			// The item is repaired
#define	ARMS_INV_JUST_PURCHASED										0x00000040			// The item was just purchased
#define	ARMS_INV_PLAYERS_ITEM_HAS_BEEN_EVALUATED	0x00000080			// The Players item has been evaluated


class OLD_INVENTORY_IN_SLOT_101
{
public:
	BOOLEAN				fActive;
	INT16				sItemIndex;
	UINT32				uiFlags;
	OLD_OBJECTTYPE_101	oldItemObject;
	UINT8				ubLocationOfObject;		//An enum value for the location of the item ( either in the arms dealers inventory, one of the offer areas or in the users inventory)
	INT8				bSlotIdInOtherLocation;

	UINT8				ubIdOfMercWhoOwnsTheItem;
	UINT32				uiItemPrice;			//Only used for the players item that have been evaluated

	INT16				sSpecialItemElement;	// refers to which special item element an item in a dealer's inventory area
												// occupies.	-1 Means the item is "perfect" and has no associated special item.
};

class INVENTORY_IN_SLOT
{
public:
	BOOLEAN Save(HWFILE hFile);
	BOOLEAN Load(HWFILE hFile);
	INVENTORY_IN_SLOT() {initialize();};
	INVENTORY_IN_SLOT& operator=(OLD_INVENTORY_IN_SLOT_101& src);
	void	initialize();
	BOOLEAN			fActive;
	INT16			sItemIndex;
	UINT32			uiFlags;
	UINT8			ubLocationOfObject;		//An enum value for the location of the item ( either in the arms dealers inventory, one of the offer areas or in the users inventory)
	INT16			bSlotIdInOtherLocation;

	UINT8			ubIdOfMercWhoOwnsTheItem;
	UINT32			uiItemPrice;			//Only used for the players item that have been evaluated

	UINT32			uiRepairDoneTime;		//so that we can sort repairman's inventory easily

	char			endOfPod;
	OBJECTTYPE		ItemObject;
};

#define SIZEOF_INVENTORY_IN_SLOT_POD offsetof (INVENTORY_IN_SLOT, endOfPod)

extern INT32	giShopKeepDialogueEventinProgress;


//extern	BOOLEAN		gfRedrawSkiScreen;

enum
{
	SKI_DIRTY_LEVEL0,	// no redraw
	SKI_DIRTY_LEVEL1,	// redraw only items
	SKI_DIRTY_LEVEL2, // redraw everything
};

extern	UINT8			gubSkiDirtyLevel;

extern	OBJECTTYPE					*gpHighLightedItemObject;


extern	INVENTORY_IN_SLOT		gMoveingItem;


extern	OBJECTTYPE	*pShopKeeperItemDescObject;


UINT32	ShopKeeperScreenInit( void );
UINT32	ShopKeeperScreenHandle( void );
UINT32	ShopKeeperScreenShutdown( void );

bool ArmsDealerItemQsortCompare(INVENTORY_IN_SLOT& pInvSlot1, INVENTORY_IN_SLOT& pInvSlot2);
bool RepairmanItemQsortCompare(INVENTORY_IN_SLOT& pInvSlot1, INVENTORY_IN_SLOT& pInvSlot2);

void			EnterShopKeeperInterfaceScreen( UINT8	ubArmsDealer );

// Flugente: set up shopkeeper with a non-NPC
void			EnterShopKeeperInterfaceScreen_NonNPC( INT8 ubArmsDealerID, UINT8 aMercID );

void	EnableDisableShopkeeperButtons(UINT32 uiCurrentItemDescriptionScreen, int bpAction);

void			DrawHatchOnInventory( UINT32 uiSurface, UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT16 usHeight, UINT16 usColor = 0 );
void			DrawHatchOnInventory_MilitiaAccess( UINT32 uiSurface, UINT16 usPosX, UINT16 usPosY, UINT16 usWidth, UINT16 usHeight, UINT16 usColor = 0 );
BOOLEAN		ShouldSoldierDisplayHatchOnItem( UINT8	ubProfileID, INT16 sSlotNum );
INT8			AddItemToPlayersOfferArea( UINT8 ubProfileID, INVENTORY_IN_SLOT* pInvSlot, INT16	bSlotIdInOtherLocation );
void			ConfirmToDeductMoneyFromPlayersAccountMessageBoxCallBack( UINT8 bExitValue );
void			ConfirmToDeductIntelFromPlayersAccountMessageBoxCallBack( UINT8 bExitValue );
void			ConfirmDontHaveEnoughForTheDealerMessageBoxCallBack( UINT8 bExitValue );

void			SkiHelpTextDoneCallBack( void );
void			SetSkiCursor( UINT16	usCursor );

void			InitShopKeeperSubTitledText( STR16 pString );

void			AddItemToPlayersOfferAreaAfterShopKeeperOpen( OBJECTTYPE *pItemObject);

void			BeginSkiItemPointer( UINT8 ubSource, INT16 bSlotNum, BOOLEAN fOfferToDealerFirst );

void			DeleteShopKeeperItemDescBox();

BOOLEAN		CanMercInteractWithSelectedShopkeeper( SOLDIERTYPE *pSoldier );

void			DealerGetsBribed( UINT8 ubProfileId, UINT32 uiMoneyAmount );


#ifdef JA2TESTVERSION
void AddShopkeeperToGridNo( UINT8 ubProfile, INT32 sGridNo );
#endif

void			RestrictSkiMouseCursor();

#endif
