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
This commit is contained in:
lalien
2008-03-08 15:15:25 +00:00
parent e16d166277
commit 43ca24dda8
649 changed files with 93359 additions and 82507 deletions
+9 -13
View File
@@ -28,14 +28,14 @@
#define ITEMLIST_HANDLE_SELECTION 5
// visibility defines
#define ANY_VISIBILITY_VALUE -10
#define ANY_VISIBILITY_VALUE -10
#define HIDDEN_ITEM -4
#define BURIED -3
#define HIDDEN_IN_OBJECT -2
#define INVISIBLE -1
#define VISIBLE 1
#define ITEM_LOCATOR_DELAY 0x01
#define ITEM_LOCATOR_DELAY 0x01
#define ITEM_LOCATOR_LOCKED 0x02
@@ -46,8 +46,7 @@
typedef void ( *ITEM_POOL_LOCATOR_HOOK )( void );
// WDS - Clean up inventory handling
struct WORLDITEM;
class WORLDITEM;
struct LEVELNODE;
typedef struct TAG_ITEM_POOL
@@ -80,7 +79,6 @@ typedef struct
} ITEM_POOL_LOCATOR;
// WDS - Clean up inventory handling
class SOLDIERTYPE;
INT32 HandleItem( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI );
void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel );
@@ -101,12 +99,13 @@ void AllSoldiersLookforItems( BOOLEAN RevealRoofsAndItems );
void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT16 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
OBJECTTYPE* AddItemToPool( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel );
OBJECTTYPE* AddItemToPoolAndGetIndex( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT32 * piItemIndex );
OBJECTTYPE* InternalAddItemToPool( INT16 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT32 * piItemIndex );
OBJECTTYPE* AddItemToPool( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID = -1 );
OBJECTTYPE* AddItemToPoolAndGetIndex( INT16 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
OBJECTTYPE* InternalAddItemToPool( INT16 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
INT16 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT16 sGridNo );
BOOLEAN GetItemPool( UINT16 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
BOOLEAN GetItemPool( INT16 sMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
BOOLEAN GetItemPoolFromGround( INT16 sMapPos, ITEM_POOL **ppItemPool );
BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT16 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos );
BOOLEAN RemoveItemFromPool( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
BOOLEAN ItemExistsAtLocation( INT16 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
@@ -134,9 +133,6 @@ BOOLEAN DoesItemPoolContainAllHiddenItems( ITEM_POOL *pItemPool );
void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT16 sGridNo );
void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT16 sGridNo );
BOOLEAN DoesItemPoolContainAllItemsOfZeroZLevel( ITEM_POOL *pItemPool );
BOOLEAN DoesItemPoolContainAllItemsOfHigherZLevel( ITEM_POOL *pItemPool );
BOOLEAN ItemPoolOKForDisplay( ITEM_POOL *pItemPool, INT8 bZLevel );
INT16 GetNumOkForDisplayItemsInPool( ITEM_POOL *pItemPool, INT8 bZLevel );
@@ -154,7 +150,7 @@ void MineSpottedDialogueCallBack( void );
extern INT16 gsBoobyTrapGridNo;
extern SOLDIERTYPE * gpBoobyTrapSoldier;
void AddBlueFlag( INT16 sGridNo, INT8 bLevel );
void RemoveBlueFlag( INT16 sGridNo, INT8 bLevel );
void RemoveBlueFlag( INT16 sGridNo, INT8 bLevel );
// check if item is booby trapped
BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier );