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Merged New Inventory Project into main branch
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+9
-13
@@ -28,14 +28,14 @@
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#define ITEMLIST_HANDLE_SELECTION 5
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// visibility defines
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#define ANY_VISIBILITY_VALUE -10
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#define ANY_VISIBILITY_VALUE -10
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#define HIDDEN_ITEM -4
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#define BURIED -3
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#define HIDDEN_IN_OBJECT -2
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#define INVISIBLE -1
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#define VISIBLE 1
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#define ITEM_LOCATOR_DELAY 0x01
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#define ITEM_LOCATOR_DELAY 0x01
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#define ITEM_LOCATOR_LOCKED 0x02
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@@ -46,8 +46,7 @@
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typedef void ( *ITEM_POOL_LOCATOR_HOOK )( void );
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// WDS - Clean up inventory handling
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struct WORLDITEM;
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class WORLDITEM;
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struct LEVELNODE;
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typedef struct TAG_ITEM_POOL
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@@ -80,7 +79,6 @@ typedef struct
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} ITEM_POOL_LOCATOR;
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// WDS - Clean up inventory handling
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class SOLDIERTYPE;
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INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI );
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void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel );
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@@ -101,12 +99,13 @@ void AllSoldiersLookforItems( BOOLEAN RevealRoofsAndItems );
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void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
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OBJECTTYPE* AddItemToPool( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel );
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OBJECTTYPE* AddItemToPoolAndGetIndex( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT32 * piItemIndex );
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OBJECTTYPE* InternalAddItemToPool( INT16 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT32 * piItemIndex );
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OBJECTTYPE* AddItemToPool( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID = -1 );
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OBJECTTYPE* AddItemToPoolAndGetIndex( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
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OBJECTTYPE* InternalAddItemToPool( INT16 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
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INT16 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT16 sGridNo );
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BOOLEAN GetItemPool( UINT16 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
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BOOLEAN GetItemPool( INT16 sMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
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BOOLEAN GetItemPoolFromGround( INT16 sMapPos, ITEM_POOL **ppItemPool );
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BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT16 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos );
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BOOLEAN RemoveItemFromPool( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
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BOOLEAN ItemExistsAtLocation( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
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@@ -134,9 +133,6 @@ BOOLEAN DoesItemPoolContainAllHiddenItems( ITEM_POOL *pItemPool );
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void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo );
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void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT16 sGridNo );
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BOOLEAN DoesItemPoolContainAllItemsOfZeroZLevel( ITEM_POOL *pItemPool );
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BOOLEAN DoesItemPoolContainAllItemsOfHigherZLevel( ITEM_POOL *pItemPool );
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BOOLEAN ItemPoolOKForDisplay( ITEM_POOL *pItemPool, INT8 bZLevel );
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INT16 GetNumOkForDisplayItemsInPool( ITEM_POOL *pItemPool, INT8 bZLevel );
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@@ -154,7 +150,7 @@ void MineSpottedDialogueCallBack( void );
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extern INT16 gsBoobyTrapGridNo;
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extern SOLDIERTYPE * gpBoobyTrapSoldier;
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void AddBlueFlag( INT16 sGridNo, INT8 bLevel );
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void RemoveBlueFlag( INT16 sGridNo, INT8 bLevel );
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void RemoveBlueFlag( INT16 sGridNo, INT8 bLevel );
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// check if item is booby trapped
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BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier );
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