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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
This commit is contained in:
+57
-15
@@ -38,6 +38,39 @@ typedef struct
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} INV_REGION_DESC;
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class OLD_ITEM_CURSOR_SAVE_INFO_101
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{
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public:
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OLD_OBJECTTYPE_101 ItemPointerInfo;
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UINT8 ubSoldierID;
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UINT8 ubInvSlot;
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BOOLEAN fCursorActive;
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INT8 bPadding[5];
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};
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class ITEM_CURSOR_SAVE_INFO
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{
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public:
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ITEM_CURSOR_SAVE_INFO& operator=(OLD_ITEM_CURSOR_SAVE_INFO_101& src)
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{
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this->fCursorActive = src.fCursorActive;
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this->ItemPointerInfo = src.ItemPointerInfo;
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this->ubInvSlot = src.ubInvSlot;
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this->ubSoldierID = src.ubSoldierID;
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return *this;
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}
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//could use a little tidying up
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BOOLEAN Save(HWFILE hFile);
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BOOLEAN Load(HWFILE hFile);
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UINT8 ubSoldierID;
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UINT8 ubInvSlot;
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BOOLEAN fCursorActive;
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OBJECTTYPE ItemPointerInfo;
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};
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// Itempickup stuff
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BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel );
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void RenderItemPickupMenu( );
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@@ -70,22 +103,35 @@ BOOLEAN HandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, INT8 bInvPos, BOOLEAN fOn
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// uiBuffer - The Dest Video Surface - can only be FRAME_BUFFER or guiSAVEBUFFER
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// pSoldier - used for determining whether burst mode needs display
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// pObject - Usually taken from pSoldier->inv[HANDPOS]
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// sX, sY, Width, Height, - Will Center it in the Width
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// fDirtyLevel if == DIRTYLEVEL2 will render everything
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// sX, sY, Width, Height, - Will Center it in the Width
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// fDirtyLevel if == DIRTYLEVEL2 will render everything
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// if == DIRTYLEVEL1 will render bullets and status only
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//
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// pubHighlightCounter - if not null, and == 2 - will display name above item
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// - if == 1 will only dirty the name space and then set counter to 0
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// Last parameter used mainly for when mouse is over item
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// Last parameter used mainly for when mouse is over item
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void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel, UINT8 *pubHighlightCounter, UINT8 ubStatusIndex, BOOLEAN fOutline, INT16 sOutlineColor, UINT8 iter = 0 );
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// CHRISL: Add a new function that will be used to render a pocket silhouette
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void INVRenderSilhouette( UINT32 uiBugger, INT16 PocketIndex, INT16 SilIndex, INT16 sX, INT16 sY, INT16 sWideth, INT16 sHeight);
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// CHRISL: New function to handle display of inventory quantities based on item current in cursor
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void RenderPocketItemCapacity( UINT8 pCapacity, INT16 bPos, SOLDIERTYPE *pSoldier );
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// CHRISL: New function to display items stored in an LBENODE
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void RenderLBENODEItems( OBJECTTYPE *pObj, int subObject );
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// CHRISL: New function to setup GSMInvData based on game options
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void InitInvData(INV_REGIONS &InvData, BOOLEAN fBigPocket, INT16 sBarDx, INT16 sBarDy, INT16 sWidth, INT16 sHeight, INT16 sX, INT16 sY);
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void InitInventoryOld();
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void InitInventoryNew();
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void InitInventoryVehicle(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity);
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void InitInventorySoldier(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity);
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void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel, UINT8 *pubHighlightCounter, UINT8 ubStatusIndex, BOOLEAN fOutline, INT16 sOutlineColor );
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extern BOOLEAN gfInItemDescBox;
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BOOLEAN InItemDescriptionBox( );
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BOOLEAN InitItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
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BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier );
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BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier, UINT8 ubPosition = NUM_INV_SLOTS );
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BOOLEAN InitKeyItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
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void RenderItemDescriptionBox( );
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void HandleItemDescriptionBox( BOOLEAN *pfDirty );
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@@ -128,17 +174,13 @@ void DrawItemFreeCursor( );
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void DrawItemTileCursor( );
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void HideItemTileCursor( );
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void InitItemInterface( );
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BOOLEAN ItemCursorInLobRange( UINT16 usMapPos );
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BOOLEAN HandleItemPointerClick( UINT16 usMapPos );
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BOOLEAN ItemCursorInLobRange( INT16 sMapPos );
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BOOLEAN HandleItemPointerClick( INT16 sMapPos );
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UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem );
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UINT16 GetTileGraphicForItem( INVTYPE *pItem );
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BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo );
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void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier );
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BOOLEAN AttemptToApplyCamo( SOLDIERTYPE *pSoldier, UINT16 usItemIndex );
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UINT8 GetPrefferedItemSlotGraphicNum( UINT16 usItem );
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void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier, int subObject = -1 );
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void CancelItemPointer( );
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@@ -149,11 +191,11 @@ void EnableKeyRing( BOOLEAN fEnable );
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// handle compatable items for merc and map inventory
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BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos, BOOLEAN fOn, BOOLEAN fFromMerc );
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BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInvPos, INT32 iStartSlotNumber, BOOLEAN fOn, BOOLEAN fFromMerc );
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BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInvPos, INT32 iStartSlotNumber, BOOLEAN fOn, BOOLEAN fFromMerc );
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void ResetCompatibleItemArray( );
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void CycleItemDescriptionItem( );
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void CycleItemDescriptionItem( INT16 sX, INT16 sY );
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BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, ITEM_POOL *pItemPool, UINT8 ubCount);
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#endif
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#endif
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