#include "builddefines.h" #ifdef JA2EDITOR #ifndef __EDITORITEMS_H #define __EDITORITEMS_H typedef struct{ BOOLEAN fGameInit; //Used for initializing save variables the first time. BOOLEAN fActive; //currently active UINT16 *pusItemIndex; //a dynamic array of Item indices UINT32 uiItemType; //Weapons, ammo, armour, explosives, equipment INT16 sNumItems; //total number of items in the current class of item. INT16 sSelItemIndex; //currently selected item index. INT16 sHilitedItemIndex; INT16 sScrollIndex; //current scroll index (0 is far left, 1 is next tile to the right, ...) INT16 sSaveSelWeaponsIndex, sSaveSelAmmoIndex, sSaveSelArmourIndex, sSaveSelLBEIndex, sSaveSelExplosivesIndex, sSaveSelEquipment1Index, sSaveSelEquipment2Index, sSaveSelEquipment3Index, sSaveSelTriggersIndex, sSaveSelKeysIndex, sSaveSelRandomItemIndex; INT16 sSaveWeaponsScrollIndex, sSaveAmmoScrollIndex, sSaveArmourScrollIndex, sSaveLBEScrollIndex, sSaveExplosivesScrollIndex, sSaveEquipment1ScrollIndex, sSaveEquipment2ScrollIndex, sSaveEquipment3ScrollIndex, sSaveTriggersScrollIndex, sSaveKeysScrollIndex, sSaveRandomItemScrollIndex; INT16 sNumWeapons, sNumAmmo, sNumArmour, sLBEGear, sNumExplosives, sNumEquipment1, sNumEquipment2, sNumEquipment3, sNumTriggers, sNumKeys, sNumRandomItems; }EditorItemsInfo; extern EditorItemsInfo eInfo; void InitEditorItemsToolbar(); void EntryInitEditorItemsInfo(); void InitEditorItemsInfo(UINT32 uiItemType); void RenderEditorItemsInfo(); void ClearEditorItemsInfo(); void DisplayItemStatistics(); void DetermineItemsScrolling(); void ScrollEditorItemsInfo(BOOLEAN fForward);//dnl ch80 011213 //User actions void AddSelectedItemToWorld( INT32 sGridNo ); void HandleRightClickOnItem( INT32 sGridNo ); void DeleteSelectedItem(); void ShowSelectedItem(); void HideSelectedItem(); void SelectNextItemPool(); void SelectNextItemInPool(); void SelectPrevItemInPool(); void KillItemPoolList(); void BuildItemPoolList(); void HideItemCursor( INT32 iMapIndex ); void ShowItemCursor( INT32 iMapIndex ); void SetEditorItemsTaskbarMode( UINT16 usNewMode ); void HandleItemsPanel( UINT16 usScreenX, UINT16 usScreenY, INT8 bEvent ); extern INT32 giDefaultExistChance; //dnl ch86 120214 typedef struct TAG_ITEM_POOL ITEM_POOL; BOOLEAN ItemPoolListMove(INT32 iOldGridNo, INT32 iNewGridNo, ITEM_POOL *pItemPool); BOOLEAN DeleteItemNode(INT32 iMapIndex); #endif #endif