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Original Source for 1.13 Mod High Resolution version from 12/06/05
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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#ifndef __INTERFACE_PANELS
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#define __INTERFACE_PANELS
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typedef enum
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{
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STANCEUP_BUTTON = 0,
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UPDOWN_BUTTON,
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CLIMB_BUTTON,
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STANCEDOWN_BUTTON,
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HANDCURSOR_BUTTON,
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PREVMERC_BUTTON,
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NEXTMERC_BUTTON,
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OPTIONS_BUTTON,
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BURSTMODE_BUTTON,
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LOOK_BUTTON,
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TALK_BUTTON,
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MUTE_BUTTON,
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SM_DONE_BUTTON,
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SM_MAP_SCREEN_BUTTON,
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NUM_SM_BUTTONS
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};
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typedef enum
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{
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TEAM_DONE_BUTTON = 0,
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TEAM_MAP_SCREEN_BUTTON,
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CHANGE_SQUAD_BUTTON,
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NUM_TEAM_BUTTONS
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};
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#define NEW_ITEM_CYCLE_COUNT 19
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#define NEW_ITEM_CYCLES 4
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#define NUM_TEAM_SLOTS 6
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#define PASSING_ITEM_DISTANCE_OKLIFE 3
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#define PASSING_ITEM_DISTANCE_NOTOKLIFE 2
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#define SHOW_LOCATOR_NORMAL 1
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#define SHOW_LOCATOR_FAST 2
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BOOLEAN CreateSMPanelButtons( );
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void RemoveSMPanelButtons( );
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BOOLEAN InitializeSMPanel( );
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BOOLEAN ShutdownSMPanel( );
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void RenderSMPanel( BOOLEAN *pfDirty );
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void EnableSMPanelButtons( BOOLEAN fEnable, BOOLEAN fFromItemPickup );
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/* In this function i will initialize all coords for SingleMercPanel
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* If i will success i will return true, i think that could be usefull when
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* we will have our panes more customizable for ex. we can read coords from file
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* and when we will read all values we return TRUE if not we will retunf FALSE
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* any questions? joker
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*/
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BOOLEAN InitializeSMPanelCoords( );
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BOOLEAN CreateTEAMPanelButtons( );
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void RemoveTEAMPanelButtons( );
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BOOLEAN InitializeTEAMPanel( );
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BOOLEAN ShutdownTEAMPanel( );
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void RenderTEAMPanel( BOOLEAN fDirty );
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void UpdateTEAMPanel( );
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/*
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* Just like b4 we will initialize all coords but now for TEAMPanel
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*/
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BOOLEAN InitializeTEAMPanelCoords( );
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void SetSMPanelCurrentMerc( UINT8 ubNewID );
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void SetTEAMPanelCurrentMerc( UINT8 ubNewID );
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UINT16 GetSMPanelCurrentMerc( );
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void UpdateSMPanel( );
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BOOLEAN InitTEAMSlots( );
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void AddPlayerToInterfaceTeamSlot( UINT8 ubID );
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BOOLEAN RemovePlayerFromInterfaceTeamSlot( UINT8 ubID );
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BOOLEAN GetPlayerIDFromInterfaceTeamSlot( UINT8 ubPanelSlot, UINT8 *pubID );
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void RemoveAllPlayersFromSlot( );
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BOOLEAN PlayerExistsInSlot( UINT8 ubID );
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BOOLEAN RemovePlayerFromTeamSlotGivenMercID( UINT8 ubMercID );
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void CheckForAndAddMercToTeamPanel( SOLDIERTYPE *pSoldier );
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void DisableTacticalTeamPanelButtons( BOOLEAN fDisable );
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void RenderTownIDString( );
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void KeyRingSlotInvClickCallback( MOUSE_REGION * pRegion, INT32 iReason );
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// ATE TO BE MOVED TO INTERFACE_ITEMS.C
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extern INT8 gbNewItem[ NUM_INV_SLOTS ];
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extern INT8 gbNewItemCycle[ NUM_INV_SLOTS ];
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extern UINT8 gubNewItemMerc;
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void ShowRadioLocator( UINT8 ubID, UINT8 ubLocatorSpeed );
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void EndRadioLocator( UINT8 ubID );
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extern MOUSE_REGION gSMPanelRegion;
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extern UINT32 guiSecItemHiddenVO;
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extern BOOLEAN gfDisableTacticalPanelButtons;
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typedef struct
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{
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UINT8 ubID;
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BOOLEAN fOccupied;
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} TEAM_PANEL_SLOTS_TYPE;
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extern TEAM_PANEL_SLOTS_TYPE gTeamPanel[ NUM_TEAM_SLOTS ];
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//Used when the shop keeper interface is active
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void DisableSMPpanelButtonsWhenInShopKeeperInterface( BOOLEAN fDontDrawButtons );
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//void DisableSMPpanelButtonsWhenInShopKeeperInterface( );
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//
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void ReEvaluateDisabledINVPanelButtons( );
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void CheckForReEvaluateDisabledINVPanelButtons( );
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void CheckForDisabledForGiveItem( );
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void ReevaluateItemHatches( SOLDIERTYPE *pSoldier, BOOLEAN fEnable );
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void HandlePanelFaceAnimations( SOLDIERTYPE *pSoldier );
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void GoToMapScreenFromTactical( void );
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void HandleTacticalEffectsOfEquipmentChange( SOLDIERTYPE *pSoldier, UINT32 uiInvPos, UINT16 usOldItem, UINT16 usNewItem );
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void FinishAnySkullPanelAnimations( );
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UINT8 FindNextMercInTeamPanel( SOLDIERTYPE *pSoldier, BOOLEAN fGoodForLessOKLife, BOOLEAN fOnlyRegularMercs );
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#endif
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