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Brief: //dnl ch85
- Some fixing and adding position in overhead map to be in center of big map. Details: - Calculate overhead map cords from your current position on big maps. - Fix incorrect placing room numbers in maps with cliffs. - Fix CTD during deletion of sector items using CTRL+D or CTRL+Del. - Remove light, door and item cursor and item tiles after coping building. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@6888 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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@@ -285,7 +285,9 @@ void MapInventoryPoolFilterBtn( GUI_BUTTON *btn, INT32 reason );
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void MapInventoryPoolFilterBtnMoveItemDisplay( GUI_BUTTON *btn, INT32 reason ); // Flugente
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void DisplayCurrentSector( void );
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void ResizeInventoryList( void );
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#ifdef INVFIX_Moa//dnl ch85 050214
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void ClearUpTempUnSeenList( void );
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#endif
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void SaveSeenAndUnseenItems( void );
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void DrawTextOnMapInventoryBackground( void );
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void DrawTextOnSectorInventory( void );
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@@ -304,7 +306,9 @@ extern void MAPEndItemPointer( );
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extern BOOLEAN GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle( INT16 *psSectorX, INT16 *psSectorY, INT16 *psSectorZ );
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extern BOOLEAN MAPInternalInitItemDescriptionBox( OBJECTTYPE *pObject, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier );
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#ifdef INVFIX_Moa//dnl ch85 050214
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void DeleteAllItemsInInventoryPool();
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#endif
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void DeleteItemsOfType( UINT16 usItemType );
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// HEADROCK HAM 5: flag to indicate that all items in the stack will be sold. This is primarily used to
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// figure out the price of the top item in the stack rather than just all of them.
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@@ -930,8 +934,7 @@ void CancelSectorInventoryDisplayIfOn( BOOLEAN fExitFromMapScreen )
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}
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}
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#ifdef INVFIX_Moa//dnl ch85 050214
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void ClearUpTempUnSeenList( void )//dnl ch75 271013
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{
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// save these items and all the others
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@@ -941,6 +944,7 @@ void ClearUpTempUnSeenList( void )//dnl ch75 271013
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pSaveList = pUnSeenItems;
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pUnSeenItems.clear();
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}
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#endif
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//////////////////////////////////////
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//@brief Saves pSaveList and pInventoryPoolList either into file or into memmory.
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@@ -2203,12 +2207,13 @@ void ReBuildWorldItemStashForLoadedSector( INT32 iNumberSeenItems, INT32 iNumber
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SetNumberOfVisibleWorldItemsInSectorStructureForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ , uiTotalNumberOfVisibleItems );
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}
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#ifdef INVFIX_Moa//dnl ch85 050214
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void DestroyStash( void )
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{
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// clear out stash
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pInventoryPoolList.clear();
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}
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#endif
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void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
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{
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@@ -3982,6 +3987,7 @@ BOOLEAN DisplaySectorItemsInfo(void)//dnl ch51 090913 //dnl ch75 021113
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}
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//dnl ch51 081009 finish
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#ifdef INVFIX_Moa//dnl ch85 050214
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void DeleteAllItemsInInventoryPool()
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{
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pInventoryPoolList.clear();
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@@ -3997,7 +4003,7 @@ void DeleteAllItemsInInventoryPool()
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DestroyStash();
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BuildStashForSelectedSector( sSelMapX, sSelMapY, iCurrentMapSectorZ);
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}
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#endif
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void DeleteItemsOfType( UINT16 usItemType )
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{
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