#ifdef PRECOMPILEDHEADERS #include "Tactical All.h" #include "language defines.h" #else #include "builddefines.h" #include "mapscreen.h" #include #include #include #include "sgp.h" #include "gameloop.h" #include "himage.h" #include "vobject.h" #include "sysutil.h" #include "overhead.h" #include "mousesystem.h" #include "Button System.h" #include "interface.h" #include "vsurface.h" #include "wcheck.h" #include "input.h" #include "Handle UI.h" #include "renderworld.h" #include "sys globals.h" #include "cursors.h" #include "radar screen.h" #include "worldman.h" #include "Font Control.h" #include "render dirty.h" #include "utilities.h" #include "Sound Control.h" #include "Interface Panels.h" #include "Animation Control.h" #include "Soldier Control.h" #include "pathai.h" #include "weapons.h" #include "lighting.h" #include "faces.h" #include "mapscreen.h" #include "message.h" #include "text.h" #include "Interface Items.h" #include "Font Control.h" #include "Cursor Control.h" #include "interface cursors.h" #include "interface utils.h" #include "interface items.h" #include "wordwrap.h" #include "interface control.h" #include "vobject_blitters.h" #include "world items.h" #include "points.h" #include "physics.h" #include "finances.h" #include "ui cursors.h" #include "handle ui.h" #include "ShopKeeper Interface.h" #include "dialogue control.h" #include "english.h" #include "keys.h" #include "Strategicmap.h" #include "Arms Dealer Init.h" #include "soldier macros.h" #include "game clock.h" #include "squads.h" #include "LaptopSave.h" #include "MessageBoxScreen.h" #include "Language Defines.h" #include "GameSettings.h" #include "Map Screen Interface Map Inventory.h" #include "Quests.h" #include "Map Screen Interface.h" #include "Campaign Types.h" #include "opplist.h" #include "los.h" #include "Map Screen Interface Map.h" #include "Interface Enhanced.h" #include "InterfaceItemImages.h" #include "Auto Resolve.h" #include "popup_callback.h" // BOB : quick attachment popup #include "popup_class.h" #endif #ifdef JA2UB #include "Ja25_Tactical.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////// // SANDRO - all "APBPConstants[AP_PICKUP_ITEM]" were replaced by GetBasicAPsToPickupItem() //////////////////////////////////////////////////////////////////////////////////////////////////////// //forward declarations of common classes to eliminate includes class OBJECTTYPE; class SOLDIERTYPE; //CHRISL: Moved to Interface Items.h for EDB //#define ITEMDESC_FONT BLOCKFONT2 #define ITEMDESC_FONTSHADOW1 MILITARY_SHADOW #define ITEMDESC_FONTSHADOW2 32 #define ITEMDESC_FONTSHADOW3 34 #define ITEMDESC_FONTFORE1 33 #define ITEMDESC_FONTFORE2 32 #define ITEMDESC_FONTAPFORE 218 #define ITEMDESC_FONTHPFORE 24 #define ITEMDESC_FONTBSFORE 125 #define ITEMDESC_FONTHEFORE 75 #define ITEMDESC_FONTHEAPFORE 76 #define ITEMDESC_AMMO_FORE 209 //CHRISL: Moved to Interface Items.h for EDB //#define ITEMDESC_FONTHIGHLIGHT FONT_MCOLOR_WHITE #define STATUS_BAR_SHADOW FROMRGB( 140, 136, 119 ) #define STATUS_BAR FROMRGB( 201, 172, 133 ) #define DESC_STATUS_BAR_SHADOW STATUS_BAR_SHADOW #define DESC_STATUS_BAR STATUS_BAR #define MIN_LOB_RANGE 4 //CHRISL: Moved to Interface Items.h for EDB //#define INV_BAR_DX 5 //#define INV_BAR_DY 21 //#define ITEM_STATS_WIDTH 26 //#define ITEM_STATS_HEIGHT 8 #define RENDER_ITEM_NOSTATUS 20 #define RENDER_ITEM_ATTACHMENT1 200 //LBE node stuff // Changed some coord defines to INT16s so we can adjust their value based on game options INT16 ITEMDESC_START_X; INT16 ITEMDESC_START_Y; INT16 ITEMDESC_HEIGHT; INT16 ITEMDESC_WIDTH; extern int SM_ITEMDESC_START_X; extern int SM_ITEMDESC_START_Y; extern int INV_REGION_Y; #define CAMO_REGION_HEIGHT 75 #define CAMO_REGION_WIDTH 75 #define BULLET_WIDTH 3 #define BULLET_GAP 5 INT16 ITEMDESC_CALIBER_X; INT16 ITEMDESC_CALIBER_Y; INT16 ITEMDESC_CALIBER_WIDTH; INT16 ITEMDESC_NAME_X; INT16 ITEMDESC_NAME_Y; INT16 ITEMDESC_ITEM_X; INT16 ITEMDESC_ITEM_Y; INT16 ITEMDESC_ITEM_STATUS_X; INT16 ITEMDESC_ITEM_STATUS_Y; INT16 ITEMDESC_ITEM_STATUS_HEIGHT; INT16 ITEMDESC_AMMO_X; INT16 ITEMDESC_AMMO_Y; INT16 ITEMDESC_DONE_X; INT16 ITEMDESC_DONE_Y; #define DOTDOTDOT L"..." #define COMMA_AND_SPACE L", " #define ITEM_PROS_AND_CONS( usItem ) ( ( Item[ usItem ].usItemClass & IC_GUN && !Item[ usItem ].rocketlauncher ) ) #define ITEMDESC_ITEM_STATUS_WIDTH 2 #define ITEMDESC_ITEM_WIDTH 117 #define ITEMDESC_ITEM_HEIGHT 54 #define ITEMDESC_AMMO_TEXT_X 3 #define ITEMDESC_AMMO_TEXT_Y 1 #define ITEMDESC_AMMO_TEXT_WIDTH 31 #define WORD_WRAP_INV_WIDTH 58 #define ITEM_BAR_WIDTH 2 #define ITEM_BAR_HEIGHT 20 #define ITEM_FONT TINYFONT1 //CHRISL: Moved to Interface Items.h for EDB //#define EXCEPTIONAL_GUN_DAMAGE 40 //#define EXCEPTIONAL_WEIGHT 20 //#define EXCEPTIONAL_RANGE 400 //#define EXCEPTIONAL_MAGAZINE 50 //#define EXCEPTIONAL_AP_COST 5 //#define EXCEPTIONAL_BURST_SIZE 5 //#define EXCEPTIONAL_RELIABILITY 2 //#define EXCEPTIONAL_REPAIR_EASE 2 //#define EXCEPTIONAL_ACCURACY 4 #define BAD_DAMAGE 23 #define BAD_WEIGHT 45 #define BAD_RANGE 150 #define BAD_MAGAZINE 10 #define BAD_RELIABILITY -2 #define BAD_REPAIR_EASE -2 #define BAD_ACCURACY -1 // CHRISL: Adjust coords for layout changes needed for new inventory system extern int KEYRING_X; extern int KEYRING_Y; extern int MAP_KEYRING_X; extern int MAP_KEYRING_Y; //#define KEYRING_X 487 //#define KEYRING_Y (105 + INV_INTERFACE_START_Y) //#define MAP_KEYRING_X 217 //#define MAP_KEYRING_Y 271 #define KEYRING_WIDTH 30 #define KEYRING_HEIGHT 22 #define TACTICAL_INVENTORY_KEYRING_GRAPHIC_OFFSET_X 215 //enum used for the money buttons enum { M_1000, M_100, M_10, M_DONE, }; // AN ARRAY OF MOUSE REGIONS, ONE FOR EACH OBJECT POSITION ON BUDDY MOUSE_REGION gInvRegions[ NUM_INV_SLOTS ]; extern MOUSE_REGION gMPanelRegion; extern BOOLEAN fMapInventoryItem; extern BOOLEAN gfAddingMoneyToMercFromPlayersAccount; extern SOLDIERTYPE *gpSMCurrentMerc; extern UINT8 gubSelectSMPanelToMerc; extern MOUSE_REGION gSM_SELMERCMoneyRegion; extern UINT32 guiMapInvSecondHandBlockout; //jackaians: global variables added for the stealing pickup menu BOOLEAN gfStealing = FALSE; SOLDIERTYPE *gpOpponent = NULL; MOUSE_REGION gInvDesc; OBJECTTYPE *gpItemPointer = NULL; extern OBJECTTYPE gItemPointer; // symbol already defined in mapscreen.cpp (jonathanl) BOOLEAN gfItemPointerDifferentThanDefault = FALSE; extern SOLDIERTYPE *gpItemPointerSoldier; // symbol already defined in mapscreen.cpp (jonathanl) INT8 gbItemPointerSrcSlot; UINT16 gusItemPointer = 255; UINT16 usItemSnapCursor; UINT32 guiNewlyPlacedItemTimer = 0; BOOLEAN gfBadThrowItemCTGH; BOOLEAN gfDontChargeAPsToPickup = FALSE; BOOLEAN gbItemPointerLocateGood = FALSE; INT32 iItemPosition = 0; //CHRISL: Global variable to store stack item for message box system UINT8 gbMessageBoxSubObject = 0; // ITEM DESCRIPTION BOX STUFF UINT32 guiItemDescBox; UINT32 guiItemDescBoxBackground; // HEADROCK HAM 4: Image file for LBE backgrounds UINT32 guiItemInfoLBEBackground; UINT32 guiMapItemDescBox; UINT32 guiAttachmentSlot; // HEADROCK HAM 4: This replaces "Misc" icons. extern UINT32 guiItemInfoAdvancedIcon; // added here by Flugente UINT32 guiItemGraphic; UINT32 guiMoneyGraphicsForDescBox; UINT32 guiBullet; // HEADROCK HAM 5: Icon indicating a transformation is available. UINT32 guiTransformIconGraphic; BOOLEAN gfInItemDescBox = FALSE; UINT32 guiCurrentItemDescriptionScreen=0; OBJECTTYPE *gpItemDescObject = NULL; // HEADROCK HAM 4: Remembers the object that was open before an attachment desc is opened on top of it. OBJECTTYPE *gpItemDescPrevObject = NULL; // HEADROCK HAM 5: This is a clone, used to contain an item's details when the item has been destroyed while the box is open. OBJECTTYPE gCloneItemDescObject; BOOLEAN gfItemDescObjectIsAttachment = FALSE; OBJECTTYPE *gpItemDescOrigAttachmentObject = NULL; // HEADROCK HAM 5: Used by the callback confirming whether we want to transform. TransformInfoStruct * gTransformInProgress; UINT32 guiTransformInProgressPrevScreen; CHAR16 gzItemName[ SIZE_ITEM_NAME ]; CHAR16 gzItemDesc[ SIZE_ITEM_INFO ]; CHAR16 gzItemPros[ SIZE_ITEM_PROS ]; CHAR16 gzItemCons[ SIZE_ITEM_CONS ]; CHAR16 gzFullItemPros[ SIZE_ITEM_PROS ]; CHAR16 gzFullItemCons[ SIZE_ITEM_PROS ]; CHAR16 gzFullItemTemp[ SIZE_ITEM_PROS ]; // necessary, unfortunately //CHRISL: moved to Interface Items.h for EDB //void ItemDescCallback( MOUSE_REGION * pRegion, INT32 iReason ); INT16 gsInvDescX; INT16 gsInvDescY; UINT8 gubItemDescStatusIndex; INT32 giItemDescAmmoButtonImages; INT32 giItemDescAmmoButton; BOOLEAN gfItemAmmoDown = FALSE; SOLDIERTYPE *gpItemDescSoldier; BOOLEAN fItemDescDelete = FALSE; MOUSE_REGION gItemDescAttachmentRegions[MAX_ATTACHMENTS]; MOUSE_REGION gProsAndConsRegions[2]; // BOB : quick attachment popups BOOLEAN gItemDescAttachmentPopupsInitialized = FALSE; POPUP* gItemDescAttachmentPopups[MAX_ATTACHMENTS]; INT32 giActiveAttachmentPopup = -1; POPUP* gEquipPopups[NUM_INV_SLOTS]; INT32 giActiveEquipPopup = -1; // HEADROCK HAM 5: Item Transformation Popups BOOLEAN gfItemDescTransformPopupInitialized = FALSE; POPUP* gItemDescTransformPopup; BOOLEAN gfItemDescTransformPopupVisible = FALSE; BOOLEAN gfSkipDestroyTransformPopup = FALSE; // This makes sure the // And forward declarations... void TransformationMenuPopup_Hide(void); void TransformationMenuPopup_Transform(TransformInfoStruct * Transform); BOOLEAN TransformationMenuPopup_TestValid(TransformInfoStruct * Transform); void ItemDescTransformRegionCallback( MOUSE_REGION *pRegion, INT32 reason ); void TransformationMenuPopup_Unjam(); void TransformationMenuPopup_SplitCrate( UINT16 usMagazineItem ); void TransformationMenuPopup_SplitCrateInInventory( ); void TransformFromItemDescBox( TransformInfoStruct * Transform); void ConfirmTransformationMessageBoxCallBack( UINT8 bExitValue ); // HEADROCK HAM 5: The maximum number of attachment asterisks shown for an item. UINT32 guiAttachmentAsterisks; #define MAX_NUM_ASTERISKS 10 void BtnMoneyButtonCallback(GUI_BUTTON *btn,INT32 reason); UINT32 guiMoneyButtonBtn[OLD_MAX_ATTACHMENTS_101]; INT32 guiMoneyButtonImage; INT32 guiMoneyDoneButtonImage; attachmentList gOriginalAttachments; SOLDIERTYPE * gpAttachSoldier; extern BOOLEAN gfSMDisableForItems; //CHRISL: moved to Interface Items.h for EDB /*typedef struct { UINT16 x; UINT16 y; } MoneyLoc;*/ /* * Yes i know thats a little bit compicated but remeber that we have now only tactical screen * a little bit dynamic and customizable. * gMoneyButtonLoc its a location of money button * we need to initialize it in run-time becouse we dona have constant initializer * any questions? joker */ MoneyLoc gMoneyButtonLoc;// = { (343 + INTERFACE_START_Y), ( 11 + INV_INTERFACE_START_Y ) }; MoneyLoc gMoneyButtonOffsets[] = { 0,0, 34,0, 0,32, 34,32, 8,22 }; // show the description extern BOOLEAN fShowDescriptionFlag; extern BOOLEAN fShowInventoryFlag; void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason ); void ItemDescAmmoCallback(GUI_BUTTON *btn,INT32 reason); void DeletePool(ITEM_POOL *pItemPool); // number of keys on keyring, temp for now #define NUMBER_KEYS_ON_KEYRING 28 #define KEY_RING_ROW_WIDTH 7 #define MAP_KEY_RING_ROW_WIDTH 4 #define INV_ITEM_ROW_WIDTH 7 #define MAP_INV_ITEM_ROW_WIDTH 4 // ITEM STACK POPUP STUFF BOOLEAN gfInItemStackPopup = FALSE; BOOLEAN gfInSectorStackPopup = FALSE; UINT32 guiItemPopupBoxes; OBJECTTYPE *gpItemPopupObject; INT16 gsItemPopupWidth; INT16 gsItemPopupHeight; INT16 gsItemPopupX; INT16 gsItemPopupY; MOUSE_REGION gItemPopupRegions[MAX_OBJECTS_PER_SLOT]; MOUSE_REGION gKeyRingRegions[ NUMBER_KEYS_ON_KEYRING ]; BOOLEAN gfInKeyRingPopup = FALSE; UINT8 gubNumItemPopups = 0; MOUSE_REGION gItemPopupRegion; INT16 gsItemPopupInvX; INT16 gsItemPopupInvY; INT16 gsItemPopupInvWidth; INT16 gsItemPopupInvHeight; INT16 gsKeyRingPopupInvX; INT16 gsKeyRingPopupInvY; INT16 gsKeyRingPopupInvWidth; INT16 gsKeyRingPopupInvHeight; SOLDIERTYPE *gpItemPopupSoldier; extern BOOLEAN fMapScreenBottomDirty; // inventory description done button for mapscreen INT32 giMapInvDescButtonImage; INT32 giMapInvDescButton = -1; // HEADROCK HAM 4: Item Description Box TAB buttons for UDB INT32 giMapInvDescTabButtonImage; INT32 giInvDescTabButtonImage; INT32 giInvDescTabButton[3] = {-1, -1, -1}; void ItemDescTabButtonCallback( GUI_BUTTON *btn, INT32 reason ); void ItemDescTabButtonOn( UINT8 ubItemDescTabButtonIndex ); void ItemDescTabButtonOff( UINT8 ubItemDescTabButtonIndex ); // HEADROCK HAM 4: Item Description Box Scroll Buttons for UDB INT32 giInvDescAdvButtonUpImage; INT32 giInvDescAdvButtonDownImage; INT32 giInvDescAdvButton[2] = {-1, -1}; // HEADROCK HAM 5: Item Transformation click region. MOUSE_REGION gInvDescTransformRegion; void ItemDescAdvButtonCallback( GUI_BUTTON *btn, INT32 reason ); void ItemDescAdvButtonOn( UINT8 ubItemDescAdvButtonIndex ); void ItemDescAdvButtonOff( UINT8 ubItemDescAdvButtonIndex ); void ItemDescAdvButtonCheck( void ); // HEADROCK HAM 5: Item Adjustment Button(s) void ItemDescTransformRegionCallback( MOUSE_REGION *pRegion, INT32 reason ); // the done descrition button callback void ItemDescDoneButtonCallback( GUI_BUTTON *btn, INT32 reason ); extern BOOLEAN fMapInventoryItem; BOOLEAN gfItemPopupRegionCallbackEndFix = FALSE; extern void InternalMAPBeginItemPointer( SOLDIERTYPE *pSoldier ); void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason ); void ItemPopupFullRegionCallback( MOUSE_REGION * pRegion, INT32 iReason ); BOOLEAN ReloadItemDesc( ); extern void HelpTextDoneCallback( void ); void RemoveMoney(); BOOLEAN CompatibleItemForApplyingOnMerc( OBJECTTYPE *pTestObject ); extern BOOLEAN MAPInternalInitItemDescriptionBox( OBJECTTYPE *pObject, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier ); extern void StartSKIDescriptionBox( void ); void UpdateItemHatches(); void ShadowNIVPanel(); extern void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot ); UINT8 ubRGBItemCyclePlacedItemColors[] = { 25, 25, 25, 50, 50, 50, 75, 75, 75, 100, 100, 100, 125, 125, 125, 150, 150, 150, 175, 175, 175, 200, 200, 200, 225, 225, 225, 250, 250, 250, 250, 250, 250, 225, 225, 225, 200, 200, 200, 175, 175, 175, 150, 150, 150, 125, 125, 125, 100, 100, 100, 75, 75, 75, 50, 50, 50, 25, 25, 25 }; //CHRISL: Moved to interface items.h /*typedef struct { INT16 sX; INT16 sY; INT16 sValDx; } INV_DESC_STATS;*/ //CHRISL: Moved to interface items.h /*typedef struct { INT16 sX; INT16 sY; INT16 sHeight; INT16 sWidth; INT16 sBarDx; INT16 sBarDy; } INV_ATTACHXY;*/ #define NUM_INV_HELPTEXT_ENTRIES 1 typedef struct { INT32 iXPosition[NUM_INV_HELPTEXT_ENTRIES]; INT32 iYPosition[NUM_INV_HELPTEXT_ENTRIES]; INT32 iWidth[NUM_INV_HELPTEXT_ENTRIES]; STR16 sString1[NUM_INV_HELPTEXT_ENTRIES]; STR16 sString2[NUM_INV_HELPTEXT_ENTRIES]; } INV_HELPTEXT; //CHRISL: Moved declaration to InitDescStatCoords for EDB // displayed AFTER the mass/weight/"Kg" line INV_DESC_STATS gMoneyStats[6]; //CHRISL: Created for LBENODE Rendering with EDB INV_DESC_STATS gLBEStats[48]; INV_ATTACHXY gItemDescAttachmentsXY[MAX_ATTACHMENTS]; INV_HELPTEXT gItemDescHelpText = { { 69 }, // x locations { 12 }, // y locations { 170 }, // widths { Message[STR_ATTACHMENT_HELP] }, { Message[STR_ATTACHMENT_INVALID_HELP] }, }; BOOLEAN gfItemDescHelpTextOffset = FALSE; // ARRAY FOR INV PANEL INTERFACE ITEM POSITIONS (sX,sY get set via InitInvSlotInterface() ) /* CHRISL: Add new region definitions for the new inventory slots needed for the new inventory system to work properly. */ INV_REGIONS gSMInvData[NUM_INV_SLOTS]; //CHRISL: Moved to interface items.h /*typedef struct { UINT32 uiTotalAmount; UINT32 uiMoneyRemaining; UINT32 uiMoneyRemoving; } REMOVE_MONEY;*/ REMOVE_MONEY gRemoveMoney; MOUSE_REGION gSMInvRegion[ NUM_INV_SLOTS ]; MOUSE_REGION gKeyRingPanel; MOUSE_REGION gSMInvCamoRegion; INT8 gbCompatibleAmmo[ NUM_INV_SLOTS ]; INT8 gbInvalidPlacementSlot[ NUM_INV_SLOTS ]; UINT16 us16BPPItemCyclePlacedItemColors[ 20 ]; // Kaiden: Vehicle Inventory change - Increase this from 4-2 to 5-2 UINT32 guiBodyInvVO[ 5 ][ 2 ]; UINT32 guiGoldKeyVO; INT8 gbCompatibleApplyItem = FALSE; // HEADROCK HAM 4: New region coordinate tables for UDB INV_DESC_REGIONS gItemDescLBEBackground[4]; // Coordinates for displaying LBE background image INV_DESC_REGIONS gItemDescGenHeaderRegions[3]; // Header text regions for various parts of the General Tab INV_DESC_REGIONS gItemDescGenIndexRegions[3][4]; // Index text regions for various parts of the General Tab INV_DESC_REGIONS gItemDescGenRegions[NUM_UDB_GEN_LINES * 2][4]; // Data regions, 4 sub-columns each INV_DESC_REGIONS gItemDescGenSecondaryRegions[26]; // Secondary data regions, 3x5 INV_DESC_REGIONS gItemDescTextRegions[8]; // Main description regions INV_DESC_REGIONS gItemDescAdvIndexRegions[1][4]; INV_DESC_REGIONS gItemDescAdvRegions[NUM_UDB_ADV_LINES][4]; // Advanced data regions, 4 sub-columns each INV_DESC_REGIONS gODBItemDescRegions[4][8]; // Four regions of eight sub-regions each. // ------------------- Attachment popup callbacks // BOB : globals for telling attachment popups _where_ should the attachment go UINT8 gubPopupStatusIndex; UINT32 guiPopupItemPos; void popupCallbackItem(INT16 itemId){ for(UINT16 i = 0; i < pInventoryPoolList.size(); i++){ if( pInventoryPoolList[i].object.usItem == itemId ) { gpItemPointer = &pInventoryPoolList[i].object; // pick up the object (or stack) DoAttachment((UINT8)gubPopupStatusIndex, guiPopupItemPos); // try to attach it gpItemPointer = NULL; // and drop it gItemDescAttachmentPopups[giActiveAttachmentPopup]->hide(); RenderItemDescriptionBox(); giActiveAttachmentPopup = -1; //UpdateAttachmentTooltips(gpItemDescObject, gubItemDescStatusIndex); return; } } } bool popupCallbackItemInSector(INT16 itemId){ for(UINT16 i = 0; i < pInventoryPoolList.size(); i++) if( pInventoryPoolList[i].object.usItem == itemId ) return true; return false; } void hideAttachmentPopup(){ giActiveAttachmentPopup = -1; if (giItemDescAmmoButton > -1) { if (giInvDescTabButton[0] != giItemDescAmmoButton) ShowButton(giItemDescAmmoButton); } } void hideOtherAttachmentPopups(UINT32 cnt){ // if there's a bullet icon, hide it. It tends to overlap my popup boxes if (giItemDescAmmoButton != -1) { if (giInvDescTabButton[0] != giItemDescAmmoButton) HideButton(giItemDescAmmoButton); } RenderItemDescriptionBox(); // also, redraw the IDB to clean up helptext if( cnt > MAX_ATTACHMENTS ) return; for(UINT32 i = 0; i < cnt; i++){ if (gItemDescAttachmentPopups[i] != NULL) gItemDescAttachmentPopups[i]->hide(); } } BOOLEAN AttemptToAddSubstring( STR16 zDest, STR16 zTemp, UINT32 * puiStringLength, UINT32 uiPixLimit ) { UINT32 uiRequiredStringLength, uiTempStringLength; uiTempStringLength = StringPixLength( zTemp, ITEMDESC_FONT ); uiRequiredStringLength = *puiStringLength + uiTempStringLength; if (zDest[0] != 0) { uiRequiredStringLength += StringPixLength( COMMA_AND_SPACE, ITEMDESC_FONT ); } if (uiRequiredStringLength < uiPixLimit) { if (zDest[0] != 0) { wcscat( zDest, COMMA_AND_SPACE ); } wcscat( zDest, zTemp ); *puiStringLength = uiRequiredStringLength; return( TRUE ); } else { wcscat( zDest, DOTDOTDOT ); return( FALSE ); } } void GenerateProsString( STR16 zItemPros, OBJECTTYPE * pObject, UINT32 uiPixLimit ) { UINT32 uiStringLength = 0; STR16 zTemp; UINT16 usItem = pObject->usItem; UINT16 ubWeight; zItemPros[0] = 0; ubWeight = Item[ usItem ].ubWeight; if (Item[ usItem ].usItemClass == IC_GUN) { ubWeight = ubWeight + Item[ (*pObject)[0]->data.gun.usGunAmmoItem ].ubWeight; } // Flugente: If overheating is allowed, an overheated gun receives a slight malus to accuracy FLOAT accuracyheatmultiplicator = 1.0; if ( gGameOptions.fWeaponOverheating ) { FLOAT overheatdamagepercentage = GetGunOverheatDamagePercentage( pObject ); FLOAT accuracymalus = (FLOAT)((max(1.0, overheatdamagepercentage) - 1.0) * 0.1); accuracyheatmultiplicator = (FLOAT)max(0.0, 1.0 - accuracymalus); } //CHRISL: TODO - This needs to be updated for NCTH if (accuracyheatmultiplicator * Weapon[usItem].bAccuracy >= EXCEPTIONAL_ACCURACY ) { zTemp = Message[STR_ACCURATE]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (Item[usItem].ubWeight <= EXCEPTIONAL_WEIGHT) { zTemp = Message[STR_LIGHT]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } //CHRISL: Using "FitsInSmallPocket" in NewInv will result in every item appearing to be "small". We don't want that so // so in this case, even in NewInv, we should look at the items ubPerPocket value. //if (FitsInSmallPocket(pObject) == true) // fits in a small pocket if (Item[usItem].ubPerPocket >= 1) // fits in a small pocket { zTemp = Message[STR_SMALL]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } UINT16 exceptionalRange = (UINT16)((EXCEPTIONAL_RANGE * gGameExternalOptions.iGunRangeModifier ) / 100); if ( GunRange( pObject, NULL ) >= exceptionalRange ) // SANDRO - added argument { zTemp = Message[STR_LONG_RANGE]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } UINT16 exceptionalDamage; // Melee damage if ( Item[pObject->usItem].usItemClass == IC_BLADE || Item[pObject->usItem].usItemClass == IC_PUNCH || Item[pObject->usItem].usItemClass == IC_TENTACLES ) { exceptionalDamage = (UINT16)(( EXCEPTIONAL_MELEE_DAMAGE * gGameExternalOptions.iMeleeDamageModifier ) / 100); } // Gun damage else { exceptionalDamage = (UINT16)(( EXCEPTIONAL_GUN_DAMAGE * gGameExternalOptions.iGunDamageModifier ) / 100); } if (GetDamage(pObject) >= exceptionalDamage) { zTemp = Message[STR_HIGH_DAMAGE]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, NULL ) <= EXCEPTIONAL_AP_COST) { zTemp = Message[STR_QUICK_FIRING]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (GetShotsPerBurst(pObject) >= EXCEPTIONAL_BURST_SIZE )//|| usItem == G11) { zTemp = Message[STR_FAST_BURST]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (GetMagSize(pObject) > EXCEPTIONAL_MAGAZINE) { zTemp = Message[STR_LARGE_AMMO_CAPACITY]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if ( GetReliability( pObject ) >= EXCEPTIONAL_RELIABILITY ) { zTemp = Message[STR_RELIABLE]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if ( Item[usItem].bRepairEase >= EXCEPTIONAL_REPAIR_EASE ) { zTemp = Message[STR_EASY_TO_REPAIR]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (GetAutofireShotsPerFiveAPs(pObject) > 0) { zTemp = Message[STR_AUTOFIRE]; if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if ( zItemPros[0] == 0 ) { // empty string, so display "None" if ( ! AttemptToAddSubstring( zItemPros, Message[ STR_NONE ], &uiStringLength, uiPixLimit ) ) { return; } } } void GenerateConsString( STR16 zItemCons, OBJECTTYPE * pObject, UINT32 uiPixLimit ) { UINT32 uiStringLength = 0; STR16 zTemp; UINT16 ubWeight; UINT16 usItem = pObject->usItem; zItemCons[0] = 0; // Flugente: If overheating is allowed, an overheated gun receives a slight malus to accuracy FLOAT accuracyheatmultiplicator = 1.0; if ( gGameOptions.fWeaponOverheating ) { FLOAT overheatdamagepercentage = GetGunOverheatDamagePercentage( pObject ); FLOAT accuracymalus = (FLOAT)((max(1.0, overheatdamagepercentage) - 1.0) * 0.1); accuracyheatmultiplicator = (FLOAT)max(0.0, 1.0 - accuracymalus); } //CHRISL: TODO - This needs to be updated for NCTH if (accuracyheatmultiplicator * Weapon[usItem].bAccuracy <= BAD_ACCURACY) { zTemp = Message[STR_INACCURATE]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if ( Weapon[usItem].NoSemiAuto ) { zTemp = Message[STR_NO_SEMI_AUTO]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } // calculate the weight of the item plus ammunition but not including any attachments ubWeight = Item[ usItem ].ubWeight; if (Item[ usItem ].usItemClass == IC_GUN) { ubWeight = ubWeight + CalculateAmmoWeight((*pObject)[0]->data.gun.usGunAmmoItem, (*pObject)[0]->data.gun.ubGunShotsLeft); //ubWeight = ubWeight + Item[ (*pObject)[0]->data.gun.usGunAmmoItem ].ubWeight; } if (ubWeight >= BAD_WEIGHT) { zTemp = Message[STR_HEAVY]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if ( GunRange( pObject, NULL ) <= BAD_RANGE) // SANDRO - added argument { zTemp = Message[STR_SHORT_RANGE]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (GetDamage(pObject) <= BAD_DAMAGE) { zTemp = Message[STR_LOW_DAMAGE]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, NULL ) >= APBPConstants[BAD_AP_COST]) { zTemp = Message[STR_SLOW_FIRING]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (GetShotsPerBurst(pObject) == 0) { zTemp = Message[STR_NO_BURST]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (GetAutofireShotsPerFiveAPs(pObject) == 0) { zTemp = Message[STR_NO_AUTOFIRE]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if (GetMagSize(pObject) < BAD_MAGAZINE) { zTemp = Message[STR_SMALL_AMMO_CAPACITY]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if ( GetReliability( pObject ) <= BAD_RELIABILITY ) { zTemp = Message[STR_UNRELIABLE]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if ( Item[usItem].bRepairEase <= BAD_REPAIR_EASE ) { zTemp = Message[STR_HARD_TO_REPAIR]; if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) ) { return; } } if ( zItemCons[0] == 0 ) { // empty string, so display "None" if ( ! AttemptToAddSubstring( zItemCons, Message[ STR_NONE ], &uiStringLength, uiPixLimit ) ) { return; } } } BOOLEAN UseNASDesc(OBJECTTYPE *pObject){ if(pObject->exists() == FALSE) return FALSE; if(guiCurrentScreen == MAP_SCREEN && Item[pObject->usItem].usItemClass == IC_LBEGEAR && UsingNewAttachmentSystem()==true) return FALSE; // the map screen can't support NAS and LBEGEAR. return (/*Item[pObject->usItem].usItemClass != IC_LBEGEAR && Item[pObject->usItem].usItemClass != IC_MONEY && */UsingNewAttachmentSystem()==true); } //WarmSteel - This function is used to move groups of items with NAS along the Y axe INT16 sNASYCorrection(OBJECTTYPE * pObject){ //WarmSteel - If this confuses you, it's basically the same structure as in InitDescStatCoords. if(UseNASDesc(pObject)){ if(UsingEDBSystem() > 0) { if( guiCurrentScreen == MAP_SCREEN ) { return 113; } else { if (UsingEDBSystem() == 1) // NIV EDB { return 0; } if (UsingEDBSystem() == 2) // OIV EDB { return 0; } } } else { if(guiCurrentScreen ==MAP_SCREEN) { return 113; } else { return 0; } } } //WarmSteel - Item does not qualify for NAS layout. return 0; } //WarmSteel - This function is used to move groups of items with NAS along the X axe INT16 sNASXCorrection(OBJECTTYPE * pObject){ //WarmSteel - If this confuses you, it's basically the same structure as in InitDescStatCoords. if(UseNASDesc(pObject)){ if(UsingEDBSystem() > 0) { if( guiCurrentScreen == MAP_SCREEN ) { return 0; } else { if (UsingEDBSystem()) // NIV EDB { return 190; } } } else //ODB { if(guiCurrentScreen ==MAP_SCREEN) { return 0; } else { return 90; } } } //WarmSteel - Item does not qualify for NAS layout. return 0; } // CHRISL: New function to setup GSMInvData based on game options void InitInvData(INV_REGIONS &InvData, BOOLEAN fBigPocket, INT16 sBarDx, INT16 sBarDy, INT16 sWidth, INT16 sHeight, INT16 sX, INT16 sY) { InvData.fBigPocket = fBigPocket; InvData.sBarDx = sBarDx; InvData.sBarDy = sBarDy; InvData.sHeight = sHeight; InvData.sWidth = sWidth; InvData.sX = sX; InvData.sY = sY; } void ResetInvData() { for ( INT32 cnt = 0; cnt < NUM_INV_SLOTS; cnt++ ) { // set inventory pocket coordinates from the table passed in gSMInvData[ cnt ].sX = 0; gSMInvData[ cnt ].sY =0; gSMInvData[ cnt ].sWidth =0; gSMInvData[ cnt ].sHeight =0; gSMInvData[ cnt ].sBarDx =0; gSMInvData[ cnt ].sBarDy =0; gSMInvData[ cnt ].fBigPocket =0; } } void InitInventoryOld() { BODYPOSFINAL = GUNSLINGPOCKPOS;//RESET in initInventory BIGPOCKFINAL = BIGPOCK5POS;//RESET in initInventory MEDPOCKSTART = SMALLPOCK1POS;//RESET in initInventory MEDPOCKFINAL = SMALLPOCK1POS;//RESET in initInventory SMALLPOCKFINAL = SMALLPOCK9POS;//RESET in initInventory ResetInvData(); InitInvData(gSMInvData[HELMETPOS], FALSE, INV_BAR_DX, INV_BAR_DY, HEAD_INV_SLOT_WIDTH, HEAD_INV_SLOT_HEIGHT, 0, 0); // HELMETPOS InitInvData(gSMInvData[VESTPOS], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // VESTPOS InitInvData(gSMInvData[LEGPOS], FALSE, INV_BAR_DX, INV_BAR_DY, LEGS_INV_SLOT_WIDTH, LEGS_INV_SLOT_HEIGHT, 0, 0); // LEGPOS InitInvData(gSMInvData[HEAD1POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // HEAD1POS InitInvData(gSMInvData[HEAD2POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // HEAD2POS InitInvData(gSMInvData[HANDPOS], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // HANDPOS InitInvData(gSMInvData[SECONDHANDPOS], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // SECONDHANDPOS InitInvData(gSMInvData[BIGPOCK1POS], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK1 InitInvData(gSMInvData[BIGPOCK2POS], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK2 InitInvData(gSMInvData[BIGPOCK3POS], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK3 InitInvData(gSMInvData[BIGPOCK4POS], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK4 InitInvData(gSMInvData[SMALLPOCK1POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK1 InitInvData(gSMInvData[SMALLPOCK2POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK2 InitInvData(gSMInvData[SMALLPOCK3POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK3 InitInvData(gSMInvData[SMALLPOCK4POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK4 InitInvData(gSMInvData[SMALLPOCK5POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK5 InitInvData(gSMInvData[SMALLPOCK6POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK6 InitInvData(gSMInvData[SMALLPOCK7POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK7 InitInvData(gSMInvData[SMALLPOCK8POS], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK8 } void InitInventoryNew() { BODYPOSFINAL = GUNSLINGPOCKPOS;//RESET in initInventory BIGPOCKFINAL = MEDPOCK1POS;//RESET in initInventory MEDPOCKSTART = MEDPOCK1POS;//RESET in initInventory MEDPOCKFINAL = SMALLPOCK1POS;//RESET in initInventory SMALLPOCKFINAL = NUM_INV_SLOTS;//RESET in initInventory ResetInvData(); if (iResolution >= _640x480 && iResolution < _800x600) { InitInvData(gSMInvData[0], FALSE, INV_BAR_DX, INV_BAR_DY, HEAD_INV_SLOT_WIDTH, HEAD_INV_SLOT_HEIGHT, 0, 0); // HELMETPOS InitInvData(gSMInvData[1], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // VESTPOS InitInvData(gSMInvData[2], FALSE, INV_BAR_DX, INV_BAR_DY, LEGS_INV_SLOT_WIDTH, LEGS_INV_SLOT_HEIGHT, 0, 0); // LEGPOS InitInvData(gSMInvData[3], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // HEAD1POS InitInvData(gSMInvData[4], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // HEAD2POS InitInvData(gSMInvData[5], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // HANDPOS InitInvData(gSMInvData[6], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // SECONDHANDPOS InitInvData(gSMInvData[7], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // VESTPOCKPOS InitInvData(gSMInvData[8], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // LTHIGHPOCKPOS InitInvData(gSMInvData[9], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // RTHIGHPOCKPOS InitInvData(gSMInvData[10], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // CPACKPOCKPOS InitInvData(gSMInvData[11], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // BPACKPOCKPOS InitInvData(gSMInvData[12], TRUE, INV_BAR_DX, INV_BAR_DY, 48, 20, 0, 0); // GUNSLINGPOCKPOS InitInvData(gSMInvData[13], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // KNIFEPOCKPOS InitInvData(gSMInvData[14], TRUE, INV_BAR_DX, INV_BAR_DY, 48, 20, 0, 0); // BIGPOCK1 InitInvData(gSMInvData[15], TRUE, INV_BAR_DX, INV_BAR_DY, 48, 20, 0, 0); // BIGPOCK2 InitInvData(gSMInvData[16], TRUE, INV_BAR_DX, INV_BAR_DY, 48, 20, 0, 0); // BIGPOCK3 InitInvData(gSMInvData[17], TRUE, INV_BAR_DX, INV_BAR_DY, 48, 20, 0, 0); // BIGPOCK4 InitInvData(gSMInvData[18], TRUE, INV_BAR_DX, INV_BAR_DY, 48, 20, 0, 0); // BIGPOCK5 InitInvData(gSMInvData[19], TRUE, INV_BAR_DX, INV_BAR_DY, 48, 20, 0, 0); // BIGPOCK6 InitInvData(gSMInvData[20], TRUE, INV_BAR_DX, INV_BAR_DY, 48, 20, 0, 0); // BIGPOCK7 InitInvData(gSMInvData[21], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // MEDPOCK1 InitInvData(gSMInvData[22], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // MEDPOCK2 InitInvData(gSMInvData[23], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // MEDPOCK3 InitInvData(gSMInvData[24], FALSE, INV_BAR_DX, INV_BAR_DY, 30, 20, 0, 0); // MEDPOCK4 InitInvData(gSMInvData[25], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK1 InitInvData(gSMInvData[26], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK2 InitInvData(gSMInvData[27], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK3 InitInvData(gSMInvData[28], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK4 InitInvData(gSMInvData[29], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK5 InitInvData(gSMInvData[30], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK6 InitInvData(gSMInvData[31], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK7 InitInvData(gSMInvData[32], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK8 InitInvData(gSMInvData[33], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK9 InitInvData(gSMInvData[34], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK10 InitInvData(gSMInvData[35], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK11 InitInvData(gSMInvData[36], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK12 InitInvData(gSMInvData[37], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK13 InitInvData(gSMInvData[38], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK14 InitInvData(gSMInvData[39], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK15 InitInvData(gSMInvData[40], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK16 InitInvData(gSMInvData[41], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK17 InitInvData(gSMInvData[42], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK18 InitInvData(gSMInvData[43], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK19 InitInvData(gSMInvData[44], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK20 InitInvData(gSMInvData[45], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK21 InitInvData(gSMInvData[46], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK22 InitInvData(gSMInvData[47], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK23 InitInvData(gSMInvData[48], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK24 InitInvData(gSMInvData[49], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK25 InitInvData(gSMInvData[50], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK26 InitInvData(gSMInvData[51], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK27 InitInvData(gSMInvData[52], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK28 InitInvData(gSMInvData[52], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK29 InitInvData(gSMInvData[54], FALSE, INV_BAR_DX, INV_BAR_DY, 17, 20, 0, 0); // SMALLPOCK30 } else{ InitInvData(gSMInvData[0], FALSE, INV_BAR_DX, INV_BAR_DY, HEAD_INV_SLOT_WIDTH, HEAD_INV_SLOT_HEIGHT, 0, 0); // HELMETPOS InitInvData(gSMInvData[1], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // VESTPOS InitInvData(gSMInvData[2], FALSE, INV_BAR_DX, INV_BAR_DY, LEGS_INV_SLOT_WIDTH, LEGS_INV_SLOT_HEIGHT, 0, 0); // LEGPOS InitInvData(gSMInvData[3], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // HEAD1POS InitInvData(gSMInvData[4], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // HEAD2POS InitInvData(gSMInvData[5], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // HANDPOS InitInvData(gSMInvData[6], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // SECONDHANDPOS InitInvData(gSMInvData[7], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // VESTPOCKPOS InitInvData(gSMInvData[8], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // LTHIGHPOCKPOS InitInvData(gSMInvData[9], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // RTHIGHPOCKPOS InitInvData(gSMInvData[10], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // CPACKPOCKPOS InitInvData(gSMInvData[11], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // BPACKPOCKPOS InitInvData(gSMInvData[12], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // GUNSLINGPOCKPOS InitInvData(gSMInvData[13], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // KNIFEPOCKPOS InitInvData(gSMInvData[14], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK1 InitInvData(gSMInvData[15], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK2 InitInvData(gSMInvData[16], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK3 InitInvData(gSMInvData[17], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK4 InitInvData(gSMInvData[18], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK5 InitInvData(gSMInvData[19], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK6 InitInvData(gSMInvData[20], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0); // BIGPOCK7 InitInvData(gSMInvData[21], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // MEDPOCK1 InitInvData(gSMInvData[22], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // MEDPOCK2 InitInvData(gSMInvData[23], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // MEDPOCK3 InitInvData(gSMInvData[24], FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0); // MEDPOCK4 InitInvData(gSMInvData[25], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK1 InitInvData(gSMInvData[26], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK2 InitInvData(gSMInvData[27], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK3 InitInvData(gSMInvData[28], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK4 InitInvData(gSMInvData[29], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK5 InitInvData(gSMInvData[30], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK6 InitInvData(gSMInvData[31], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK7 InitInvData(gSMInvData[32], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK8 InitInvData(gSMInvData[33], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK9 InitInvData(gSMInvData[34], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK10 InitInvData(gSMInvData[35], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK11 InitInvData(gSMInvData[36], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK12 InitInvData(gSMInvData[37], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK13 InitInvData(gSMInvData[38], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK14 InitInvData(gSMInvData[39], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK15 InitInvData(gSMInvData[40], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK16 InitInvData(gSMInvData[41], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK17 InitInvData(gSMInvData[42], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK18 InitInvData(gSMInvData[43], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK19 InitInvData(gSMInvData[44], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK20 InitInvData(gSMInvData[45], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK21 InitInvData(gSMInvData[46], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK22 InitInvData(gSMInvData[47], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK23 InitInvData(gSMInvData[48], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK24 InitInvData(gSMInvData[49], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK25 InitInvData(gSMInvData[50], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK26 InitInvData(gSMInvData[51], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK27 InitInvData(gSMInvData[52], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK28 InitInvData(gSMInvData[53], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK29 InitInvData(gSMInvData[54], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0); // SMALLPOCK30 } } void InitInventoryVehicle(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity) { for(int cnt=INV_START_POS; cnt 0 ) { if(UsingNewAttachmentSystem() == true) { gMoneyButtonLoc.x = ((UsingNewInventorySystem() == false)) ? (401 + INTERFACE_START_X) : (302 + INTERFACE_START_X); gMoneyButtonLoc.y = ( 64 + INV_INTERFACE_START_Y ); } else { gMoneyButtonLoc.x = ((UsingNewInventorySystem() == false)) ? (343 + INTERFACE_START_X) : (244 + INTERFACE_START_X); gMoneyButtonLoc.y = ( 11 + INV_INTERFACE_START_Y ); } } else { if(UsingNewAttachmentSystem() == true) { gMoneyButtonLoc.x = ((UsingNewInventorySystem() == false)) ? (401 + INTERFACE_START_X) : (302 + INTERFACE_START_X); gMoneyButtonLoc.y = ( 64 + INV_INTERFACE_START_Y ); } else { gMoneyButtonLoc.x = ((UsingNewInventorySystem() == false)) ? (343 + INTERFACE_START_X) : (244 + INTERFACE_START_X); gMoneyButtonLoc.y = ( 11 + INV_INTERFACE_START_Y ); } } // Load all four body type images VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\inventory_figure_large_male.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 1 ][ 0 ] ) ) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\inventory_figure_large_male_H.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 1 ][ 1 ] ) ) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\inventory_normal_male.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 0 ][ 0 ] ) ) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\inventory_normal_male_H.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 0 ][ 1 ] ) ) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\inventory_normal_male.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 2 ][ 0 ] ) ) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\inventory_normal_male.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 2 ][ 1 ] ) ) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\inventory_figure_female.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 3 ][ 0 ] ) ) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\inventory_figure_female_H.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 3 ][ 1 ] ) ) ); // Kaiden: Vehicle Inventory change - Added two new STI's for Vehicle Inventory // Feel free to change them to more appropriate pictures, I just blanked out // the body image for now, I'm no graphics artist. //VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; //FilenameForBPP("INTERFACE\\inventory_figure_Vehicle.sti", //VObjectDesc.ImageFile); //CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 0 ] ) ) ); //VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; //FilenameForBPP("INTERFACE\\inventory_figure_Vehicle_h.sti", //VObjectDesc.ImageFile); //CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 1 ] ) ) ); // add gold key graphic VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\gold_key_button.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &guiGoldKeyVO ) ); // Add cammo region MSYS_DefineRegion( &gSMInvCamoRegion, pCamoRegion->sX, pCamoRegion->sY, (INT16)(pCamoRegion->sX + CAMO_REGION_WIDTH ), (INT16)(pCamoRegion->sY + CAMO_REGION_HEIGHT ), MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, INVMoveCammoCallback, INVClickCammoCallback ); // Add region MSYS_AddRegion( &gSMInvCamoRegion ); // Add regions for inventory slots for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ ) { // set inventory pocket coordinates from the table passed in gSMInvData[ cnt ].sX = pRegionDesc[ cnt ].sX; gSMInvData[ cnt ].sY = pRegionDesc[ cnt ].sY; MSYS_DefineRegion( &gSMInvRegion[ cnt ], gSMInvData[ cnt ].sX, gSMInvData[ cnt ].sY, (INT16)(gSMInvData[ cnt ].sX + gSMInvData[ cnt ].sWidth), (INT16)(gSMInvData[ cnt ].sY + gSMInvData[ cnt ].sHeight), ( INT8 )( fSetHighestPrioity ? MSYS_PRIORITY_HIGHEST : MSYS_PRIORITY_HIGH ), MSYS_NO_CURSOR, INVMoveCallback, INVClickCallback ); // Add region MSYS_AddRegion( &gSMInvRegion[ cnt ] ); MSYS_SetRegionUserData( &gSMInvRegion[ cnt ], 0, cnt ); } memset( gbCompatibleAmmo, 0, sizeof( gbCompatibleAmmo ) ); return( TRUE ); } void InitKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback ) { MSYS_DefineRegion( &gKeyRingPanel, KEYRING_X, KEYRING_Y, KEYRING_X + KEYRING_WIDTH, KEYRING_Y + KEYRING_HEIGHT, MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, KeyRingClickCallback ); SetRegionFastHelpText( &(gKeyRingPanel), TacticalStr[ KEYRING_HELP_TEXT ] ); } void InitMapKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback ) { MSYS_DefineRegion( &gKeyRingPanel, MAP_KEYRING_X, MAP_KEYRING_Y, MAP_KEYRING_X + KEYRING_WIDTH, MAP_KEYRING_Y + KEYRING_HEIGHT, MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, KeyRingClickCallback ); SetRegionFastHelpText( &(gKeyRingPanel), TacticalStr[ KEYRING_HELP_TEXT ] ); } void EnableKeyRing( BOOLEAN fEnable ) { if ( fEnable ) { MSYS_EnableRegion( &gKeyRingPanel ); } else { MSYS_DisableRegion( &gKeyRingPanel ); } } void ShutdownKeyRingInterface( void ) { MSYS_RemoveRegion( &gKeyRingPanel ); return; } void ShutdownInventoryInterface( void ) { // Add regions for inventory slots for ( INT32 cnt = 0; cnt < NUM_INV_SLOTS; cnt++ ) { MSYS_RemoveRegion(&gSMInvRegion[ cnt ]); } } void DisableInvRegions( BOOLEAN fDisable ) { INT32 cnt; for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ ) { if ( fDisable ) { MSYS_DisableRegion( &gSMInvRegion[ cnt ] ); } else { MSYS_EnableRegion( &gSMInvRegion[ cnt ] ); } } if ( fDisable ) { MSYS_DisableRegion( &gSMInvCamoRegion ); MSYS_DisableRegion( &gSM_SELMERCMoneyRegion ); EnableKeyRing( FALSE ); RenderBackpackButtons(DISABLE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */ } else { MSYS_EnableRegion( &gSMInvCamoRegion ); MSYS_EnableRegion( &gSM_SELMERCMoneyRegion ); EnableKeyRing( TRUE ); RenderBackpackButtons(ENABLE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */ } } void ShutdownInvSlotInterface( ) { UINT32 cnt; // Kaiden: Vehicle Inventory change - Added 4-0 and 4-1 // to be deleted as well. // Remove all body type panels DeleteVideoObjectFromIndex( guiBodyInvVO[ 0 ][ 0 ] ); DeleteVideoObjectFromIndex( guiBodyInvVO[ 2 ][ 0 ] ); DeleteVideoObjectFromIndex( guiBodyInvVO[ 1 ][ 0 ] ); DeleteVideoObjectFromIndex( guiBodyInvVO[ 3 ][ 0 ] ); //DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 0 ] ); DeleteVideoObjectFromIndex( guiBodyInvVO[ 0 ][ 1 ] ); DeleteVideoObjectFromIndex( guiBodyInvVO[ 2 ][ 1 ] ); DeleteVideoObjectFromIndex( guiBodyInvVO[ 1 ][ 1 ] ); DeleteVideoObjectFromIndex( guiBodyInvVO[ 3 ][ 1 ] ); //DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 1 ] ); DeleteVideoObjectFromIndex( guiGoldKeyVO ); // Remove regions // Add regions for inventory slots for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ ) { // Remove region MSYS_RemoveRegion( &gSMInvRegion[ cnt ] ); } // Remove cammo MSYS_RemoveRegion( &gSMInvCamoRegion ); } void RenderInvBodyPanel( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY ) { // Blit body inv, based on body type INT8 bSubImageIndex = gbCompatibleApplyItem; // Kaiden: Vehicle Inventory change - Added IF Test, Else function call was // the original statement if ( (gGameExternalOptions.fVehicleInventory) && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) ) { //BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[4][0], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); } else { BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[ pSoldier->ubBodyType ][ bSubImageIndex ], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); } } void HandleRenderInvSlots( SOLDIERTYPE *pSoldier, UINT8 fDirtyLevel ) { INT32 sX, sY; static CHAR16 pStr[ 512 ]; if ( InItemDescriptionBox( ) || InItemStackPopup( ) || InKeyRingPopup( ) ) { } else { for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { if ( fDirtyLevel == DIRTYLEVEL2 ) { # if defined( _DEBUG ) /* Sergeant_Kolja, to be removed later again */ if( pSoldier->inv[ cnt ][0]->data.gun.ubGunAmmoType >= MAXITEMS ) { DebugMsg(TOPIC_JA2, DBG_LEVEL_1, String("pObject (%S) corrupted! GetHelpTextForItem() can crash.", (pSoldier->inv[ cnt ].usIteminv[ cnt ].usItem].szItemName : L"???" )); ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"pObject (%s) corrupted! GetHelpTextForItem() can crash.", (pSoldier->inv[ cnt ].usIteminv[ cnt ].usItem].szItemName : L"???" ); DebugBreak(); AssertMsg( 0, "pObject corrupted! GetHelpTextForItem() can crash." ); } # endif GetHelpTextForItem( pStr, &( pSoldier->inv[ cnt ] ), pSoldier ); SetRegionFastHelpText( &(gSMInvRegion[ cnt ]), pStr ); } INVRenderINVPanelItem( pSoldier, (INT16)cnt, fDirtyLevel ); } if ( KeyExistsInKeyRing( pSoldier, ANYKEY, NULL ) ) { // blit gold key here? // CHRISL: adjust settings to use variables for coords if ( guiCurrentItemDescriptionScreen != MAP_SCREEN ) { sX=((UsingNewInventorySystem() == false))?496:221; sY=((UsingNewInventorySystem() == false))?INV_INTERFACE_START_Y+106:INV_INTERFACE_START_Y+5; } else { sX=((UsingNewInventorySystem() == false))?217:188; sY=((UsingNewInventorySystem() == false))?271:126; } BltVideoObjectFromIndex( guiSAVEBUFFER, guiGoldKeyVO, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); RestoreExternBackgroundRect( sX, sY, 29, 23 ); } } } // CHRISL: New function to determine whether to activate Combat and Backpack slots BOOLEAN CheckActivationStatus(SOLDIERTYPE *pSoldier, INT16 cSlot, INT16 bSlot, INT16 sPocket) { INT8 cLevel, bLevel; cLevel = LoadBearingEquipment[Item[pSoldier->inv[cSlot].usItem].ubClassIndex].lbeCombo; bLevel = LoadBearingEquipment[Item[pSoldier->inv[bSlot].usItem].ubClassIndex].lbeCombo; if(sPocket==cSlot) { if(pSoldier->inv[bSlot].exists() == true) { if(bLevel == NOTHING) { return(TRUE); } } } if(sPocket==bSlot) { if(pSoldier->inv[cSlot].exists() == true) { if(cLevel == NOTHING) { return(TRUE); } } } return(FALSE); } // THE_BOB: functions for mag-making gizmo (TODO: clean up this code) std::vector * getSoldierGuns( SOLDIERTYPE *pTeamSoldier ) { UINT32 bLoop; std::vector * guns = new std::vector; // Search for gun in soldier inventory for (bLoop = 0; bLoop < pTeamSoldier->inv.size(); bLoop++) { if ( (Item[pTeamSoldier->inv[bLoop].usItem].usItemClass & IC_GUN) || (Item[pTeamSoldier->inv[bLoop].usItem].usItemClass == IC_LAUNCHER) ) { guns->push_back( &(pTeamSoldier->inv[bLoop]) ); } } // no guns found, get rid of the vector if( guns->size() < 1 ) { delete guns; guns = NULL; } return guns; } INT16 pocketTypeInSlot(SOLDIERTYPE *pSoldier, INT16 sPocket){ INT16 lbePocket = ITEM_NOT_FOUND; if((UsingNewInventorySystem() == false) && !oldInv[sPocket]) return lbePocket; if((pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && UsingNewInventorySystem() == true && !vehicleInv[sPocket]) return lbePocket; switch (icClass[sPocket]) { case THIGH_PACK: case VEST_PACK: case COMBAT_PACK: case BACKPACK: lbePocket = (pSoldier->inv[icLBE[sPocket]].exists() == false) ? LoadBearingEquipment[Item[icDefault[sPocket]].ubClassIndex].lbePocketIndex[icPocket[sPocket]] : LoadBearingEquipment[Item[pSoldier->inv[icLBE[sPocket]].usItem].ubClassIndex].lbePocketIndex[icPocket[sPocket]]; break; case LBE_POCKET: if ( sPocket == VESTPOCKPOS ) lbePocket = 0; else if ( sPocket == LTHIGHPOCKPOS ) lbePocket = 1; else if ( sPocket == RTHIGHPOCKPOS ) lbePocket = 2; else if ( sPocket == CPACKPOCKPOS ) lbePocket = 3; else if ( sPocket == BPACKPOCKPOS ) lbePocket = 4; case OTHER_POCKET: if ( sPocket == GUNSLINGPOCKPOS ) // Gun Sling lbePocket = 1; else lbePocket = 2; break; default: // ? break; } return lbePocket; } //THE_BOB: mag-making popups static POPUP * sPocketPopup = NULL; static BOOL sPocketPopupInitialized = FALSE; void popupCallbackAmmo(UINT16 item, UINT16 pocket, SOLDIERTYPE* pSoldier ){ if(!(gTacticalStatus.uiFlags & INCOMBAT)) { UINT16 magSize, ubShotsLeft; OBJECTTYPE *pObj = NULL; OBJECTTYPE tempClip; OBJECTTYPE tempStack; bool clipCreated; UINT32 newItem = 0; INT16 pocketType = pocketTypeInSlot(pSoldier, pocket); UINT8 capacity = 0; if ( pocketType != -1 ){ capacity = LBEPocketType[pocketTypeInSlot(pSoldier, pocket)].ItemCapacityPerSize[ Item[item].ItemSize ]; } else { capacity = 1; } UINT8 bLoop; // find an ammo crate that can be used to make requested mag for(UINT16 i = 0; i < pInventoryPoolList.size(); i++) { if( Magazine[ Item[pInventoryPoolList[i].object.usItem].ubClassIndex ].ubMagType >= AMMO_BOX // item is ammo box/crate && Magazine[ Item[pInventoryPoolList[i].object.usItem].ubClassIndex ].ubAmmoType // same ammo type == Magazine[ Item[item].ubClassIndex ].ubAmmoType // as the mag we found? && Magazine[ Item[pInventoryPoolList[i].object.usItem].ubClassIndex ].ubCalibre // same calibre == Magazine[ Item[item].ubClassIndex ].ubCalibre // as the mag we found? ) { pObj = &pInventoryPoolList[i].object; // found ammo crate break; } } if(!pObj) { sPocketPopup->hide(); return; } //find the ammo item we want to try and create newItem = item; //Create a stack of up to 5 "newItem" clips tempStack.initialize(); clipCreated = false; ubShotsLeft = (*pObj)[0]->data.ubShotsLeft; for(UINT8 clip = 0; clip < capacity; clip++) { magSize = Magazine[ Item[item].ubClassIndex ].ubMagSize; if(ubShotsLeft < magSize) magSize = ubShotsLeft; if(CreateAmmo(newItem, &tempClip, magSize)) { tempStack.AddObjectsToStack(tempClip, -1, pSoldier, NUM_INV_SLOTS, MAX_OBJECTS_PER_SLOT); ubShotsLeft -= magSize; clipCreated = true; if(ubShotsLeft < 1) break; } } //Try to place the stack somewhere on the active merc if(clipCreated == true) { clipCreated = false; bLoop = tempStack.ubNumberOfObjects; while(tempStack.ubNumberOfObjects > 0) { if(pocket != -1) { pSoldier->inv[pocket].AddObjectsToStack(tempStack, bLoop, pSoldier, pocket); } else { bLoop--; } if(bLoop < 1) break; } if(tempStack.ubNumberOfObjects < 1) clipCreated = true; else { //Try to place stack on ground if( AutoPlaceObjectToWorld(pSoldier, &tempStack) ) { clipCreated = true; if(guiCurrentScreen == GAME_SCREEN) NotifySoldiersToLookforItems( ); } } } if(clipCreated == true) { (*pObj)[0]->data.ubShotsLeft = ubShotsLeft; } if((*pObj)[0]->data.ubShotsLeft < 1) pObj->RemoveObjectsFromStack(1); sPocketPopup->hide(); return; } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMapInventoryErrorString[6] ); sPocketPopup->hide(); return; } } void popupCallbackPlaceLeastDamagedFromStack(OBJECTTYPE * pObj, UINT16 pocket, SOLDIERTYPE* pSoldier ){ // can't be sure enough that it will fit if ( CanItemFitInPosition(pSoldier, pObj, pocket, false) && !pSoldier->inv[pocket].exists() ) { // if this is a stack, try to find the least damaged object if( pObj->ubNumberOfObjects > 1 ){ UINT8 numObjectsToPlace; // try to fit as many objects as possible { INT16 pocketType = pocketTypeInSlot( pSoldier, pocket ); if( pocketType != -1 ){ numObjectsToPlace = min( pObj->objectStack.size(), LBEPocketType[ pocketType ].ItemCapacityPerSize[ Item[pObj->usItem].ItemSize ] ); } else { numObjectsToPlace = 1; } } for (UINT8 j = 1; j <= numObjectsToPlace; j++){ UINT16 i = 0, leastDamagedIndex = 0; INT16 leastDamagedStatus = 0; StackedObjects::iterator p = pObj->objectStack.begin(); while(p != pObj->objectStack.end()) { if( p->data.objectStatus > leastDamagedStatus ){ leastDamagedIndex = i; leastDamagedStatus = p->data.objectStatus; } i++;p++; } OBJECTTYPE pObjTmp; pObjTmp.initialize(); if( pObj->RemoveObjectAtIndex(leastDamagedIndex, &pObjTmp) ) PlaceObject( pSoldier, pocket, &pObjTmp ); } } else { PlaceObject( pSoldier, pocket, pObj ); } } sPocketPopup->hide(); } // THE_BOB: quick equip popups extern BOOLEAN CanPlayerUseSectorInventory( SOLDIERTYPE *pSelectedSoldier ); extern void RenderTeamRegionBackground(); void createMagPopupAfter(SOLDIERTYPE *pSoldier){ // after showing the menu, this callback marks the interface as dirty and redraws it fTeamPanelDirty = TRUE; fMapPanelDirty = TRUE; RenderTeamRegionBackground(); } INT16 getStatusOfLeastDamagedItemInStack( OBJECTTYPE * stack ){ INT16 leastDamagedStatus = 0; // find the status of the least damaged item on the stack if( stack->ubNumberOfObjects > 1 ){ // (unless there's only one item on the stack) StackedObjects::iterator p = stack->objectStack.begin(); while(p != stack->objectStack.end()) { if( p->data.objectStatus > leastDamagedStatus ){ leastDamagedStatus = p->data.objectStatus; } p++; } } else { leastDamagedStatus = stack->objectStack.begin()->data.objectStatus; } return leastDamagedStatus; } // ugly hack to pretend that weapon class/type defines are bitfields static const int pow2[] = {1,2,4,8,16,32,64,128,256}; // I'm a funny man. std::map findLeastDamagedStackForPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, int itemClass = -1, int weaponClass = -1, int weaponType = -1, int attachType = -1 ){ std::map bestItems; std::map bestItemsStatus; for(UINT16 i = 0; i < pInventoryPoolList.size(); i++) { OBJECTTYPE * currentStack = &pInventoryPoolList[i].object; UINT16 currentItem = currentStack->usItem; if( ( ( itemClass == -1 ) || Item[currentItem].usItemClass & itemClass ) && ( ( attachType == -1 ) || Item[currentItem].nasAttachmentClass == attachType ) // weapon checks && ( ( ( weaponClass == -1 ) || ( weaponClass == 0 && Weapon[currentItem].ubWeaponClass == weaponClass ) || pow2[Weapon[currentItem].ubWeaponClass] & weaponClass ) ) && ( ( ( weaponType == -1 ) || ( weaponType == 0 && Weapon[currentItem].ubWeaponType == weaponType ) || pow2[Weapon[currentItem].ubWeaponType] & weaponType ) ) // if type/class conditions are met, do more expensive check on whether it will fit && CanItemFitInPosition(pSoldier, currentStack, sPocket, FALSE) ) { INT16 leastDamagedStatus = getStatusOfLeastDamagedItemInStack( currentStack ); if( bestItemsStatus[ currentItem ] < leastDamagedStatus ){ // either not indexed yet or worse then current bestItemsStatus[ currentItem ] = leastDamagedStatus; bestItems[ currentItem ] = currentStack; } } // found item } // inv loop return bestItems; } // add generic items of some class to the popup, picking the best stacks in sector void addItemsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup, int itemClass = -1, int weaponClass = -1, int weaponType = -1, int attachType = -1 ){ std::map bestItems = findLeastDamagedStackForPopup( pSoldier, sPocket, itemClass, weaponClass, weaponType, attachType ); UINT8 optsTotal = 0, numObjectsToPlace = 1; INT16 pocketType = pocketTypeInSlot( pSoldier, sPocket ); POPUP * currPopup = popup; for(std::map::iterator itr = bestItems.begin(); itr != bestItems.end(); ++itr){ if( optsTotal > 0 && optsTotal%15 == 0 ){ // divide to subBoxes every 10 items POPUP * currPopupTmp = currPopup->addSubMenuOption( new std::wstring(L"more...") ); // the new popup POPUP_SUB_POPUP_OPTION * currSubPopupTmp = currPopup->getSubPopupOption( currPopup->subPopupOptionCount-1 ); // the sub-popup option in prev popup // where to put the new box? if( currPopup->Position.iX + 200 > SCREEN_WIDTH){ // near screen edge, put it below the original box currSubPopupTmp->setPopupPosition( popup->Position.iX, popup->Position.iY + popup->getCurrentHeight(), POPUP_POSITION_TOP_LEFT); } else { // we still got room, position the next box to the right of the previous one currSubPopupTmp->setPopupPosition( 10, 0, POPUP_POSITION_RELATIVE); } currPopup = currPopupTmp; // swap popups, now adding options to the new sub-popup } if( pocketType != -1 ){ numObjectsToPlace = min( itr->second->objectStack.size(), LBEPocketType[ pocketType ].ItemCapacityPerSize[ Item[itr->second->usItem].ItemSize ] ); } else { numObjectsToPlace = 1; } if( numObjectsToPlace > 1 ){ // add number of items that will be placed static CHAR16 pStr[ 100 ]; swprintf( pStr, L"%s (%d)", Item[ itr->first ].szItemName, numObjectsToPlace ); currPopup->addOption( &std::wstring( pStr ), new popupCallbackFunction3(&popupCallbackPlaceLeastDamagedFromStack,itr->second,sPocket,pSoldier) ); } else { currPopup->addOption( &std::wstring( Item[ itr->first ].szItemName ), new popupCallbackFunction3(&popupCallbackPlaceLeastDamagedFromStack,itr->second,sPocket,pSoldier) ); } optsTotal++; } } void addArmorToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_ARMOUR ); } void addLBEToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_LBEGEAR ); } void addWeaponsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_WEAPON ); } void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ POPUP * subPopup = NULL; subPopup = popup->addSubMenuOption( new std::wstring(L"Guns") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10, 10, POPUP_POSITION_RELATIVE ); std::map bestItems = findLeastDamagedStackForPopup( pSoldier, sPocket, IC_GUN, pow2[HANDGUNCLASS] + pow2[SMGCLASS] + pow2[RIFLECLASS] + pow2[MGCLASS] + pow2[SHOTGUNCLASS], pow2[GUN_PISTOL] + pow2[GUN_M_PISTOL] + pow2[GUN_SMG] + pow2[GUN_RIFLE] + pow2[GUN_SN_RIFLE] + pow2[GUN_AS_RIFLE] + pow2[GUN_LMG] + pow2[GUN_SHOTGUN], 0); POPUP* weaponTypePopup; UINT8 weaponTypeCtr; for( weaponTypeCtr = 1; weaponTypeCtr <= 8; weaponTypeCtr++ ){ weaponTypePopup = subPopup->addSubMenuOption( new std::wstring( WeaponType[weaponTypeCtr] ) ); for(std::map::iterator itr = bestItems.begin(); itr != bestItems.end(); ++itr){ if ( Weapon[ itr->first ].ubWeaponType == weaponTypeCtr ) weaponTypePopup->addOption( &std::wstring( Item[ itr->first ].szItemName ), new popupCallbackFunction3(&popupCallbackPlaceLeastDamagedFromStack,itr->second,sPocket,pSoldier) ); } } subPopup = popup->addSubMenuOption( new std::wstring(L"Grenade launchers") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10, 10, POPUP_POSITION_RELATIVE ); addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_LAUNCHER, -1, -1, 0 ); subPopup = popup->addSubMenuOption( new std::wstring(L"Rocket launchers") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10, 10, POPUP_POSITION_RELATIVE ); addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_GUN, -1, 0, 0); subPopup = popup->addSubMenuOption( new std::wstring(L"Melee & thrown weapons") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10, 10, POPUP_POSITION_RELATIVE ); addItemsToPocketPopup( pSoldier, sPocket, subPopup, IC_BLADE+IC_THROWING_KNIFE, pow2[KNIFECLASS] ); } void addGrenadesToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_GRENADE, -1, -1, 0 ); addItemsToPocketPopup( pSoldier, sPocket, popup, IC_GRENADE, -1, -1, AC_GRENADE ); } void addRifleGrenadesToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_GRENADE, -1, -1, AC_GRENADE ); } void addRocketAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_GRENADE, -1, -1, AC_ROCKET ); } void addKitsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_MEDKIT + IC_KIT ); } void addBombsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_BOMB ); } void addMiscToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_MISC, -1, -1, 1 ); } void addFaceGearToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ addItemsToPocketPopup( pSoldier, sPocket, popup, IC_FACE ); } void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup ){ // get the guns on current soldier std::vector * guns = getSoldierGuns(pSoldier); if( guns != NULL && guns->size() > 0) { INT16 lbePocket = pocketTypeInSlot(pSoldier, sPocket); for(std::vector::iterator gun=guns->begin(); gun != guns->end(); ++gun) { UINT8 ammoFound = 0; POPUP_OPTION * o = popup->addOption( &std::wstring( Item[ (*gun)->usItem ].szItemName ), NULL ); o->color_shade = COLOR_LTGREY; //o->color_background = COLOR_LTGREY; //find the ammo item we want to try and create for(UINT32 loop = 0; loop < MAXITEMS; loop++) { if(Item[loop].usItemClass == IC_AMMO) { if( Magazine[Item[loop].ubClassIndex].ubCalibre == Weapon[ (*gun)->usItem ].ubCalibre && Magazine[Item[loop].ubClassIndex].ubMagSize == GetMagSize((*gun)) && ( lbePocket == -1 || LBEPocketType[lbePocket].ItemCapacityPerSize[ Item[loop].ItemSize ] > 0 ) ) { // found ammo for gun, look for its ammo crate in sector. for(UINT16 i = 0; i < pInventoryPoolList.size(); i++) { // TODO: index ammo crates in sector, don't loop over entire inventory for each mag/gun if( Magazine[ Item[pInventoryPoolList[i].object.usItem].ubClassIndex ].ubMagType >= AMMO_BOX // item is ammo box/crate && Magazine[ Item[pInventoryPoolList[i].object.usItem].ubClassIndex ].ubAmmoType // same ammo type == Magazine[ Item[loop].ubClassIndex ].ubAmmoType // as the mag we found? && Magazine[ Item[pInventoryPoolList[i].object.usItem].ubClassIndex ].ubCalibre // same calibre == Magazine[ Item[loop].ubClassIndex ].ubCalibre // as the mag we found? ) { ammoFound++; UINT8 capacity = 0; if( lbePocket != -1 ){ UINT16 ammoLeft = pInventoryPoolList[i].object.objectStack.begin()->data.ubShotsLeft; UINT16 magSize = Magazine[ Item[loop].ubClassIndex ].ubMagSize; UINT8 maxPerPocket = LBEPocketType[pocketTypeInSlot(pSoldier, sPocket)].ItemCapacityPerSize[ Item[loop].ItemSize ]; capacity = min( maxPerPocket, UINT8(ammoLeft/magSize) ); } else if( CanItemFitInPosition(pSoldier, &pInventoryPoolList[i].object, sPocket, FALSE) ){ capacity = 1; } else { continue; } static CHAR16 pStr[ 100 ]; swprintf( pStr, L"%s (%d)", Item[loop].szItemName,capacity ); popup->addOption( &std::wstring( pStr ), new popupCallbackFunction3(&popupCallbackAmmo,loop,sPocket,pSoldier) ); } // found ammo crate, crate matches mag } // inv loop } // mag matches } // mag found } // mag loop if (!ammoFound){ POPUP_OPTION * o = popup->addOption( &std::wstring( L"- no matching ammo -" ), NULL ); o->color_shade = COLOR_RED; } }// gun loop delete guns; } // found guns else { POPUP_OPTION * o = popup->addOption( &std::wstring( L"- no guns in inventory -" ), NULL ); o->color_shade = COLOR_RED; } } POPUP * createPopupForPocket( SOLDIERTYPE *pSoldier, INT16 sPocket ){ if( !( guiCurrentItemDescriptionScreen == MAP_SCREEN && fShowMapInventoryPool && ( ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX == sSelMapX ) && ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY == sSelMapY ) && ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ == iCurrentMapSectorZ ) ) && CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) ) ) { return NULL; } INT16 sX, sY; // get pocket type under cursor INT16 lbePocket = pocketTypeInSlot(pSoldier, sPocket); /* if ( lbePocket != -1 ) { */ if (!sPocketPopupInitialized) { sPocketPopup = new POPUP("Pocket popup"); sPocketPopup->setCallback(POPUP_CALLBACK_HIDE, new popupCallbackFunction( createMagPopupAfter,pSoldier ) ); sPocketPopupInitialized = true; } else { sPocketPopup->~POPUP(); sPocketPopup = new POPUP("Pocket popup"); sPocketPopup->setCallback(POPUP_CALLBACK_HIDE, new popupCallbackFunction( createMagPopupAfter,pSoldier ) ); } sX = gSMInvData[ sPocket ].sX; sY = gSMInvData[ sPocket ].sY; UINT8 thisPopupsPositionType; if ( sX < 170 && sY < 180 ){ thisPopupsPositionType = POPUP_POSITION_TOP_LEFT; } else if ( sX > 170 && sY < 180 ){ thisPopupsPositionType = POPUP_POSITION_TOP_RIGHT; } else if ( sX > 170 && sY > 180 ){ thisPopupsPositionType = POPUP_POSITION_BOTTOM_RIGHT; } else if ( sX < 170 && sY > 180 ){ thisPopupsPositionType = POPUP_POSITION_BOTTOM_LEFT; } else { thisPopupsPositionType = POPUP_POSITION_TOP_LEFT; } sPocketPopup->setPosition( sX + 12, /* Put it near the current slot */ sY + 32, thisPopupsPositionType); return sPocketPopup; /* } // identified pocket else { return NULL; } */ } void PocketPopupFull( SOLDIERTYPE *pSoldier, INT16 sPocket ){ POPUP * popup = createPopupForPocket( pSoldier, sPocket ); if( popup != NULL ){ POPUP * subPopup = NULL; subPopup = popup->addSubMenuOption( new std::wstring(L"Weapons") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE ); addWeaponGroupsToPocketPopup( pSoldier, sPocket, subPopup ); subPopup = popup->addSubMenuOption( new std::wstring(L"Ammo") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE ); addAmmoToPocketPopup( pSoldier, sPocket, subPopup ); subPopup = popup->addSubMenuOption( new std::wstring(L"Armor") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE ); addArmorToPocketPopup( pSoldier, sPocket, subPopup ); subPopup = popup->addSubMenuOption( new std::wstring(L"LBE") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE ); addLBEToPocketPopup( pSoldier, sPocket, subPopup ); subPopup = popup->addSubMenuOption( new std::wstring(L"Grenades") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE ); addGrenadesToPocketPopup( pSoldier, sPocket, subPopup ); subPopup = popup->addSubMenuOption( new std::wstring(L"Bombs") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE ); addBombsToPocketPopup( pSoldier, sPocket, subPopup ); subPopup = popup->addSubMenuOption( new std::wstring(L"Face Gear") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE ); addFaceGearToPocketPopup( pSoldier, sPocket, subPopup ); popup->show(); } } /* typedef enum eLBE_CLASS // Designation of lbeClass { THIGH_PACK=1, VEST_PACK, COMBAT_PACK, BACKPACK, LBE_POCKET, OTHER_POCKET }; typedef enum ePOCKET_TYPE { NO_POCKET_TYPE = 0, GUNSLING_POCKET_TYPE = 1, KNIFE_POCKET_TYPE = 2, VEHICLE_POCKET_TYPE = 3, }; */ UINT16 gsPocketUnderCursor; void PocketPopupDefault( SOLDIERTYPE *pSoldier, INT16 sPocket ){ POPUP * popup = createPopupForPocket( pSoldier, sPocket ); if( popup ){ switch (sPocket){ case HELMETPOS: case VESTPOS: case LEGPOS: addArmorToPocketPopup( pSoldier, sPocket, popup ); break; case HEAD1POS: case HEAD2POS: addFaceGearToPocketPopup( pSoldier, sPocket, popup ); break; case HANDPOS: addWeaponGroupsToPocketPopup( pSoldier, sPocket, popup ); break; case SECONDHANDPOS: addWeaponGroupsToPocketPopup( pSoldier, sPocket, popup ); break; case VESTPOCKPOS: case BPACKPOCKPOS: case CPACKPOCKPOS: case LTHIGHPOCKPOS: case RTHIGHPOCKPOS: addLBEToPocketPopup( pSoldier, sPocket, popup ); break; case GUNSLINGPOCKPOS: addWeaponsToPocketPopup( pSoldier, sPocket, popup ); break; case KNIFEPOCKPOS: addWeaponsToPocketPopup( pSoldier, sPocket, popup ); break; default: UINT8 pocketType = pocketTypeInSlot(pSoldier,sPocket); if( LBEPocketPopup.find(pocketType) == LBEPocketPopup.end() ){ // default for LBE slots - grenades + ammo for merc's guns addAmmoToPocketPopup( pSoldier, sPocket, popup ); POPUP * subPopup = popup->addSubMenuOption( new std::wstring(L"Grenades") ); popup->getSubPopupOption( popup->subPopupOptionCount-1 )->setPopupPosition( 10,10,POPUP_POSITION_RELATIVE ); addGrenadesToPocketPopup( pSoldier, sPocket, subPopup ); } else { // popup definition for this slot exists - apply it to the popup gsPocketUnderCursor = sPocket; LBEPocketPopup[pocketType].applyToBox( popup ); } } popup->show(); } } // THE_BOB: end of inventory popups void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLevel ) { // CHRISL: Only run if we're looking at a legitimate pocket if((UsingNewInventorySystem() == false) && !oldInv[sPocket]) return; if((pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE) && UsingNewInventorySystem() == true && !vehicleInv[sPocket]) return; INT16 sX, sY, newX, newY; INT16 sBarX, sBarY; OBJECTTYPE *pObject; BOOLEAN fOutline = FALSE; INT16 sOutlineColor = 0, lbePocket = ITEM_NOT_FOUND; UINT8 fRenderDirtyLevel; BOOLEAN fHatchItOut = FALSE; UINT32 iClass; //Assign the screen guiCurrentItemDescriptionScreen = guiCurrentScreen; pObject = &(pSoldier->inv[ sPocket ]); sX = gSMInvData[ sPocket ].sX; sY = gSMInvData[ sPocket ].sY; if((UsingNewInventorySystem() == true) && !(pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE)) { // If sPocket is not an equiped pocket, gather pocket information if(icClass[sPocket] != ITEM_NOT_FOUND) { switch (icClass[sPocket]) { case THIGH_PACK: case VEST_PACK: case COMBAT_PACK: case BACKPACK: lbePocket = (pSoldier->inv[icLBE[sPocket]].exists() == false) ? LoadBearingEquipment[Item[icDefault[sPocket]].ubClassIndex].lbePocketIndex[icPocket[sPocket]] : LoadBearingEquipment[Item[pSoldier->inv[icLBE[sPocket]].usItem].ubClassIndex].lbePocketIndex[icPocket[sPocket]]; iClass = Item[pSoldier->inv[sPocket].usItem].usItemClass; if(icLBE[sPocket] == BPACKPOCKPOS && !(pSoldier->flags.ZipperFlag) && (gTacticalStatus.uiFlags & INCOMBAT)) lbePocket = 0; if (lbePocket == 0) // Deactivate Pocket { fHatchItOut = TRUE; } else if ( pObject->exists() == false ) // Nothing in sPocket. Display silouhette. { INVRenderSilhouette( guiSAVEBUFFER, lbePocket, 0, sX, sY, gSMInvData[ sPocket ].sWidth, gSMInvData[ sPocket ].sHeight); } break; case LBE_POCKET: if ( pObject->exists() == false ) { if ( sPocket == VESTPOCKPOS ) lbePocket = 0; else if ( sPocket == LTHIGHPOCKPOS ) lbePocket = 1; else if ( sPocket == RTHIGHPOCKPOS ) lbePocket = 2; else if ( sPocket == CPACKPOCKPOS ) lbePocket = 3; else if ( sPocket == BPACKPOCKPOS ) lbePocket = 4; if ( lbePocket != ITEM_NOT_FOUND ) INVRenderSilhouette( guiSAVEBUFFER, ITEM_NOT_FOUND, lbePocket, sX, sY, gSMInvData[ sPocket ].sWidth, gSMInvData[ sPocket ].sHeight); } // Removed backpack/gunsling restrictions if ( CheckActivationStatus(pSoldier, CPACKPOCKPOS, BPACKPOCKPOS, sPocket)/* || (sPocket == BPACKPOCKPOS && pSoldier->inv[GUNSLINGPOCKPOS].exists() == true)*/) { fHatchItOut = TRUE; } break; case OTHER_POCKET: if ( pObject->exists() == false ) { if ( sPocket == GUNSLINGPOCKPOS ) // Gun Sling lbePocket = 1; else lbePocket = 2; INVRenderSilhouette( guiSAVEBUFFER, lbePocket, 0, sX, sY, gSMInvData[ sPocket ].sWidth, gSMInvData[ sPocket ].sHeight); } break; default: if ( pObject->exists() == false ) { // Display appropriate silouhette } break; } } } if ( fDirtyLevel == DIRTYLEVEL2 ) { // CHECK FOR COMPATIBILITY WITH MAGAZINES /* OLD VERSION OF GUN/AMMO MATCH HIGHLIGHTING UINT32 uiDestPitchBYTES; UINT8 *pDestBuf; UINT16 usLineColor; if ( ( Item [ pSoldier->inv[ HANDPOS ].usItem ].usItemClass & IC_GUN ) && ( Item[ pObject->usItem ].usItemClass & IC_AMMO ) ) { // CHECK if (Weapon[pSoldier->inv[ HANDPOS ].usItem].ubCalibre == Magazine[Item[pObject->usItem].ubClassIndex].ubCalibre ) { // IT's an OK calibre ammo, do something! // Render Item with specific color //fOutline = TRUE; //sOutlineColor = Get16BPPColor( FROMRGB( 96, 104, 128 ) ); //sOutlineColor = Get16BPPColor( FROMRGB( 20, 20, 120 ) ); // Draw rectangle! pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES ); SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, 640, 480 ); //usLineColor = Get16BPPColor( FROMRGB( 255, 255, 0 ) ); usLineColor = Get16BPPColor( FROMRGB( 230, 215, 196 ) ); RectangleDraw( TRUE, (sX+1), (sY+1), (sX + gSMInvData[ sPocket ].sWidth - 2 ),( sY + gSMInvData[ sPocket ].sHeight - 2 ), usLineColor, pDestBuf ); SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, 640, 480 ); UnLockVideoSurface( guiSAVEBUFFER ); } } */ if ( gbCompatibleAmmo[ sPocket ] ) { fOutline = TRUE; sOutlineColor = Get16BPPColor( FROMRGB( 255, 255, 255 ) ); } // IF it's the second hand and this hand cannot contain anything, remove the second hand position graphic // if (sPocket == SECONDHANDPOS && Item[pSoldier->inv[HANDPOS].usItem].fFlags & ITEM_TWO_HANDED) if (sPocket == SECONDHANDPOS && Item[pSoldier->inv[HANDPOS].usItem].twohanded ) { // CHRISL: Change coords for STI that covers 2nd hand location when carrying a 2handed weapon if( guiCurrentItemDescriptionScreen != MAP_SCREEN ) { newX = ((UsingNewInventorySystem() == false)) ? (xResOffset + 217) : ((SCREEN_WIDTH - xResSize)/2 + 114); newY = ((UsingNewInventorySystem() == false)) ? sY : (sY - 1); BltVideoObjectFromIndex( guiSAVEBUFFER, guiSecItemHiddenVO, UsingNewInventorySystem(), newX, newY, VO_BLT_SRCTRANSPARENCY, NULL ); RestoreExternBackgroundRect( newX, newY, 72, 28 ); } else { newX = ((UsingNewInventorySystem() == false)) ? (14 + xResOffset) : (6 + xResOffset); newY = ((UsingNewInventorySystem() == false)) ? 218 : 217; BltVideoObjectFromIndex( guiSAVEBUFFER, guiMapInvSecondHandBlockout, UsingNewInventorySystem(), newX, newY, VO_BLT_SRCTRANSPARENCY, NULL ); RestoreExternBackgroundRect( newX, newY, 102, 24 ); } } } // If we have a new item and we are in the right panel... if ( pSoldier->inv.bNewItemCount[ sPocket ] > 0 && gsCurInterfacePanel == SM_PANEL && fInterfacePanelDirty != DIRTYLEVEL2 ) { fRenderDirtyLevel = DIRTYLEVEL0; //fRenderDirtyLevel = fDirtyLevel; } else { fRenderDirtyLevel = fDirtyLevel; } //Now render as normal //INVRenderItem( guiSAVEBUFFER, pObject, (INT16)(sX + gSMInvData[ sPocket ].sSubX), (INT16)(sY + gSMInvData[ sPocket ].sSubY), gSMInvData[ sPocket ].sWidth, gSMInvData[ sPocket ].sHeight, fDirtyLevel, &(gfSM_HandInvDispText[ sPocket ] ) ); INVRenderItem( guiSAVEBUFFER, pSoldier, pObject, sX, sY, gSMInvData[ sPocket ].sWidth, gSMInvData[ sPocket ].sHeight, fRenderDirtyLevel, NULL, 0, fOutline, sOutlineColor ); // CHRISL: Display pocket capacity if we're holding something in the cursor if (!gfSMDisableForItems && (UsingNewInventorySystem() == true) && gpItemPointer != NULL) { UINT8 itemSlotLimit = ItemSlotLimit(gpItemPointer, sPocket, pSoldier); RenderPocketItemCapacity( guiSAVEBUFFER, itemSlotLimit, sPocket, pSoldier, &pSoldier->inv[sPocket], sX, sY ); if(itemSlotLimit == 0 && !CanItemFitInPosition(pSoldier, gpItemPointer, (INT8)sPocket, FALSE)) { fHatchItOut = TRUE; } } // CHRISL: Change whether we hatch a pocket to be dependant on the current item if(gpItemPointer != NULL) { if(!gfSMDisableForItems && !CanItemFitInPosition(pSoldier, gpItemPointer, (INT8)sPocket, FALSE)){ if((UsingNewAttachmentSystem()==false && !ValidAttachment(gpItemPointer->usItem, pObject )) || (UsingNewAttachmentSystem()==true && !ValidItemAttachmentSlot(pObject, gpItemPointer->usItem, FALSE, FALSE))){ fHatchItOut = TRUE; } else{ fHatchItOut = FALSE; } } } else if(pObject->exists() == true) { if(!gfSMDisableForItems && !CanItemFitInPosition(pSoldier, pObject, (INT8)sPocket, FALSE)) fHatchItOut = TRUE; } // CHRISL: Don't hatch second hand position if we're holding a two handed item if(sPocket == SECONDHANDPOS) { if(Item[pSoldier->inv[HANDPOS].usItem].twohanded) fHatchItOut = FALSE; } #if 0 if ( gbInvalidPlacementSlot[ sPocket ] ) { if ( sPocket != SECONDHANDPOS ) { // If we are in inv panel and our guy is not = cursor guy... if ( !gfSMDisableForItems ) { fHatchItOut = TRUE; } } } #endif //if we are in the shop keeper interface if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { if( ShouldSoldierDisplayHatchOnItem( pSoldier->ubProfile, sPocket ) && !gbInvalidPlacementSlot[ sPocket ] ) { fHatchItOut = TRUE; } } if ( fHatchItOut ) { UINT32 uiWhichBuffer = ( guiCurrentItemDescriptionScreen == MAP_SCREEN ) ? guiSAVEBUFFER : guiRENDERBUFFER; DrawHatchOnInventory( uiWhichBuffer, sX, sY, (UINT16)(gSMInvData[ sPocket ].sWidth-1), (UINT16)(gSMInvData[ sPocket ].sHeight-1) ); } // if there's an item in there if ( pObject->exists() == true ) { // Add item status bar sBarX = sX - gSMInvData[ sPocket ].sBarDx; sBarY = sY + gSMInvData[ sPocket ].sBarDy; DrawItemUIBarEx( pObject, 0, sBarX, sBarY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , guiSAVEBUFFER); } } BOOLEAN CompatibleAmmoForGun( OBJECTTYPE *pTryObject, OBJECTTYPE *pTestObject ) { if ( ( Item[ pTryObject->usItem ].usItemClass & IC_AMMO ) ) { // CHECK if (Weapon[ pTestObject->usItem ].ubCalibre == Magazine[Item[pTryObject->usItem].ubClassIndex].ubCalibre ) { return( TRUE ); } } return( FALSE ); } BOOLEAN CompatibleGunForAmmo( OBJECTTYPE *pTryObject, OBJECTTYPE *pTestObject ) { if ( ( Item[ pTryObject->usItem ].usItemClass & IC_GUN ) ) { // CHECK if (Weapon[ pTryObject->usItem ].ubCalibre == Magazine[Item[pTestObject->usItem].ubClassIndex].ubCalibre ) { return( TRUE ); } } return( FALSE ); } BOOLEAN CompatibleItemForApplyingOnMerc( OBJECTTYPE *pTestObject ) { UINT16 usItem = pTestObject->usItem; // ATE: If in mapscreen, return false always.... if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) { return( FALSE ); } // ATE: Would be nice to have flag here to check for these types.... if ( Item[usItem].camouflagekit || usItem == ADRENALINE_BOOSTER || usItem == REGEN_BOOSTER || usItem == SYRINGE_3 || usItem == SYRINGE_4 || usItem == SYRINGE_5 || Item[usItem].alcohol || Item[usItem].canteen || usItem == JAR_ELIXIR || (usItem == 1022 && gGameExternalOptions.fCamoRemoving) ) // Added rag usable on self - SANDRO { return( TRUE ); } else { return( FALSE ); } } BOOLEAN SoldierContainsAnyCompatibleStuff( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTestObject ) { UINT32 cnt; OBJECTTYPE *pObject; if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) ) { for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); if ( CompatibleAmmoForGun( pObject, pTestObject ) ) { return( TRUE ); } } } if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) ) { for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); if ( CompatibleGunForAmmo( pObject, pTestObject ) ) { return( TRUE ); } } } // ATE: Put attachment checking here..... return( FALSE ); } void HandleAnyMercInSquadHasCompatibleStuff( UINT8 ubSquad, OBJECTTYPE *pObject, BOOLEAN fReset ) { INT32 iCounter = 0; if ( ubSquad == NUMBER_OF_SQUADS ) { return; } for( iCounter = 0; iCounter < NUMBER_OF_SOLDIERS_PER_SQUAD; iCounter++ ) { if( Squad[ iCurrentTacticalSquad ][ iCounter ] != NULL ) { if ( !fReset ) { if ( SoldierContainsAnyCompatibleStuff( Squad[ iCurrentTacticalSquad ][ iCounter ], pObject ) ) { // Get face and set value.... gFacesData[ Squad[ iCurrentTacticalSquad ][ iCounter ]->iFaceIndex ].fCompatibleItems = TRUE; } } else { gFacesData[ Squad[ iCurrentTacticalSquad ][ iCounter ]->iFaceIndex ].fCompatibleItems = FALSE; } } } } BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos, BOOLEAN fOn, BOOLEAN fFromMerc ) { BOOLEAN fFound = FALSE; UINT32 cnt; OBJECTTYPE *pObject, *pTestObject ; BOOLEAN fFoundAttachment = FALSE; if( fFromMerc == FALSE ) { pTestObject = &( pInventoryPoolList[ bInvPos ].object ); } else { if ( bInvPos == NO_SLOT ) { pTestObject = NULL; } else { pTestObject = &(pSoldier->inv[ bInvPos ]); } } // ATE: If pTest object is NULL, test only for existence of syringes, etc... if ( pTestObject == NULL ) { for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); if ( CompatibleItemForApplyingOnMerc( pObject ) ) { if ( fOn != gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color gbCompatibleAmmo[ cnt ] = fOn; } } if ( gpItemPointer != NULL ) { if ( CompatibleItemForApplyingOnMerc( gpItemPointer ) ) { // OK, Light up portrait as well..... if ( fOn ) { gbCompatibleApplyItem = TRUE; } else { gbCompatibleApplyItem = FALSE; } fFound = TRUE; } } if ( fFound ) { fInterfacePanelDirty = DIRTYLEVEL2; //HandleRenderInvSlots( pSoldier, DIRTYLEVEL2 ); } return( fFound ); } // if ( !(Item[ pTestObject->usItem ].fFlags & ITEM_HIDDEN_ADDON) ) if ( !(Item[ pTestObject->usItem ].hiddenaddon ) ) { // First test attachments, which almost any type of item can have.... for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); // if ( Item[ pObject->usItem ].fFlags & ITEM_HIDDEN_ADDON ) if ( Item[ pObject->usItem ].hiddenaddon ) { // don't consider for UI purposes continue; } if ( (UsingNewAttachmentSystem()==false && ValidAttachment( pObject->usItem, pTestObject )) || (UsingNewAttachmentSystem()==false && ValidAttachment( pTestObject->usItem, pObject )) || (UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(pTestObject, pObject->usItem, FALSE, FALSE, 0, cnt)) || (UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(pObject, pTestObject->usItem, FALSE, FALSE, 0, cnt)) || ValidLaunchable( pTestObject->usItem, pObject->usItem ) || ValidLaunchable( pObject->usItem, pTestObject->usItem ) ) { fFoundAttachment = TRUE; if ( fOn != gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color gbCompatibleAmmo[ cnt ] = fOn; } } } if ( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) ) { for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); if ( CompatibleAmmoForGun( pObject, pTestObject ) ) { if ( fOn != gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color gbCompatibleAmmo[ cnt ] = fOn; } } } else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) ) { for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); if ( CompatibleGunForAmmo( pObject, pTestObject ) ) { if ( fOn != gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color gbCompatibleAmmo[ cnt ] = fOn; } } } return( fFound ); } BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInvPos, INT32 iStartSlotNumber, BOOLEAN fOn, BOOLEAN fFromMerc ) { // CJC: ATE, needs fixing here! BOOLEAN fFound = FALSE; INT32 cnt; OBJECTTYPE *pObject, *pTestObject ; BOOLEAN fFoundAttachment = FALSE; if( fFromMerc == FALSE ) { pTestObject = &( pInventoryPoolList[ iStartSlotNumber + bInvPos ].object); } else { if ( bInvPos == NO_SLOT ) { pTestObject = NULL; } else { pTestObject = &(pSoldier->inv[ bInvPos ]); } } // First test attachments, which almost any type of item can have.... for ( cnt = 0; cnt < MAP_INVENTORY_POOL_SLOT_COUNT; cnt++ ) { pObject = &( pInventoryPoolList[ iStartSlotNumber + cnt ].object ); // if ( Item[ pObject->usItem ].fFlags & ITEM_HIDDEN_ADDON ) if ( Item[ pObject->usItem ].hiddenaddon ) { // don't consider for UI purposes continue; } if ( ValidAttachment( pObject->usItem, pTestObject ) || ValidAttachment( pTestObject->usItem, pObject ) || ValidLaunchable( pTestObject->usItem, pObject->usItem ) || ValidLaunchable( pObject->usItem, pTestObject->usItem ) ) { fFoundAttachment = TRUE; if ( fOn != fMapInventoryItemCompatable[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color fMapInventoryItemCompatable[ cnt ] = fOn; } } if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) ) { for ( cnt = 0; cnt < MAP_INVENTORY_POOL_SLOT_COUNT; cnt++ ) { pObject = &( pInventoryPoolList[ iStartSlotNumber + cnt ].object ); if ( CompatibleAmmoForGun( pObject, pTestObject ) ) { if ( fOn != fMapInventoryItemCompatable[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color fMapInventoryItemCompatable[ cnt ] = fOn; } } } else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) ) { for ( cnt = 0; cnt < MAP_INVENTORY_POOL_SLOT_COUNT; cnt++ ) { pObject = &( pInventoryPoolList[ iStartSlotNumber + cnt ].object ); if ( CompatibleGunForAmmo( pObject, pTestObject ) ) { if ( fOn != fMapInventoryItemCompatable[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color fMapInventoryItemCompatable[ cnt ] = fOn; } } } return( fFound ); } BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTestObject, BOOLEAN fOn ) { BOOLEAN fFound = FALSE; UINT32 cnt; OBJECTTYPE *pObject; BOOLEAN fFoundAttachment = FALSE; // ATE: If pTest object is NULL, test only for existence of syringes, etc... if ( pTestObject == NULL ) { for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); if ( CompatibleItemForApplyingOnMerc( pObject ) ) { if ( fOn != gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color gbCompatibleAmmo[ cnt ] = fOn; } } if ( gpItemPointer != NULL ) { if ( CompatibleItemForApplyingOnMerc( gpItemPointer ) ) { // OK, Light up portrait as well..... if ( fOn ) { gbCompatibleApplyItem = TRUE; } else { gbCompatibleApplyItem = FALSE; } fFound = TRUE; } } if ( fFound ) { fInterfacePanelDirty = DIRTYLEVEL2; //HandleRenderInvSlots( pSoldier, DIRTYLEVEL2 ); } return( fFound ); } // First test attachments, which almost any type of item can have.... for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); // if ( Item[ pObject->usItem ].fFlags & ITEM_HIDDEN_ADDON ) if ( Item[ pObject->usItem ].hiddenaddon ) { // don't consider for UI purposes continue; } if ( (UsingNewAttachmentSystem()==false && ValidAttachment( pObject->usItem, pTestObject )) || (UsingNewAttachmentSystem()==false && ValidAttachment( pTestObject->usItem, pObject )) || (UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(pTestObject, pObject->usItem, FALSE, FALSE, 0, cnt)) || (UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(pObject, pTestObject->usItem, FALSE, FALSE, 0, cnt)) || ValidLaunchable( pTestObject->usItem, pObject->usItem ) || ValidLaunchable( pObject->usItem, pTestObject->usItem ) ) { fFoundAttachment = TRUE; if ( fOn != gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color gbCompatibleAmmo[ cnt ] = fOn; } } //if ( !fFoundAttachment ) //{ if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) ) { for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); if ( CompatibleAmmoForGun( pObject, pTestObject ) ) { if ( fOn != gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color gbCompatibleAmmo[ cnt ] = fOn; } } } else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) ) { for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { pObject = &(pSoldier->inv[ cnt ]); if ( CompatibleGunForAmmo( pObject, pTestObject ) ) { if ( fOn != gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; } // IT's an OK calibere ammo, do something! // Render Item with specific color gbCompatibleAmmo[ cnt ] = fOn; } } } else if ( CompatibleItemForApplyingOnMerc( pTestObject ) ) { //If we are currently NOT in the Shopkeeper interface if( !( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) ) { fFound = TRUE; gbCompatibleApplyItem = fOn; } } //} if ( !fFound ) { for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ ) { if ( gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; gbCompatibleAmmo[ cnt ] = FALSE; } if ( gbCompatibleApplyItem ) { fFound = TRUE; gbCompatibleApplyItem = FALSE; } } } if ( fFound ) { fInterfacePanelDirty = DIRTYLEVEL2; //HandleRenderInvSlots( pSoldier, DIRTYLEVEL2 ); } return( fFound ); } void ResetCompatibleItemArray( ) { INT32 cnt = 0; for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ ) { if ( gbCompatibleAmmo[ cnt ] ) { gbCompatibleAmmo[ cnt ] = FALSE; } } } BOOLEAN HandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, INT8 bInvPos, BOOLEAN fOn ) { INT32 cnt; OBJECTTYPE *pTestObject; BOOLEAN fFound = FALSE; //if we are in the shopkeeper interface if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { // if the inventory position is -1, this is a flag from the Shopkeeper interface screen //indicating that we are to use a different object to do the search if( bInvPos == -1 ) { if( fOn ) { if( gpHighLightedItemObject ) { pTestObject = gpHighLightedItemObject; // gubSkiDirtyLevel = SKI_DIRTY_LEVEL2; } else return( FALSE ); } else { gpHighLightedItemObject = NULL; for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ ) { if ( gbCompatibleAmmo[ cnt ] ) { fFound = TRUE; gbCompatibleAmmo[ cnt ] = FALSE; } } gubSkiDirtyLevel = SKI_DIRTY_LEVEL1; return( TRUE ); } } else { if( fOn ) { pTestObject = &(pSoldier->inv[ bInvPos ]); gpHighLightedItemObject = pTestObject; } else { pTestObject = &(pSoldier->inv[ bInvPos ]); gpHighLightedItemObject = NULL; gubSkiDirtyLevel = SKI_DIRTY_LEVEL1; } } } else { // if( fOn ) if ( bInvPos == NO_SLOT ) { pTestObject = NULL; } else { pTestObject = &(pSoldier->inv[ bInvPos ]); } } return( InternalHandleCompatibleAmmoUI( pSoldier, pTestObject, fOn ) ); } void GetSlotInvXY( UINT8 ubPos, INT16 *psX, INT16 *psY ) { *psX = gSMInvData[ ubPos ].sX; *psY = gSMInvData[ ubPos ].sY; } void GetSlotInvHeightWidth( UINT8 ubPos, INT16 *psWidth, INT16 *psHeight ) { *psWidth = gSMInvData[ ubPos ].sWidth; *psHeight = gSMInvData[ ubPos ].sHeight; } void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel ) { // If item description up.... stop if ( gfInItemDescBox ) { return; } UINT32 cnt; INT16 sX, sY; OBJECTTYPE *pObject; for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { if ( pSoldier->inv.bNewItemCount[ cnt ] == -2 ) { // Stop *fDirtyLevel = DIRTYLEVEL2; pSoldier->inv.bNewItemCount[ cnt ] = 0; } if ( pSoldier->inv.bNewItemCount[ cnt ] > 0 ) { sX = gSMInvData[ cnt ].sX; sY = gSMInvData[ cnt ].sY; pObject = &(pSoldier->inv[ cnt ]); if ( pObject->exists() == false ) { gbNewItem[ cnt ] = 0; continue; } INVRenderItem( guiSAVEBUFFER, pSoldier, pObject, sX, sY, gSMInvData[ cnt ].sWidth, gSMInvData[ cnt ].sHeight, DIRTYLEVEL2, NULL, 0, TRUE, us16BPPItemCyclePlacedItemColors[ pSoldier->inv.bNewItemCycleCount[ cnt ] ] ); } } } void CheckForAnyNewlyAddedItems( SOLDIERTYPE *pSoldier ) { // OK, l0ok for any new... for ( UINT32 cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { if ( pSoldier->inv.bNewItemCount[ cnt ] == -1 ) { pSoldier->inv.bNewItemCount[ cnt ] = NEW_ITEM_CYCLES - 1; } } } void DegradeNewlyAddedItems( ) { UINT32 uiTime; UINT32 cnt, cnt2; SOLDIERTYPE *pSoldier; // If time done uiTime = GetJA2Clock(); if ( ( uiTime - guiNewlyPlacedItemTimer ) > 100 ) { guiNewlyPlacedItemTimer = uiTime; for ( cnt2 = 0; cnt2 < gGameOptions.ubSquadSize; cnt2++ ) { // GET SOLDIER if ( gTeamPanel[ cnt2 ].fOccupied ) { pSoldier = MercPtrs[ gTeamPanel[ cnt2 ].ubID ]; for ( cnt = 0; cnt < pSoldier->inv.size(); cnt++ ) { if ( pSoldier->inv.bNewItemCount[ cnt ] > 0 ) { // Decrement all the time! pSoldier->inv.bNewItemCycleCount[ cnt ]--; if ( pSoldier->inv.bNewItemCycleCount[ cnt ] == 0 ) { // OK, cycle down.... pSoldier->inv.bNewItemCount[ cnt ]--; if ( pSoldier->inv.bNewItemCount[ cnt ] == 0 ) { // Stop... pSoldier->inv.bNewItemCount[ cnt ] = -2; } else { // Reset! pSoldier->inv.bNewItemCycleCount[ cnt ] = NEW_ITEM_CYCLE_COUNT; continue; } } } } } } } } void InitItemInterface( ) { UINT32 cnt, cnt2; for ( cnt = 0, cnt2 = 0; cnt2 < 20; cnt+=3, cnt2++ ) { us16BPPItemCyclePlacedItemColors[ cnt2 ] = Get16BPPColor( FROMRGB( ubRGBItemCyclePlacedItemColors[ cnt ], ubRGBItemCyclePlacedItemColors[ cnt + 1 ], ubRGBItemCyclePlacedItemColors[ cnt + 2] ) ); } } // CHRISL: Function to display pocket inventory quantity based on object in cursor void RenderPocketItemCapacity( UINT32 uiWhichBuffer, INT8 pCapacity, INT16 bPos, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT16 sX, INT16 sY ) { static CHAR16 pStr[ 100 ]; // Can pocket hold the item in the cursor? if(InItemDescriptionBox( )) return; if(pSoldier != NULL && !CanItemFitInPosition( pSoldier, gpItemPointer, (INT8)bPos, FALSE )) { // Further check to see if the cursor item is valid ammo or a valid attachment if(!CompatibleAmmoForGun(gpItemPointer, &pSoldier->inv[bPos]) && !ValidAttachment(gpItemPointer->usItem, &(pSoldier->inv[bPos]))) { return; } } // Setup display parameters SetFont( ITEM_FONT ); SetFontBackground( FONT_MCOLOR_BLACK ); SetFontForeground( FONT_RED ); if(pSoldier == NULL || (pCapacity != 0 && CanItemFitInPosition(pSoldier, gpItemPointer, (INT8)bPos, FALSE))) { // Adjust capacity to account for current items if(gpItemPointer->usItem == pObj->usItem) { SetFontForeground( FONT_GREEN ); pCapacity = pCapacity - pObj->ubNumberOfObjects; if(pCapacity > 0) swprintf( pStr, L"+%d", pCapacity ); else swprintf( pStr, L"-" ); } else swprintf( pStr, L"%d", pCapacity ); } else if(CompatibleAmmoForGun(gpItemPointer, &pSoldier->inv[bPos]) || ValidLaunchable(gpItemPointer->usItem, pSoldier->inv[bPos].usItem)) { SetFontForeground( FONT_YELLOW ); swprintf( pStr, L"L" ); } else if((UsingNewAttachmentSystem()==false && ValidAttachment(gpItemPointer->usItem, &(pSoldier->inv[bPos]) )) || (UsingNewAttachmentSystem()==true && ValidItemAttachmentSlot(&(pSoldier->inv[bPos]), gpItemPointer->usItem, FALSE, FALSE))) { SetFontForeground( FONT_YELLOW ); swprintf( pStr, L"A" ); } sX = sX + 1; // Display pocket capacity if ( uiWhichBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sX, sY, 15, 15 ); } mprintf( sX, sY, pStr ); gprintfinvalidate( sX, sY, pStr ); return; } // CHRISL: New function to render silhouettes void INVRenderSilhouette( UINT32 uiBuffer, INT16 PocketIndex, INT16 SilIndex, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight) { ETRLEObject *pTrav; HVOBJECT hVObject; UINT32 usHeight, usWidth; INT16 sCenX, sCenY; if(gfSMDisableForItems) return; SetFont( ITEM_FONT ); GetVideoObject( &hVObject, guiSILHOUETTE ); if ( PocketIndex != ITEM_NOT_FOUND ) SilIndex = LBEPocketType[PocketIndex].pSilhouette; pTrav = &(hVObject->pETRLEObject[ SilIndex ] ); usHeight = (UINT32)pTrav->usHeight; usWidth = (UINT32)pTrav->usWidth; // CENTER IN SLOT! // CANCEL OFFSETS! sCenX = sX + (INT16)( abs( sWidth - (double)usWidth ) / 2 ) - pTrav->sOffsetX; sCenY = sY + (INT16)( abs( sHeight - (double)usHeight ) / 2 ) - pTrav->sOffsetY; BltVideoObjectOutlineFromIndex( uiBuffer, guiSILHOUETTE, SilIndex, sCenX, sCenY, 0 /*sOutlineColor*/, FALSE ); if ( uiBuffer == FRAME_BUFFER ) { InvalidateRegion( sX, sY, (INT16)(sX + sWidth), (INT16)(sY + sHeight ) ); } else { RestoreExternBackgroundRect( sX, sY, sWidth, sHeight ); } } // Flugente FTW 1: Function to get the number of the item condition string UINT8 GetTemperatureString( FLOAT overheatpercentage, UINT32* apRed, UINT32* apGreen, UINT32* abBlue ) { *apRed = (UINT32) ( gGameExternalOptions.ubOverheatThermometerRedOffset + (255 - gGameExternalOptions.ubOverheatThermometerRedOffset) * ( (max(1.0, overheatpercentage) - 1.0)/(max(1.0, overheatpercentage)) ) ); *apGreen = 0; *abBlue = 0; if (overheatpercentage < 0.17) // very low return 0; else if (overheatpercentage < 0.33) // low return 1; else if (overheatpercentage < 0.5) // medium return 2; else if (overheatpercentage < 0.67) // high return 3; else if (overheatpercentage < 0.83) // very high return 4; else if (overheatpercentage < 1.0) // dangerous return 5; else if (overheatpercentage < 2.0) // CRITICAL return 6; else // DRAMATIC return 7; // Default: unknown return 8; } 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 ) { UINT16 uiStringLength; INVTYPE *pItem; ETRLEObject *pTrav; UINT32 usHeight, usWidth; INT16 sCenX, sCenY, sNewY, sNewX; HVOBJECT hVObject; BOOLEAN fLineSplit = FALSE; INT16 sFontX2 = 0, sFontY2 = 0; INT16 sFontX = 0, sFontY = 0; static CHAR16 pStr[ 100 ], pStr2[ 100 ]; if ( pObject->exists() == false ) { return; } if ( ubStatusIndex < RENDER_ITEM_ATTACHMENT1 ) { pItem = &Item[ pObject->usItem ]; } else { pItem = &Item[ (*pObject)[iter]->GetAttachmentAtIndex( ubStatusIndex - RENDER_ITEM_ATTACHMENT1 )->usItem ]; } if ( fDirtyLevel == DIRTYLEVEL2 ) { // TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER! GetVideoObject( &hVObject, GetInterfaceGraphicForItem( pItem ) ); UINT16 usGraphicNum = g_bUsePngItemImages ? 0 : pItem->ubGraphicNum; pTrav = &(hVObject->pETRLEObject[ usGraphicNum ] ); usHeight = (UINT32)pTrav->usHeight; usWidth = (UINT32)pTrav->usWidth; // CENTER IN SLOT! // CANCEL OFFSETS! sCenX = sX + (INT16)( abs( sWidth - (double)usWidth ) / 2 ) - pTrav->sOffsetX; sCenY = sY + (INT16)( abs( sHeight - (double)usHeight ) / 2 ) - pTrav->sOffsetY; // Shadow area if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX - 2, sCenY + 2 ); BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), usGraphicNum, sCenX, sCenY, sOutlineColor, fOutline ); if ( uiBuffer == FRAME_BUFFER ) { InvalidateRegion( sX, sY, (INT16)(sX + sWidth), (INT16)(sY + sHeight ) ); } else { RestoreExternBackgroundRect( sX, sY, sWidth, sHeight ); } } SetFont( ITEM_FONT ); if ( fDirtyLevel != DIRTYLEVEL0 ) { if ( ubStatusIndex < RENDER_ITEM_ATTACHMENT1 ) { SetFontBackground( FONT_MCOLOR_BLACK ); SetFontForeground( FONT_MCOLOR_DKGRAY ); #if 1 //CHRISL: Moved this condition to the start so that stacked guns will show number in stack if ( ubStatusIndex != RENDER_ITEM_NOSTATUS ) { // Now display # of items if ( pObject->ubNumberOfObjects > 1 ) { SetFontForeground( FONT_GRAY4 ); sNewY = sY + sHeight - 10; swprintf( pStr, L"%d", pObject->ubNumberOfObjects ); // Get length of string uiStringLength=StringPixLength(pStr, ITEM_FONT ); sNewX = sX + sWidth - uiStringLength - 4; if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 ); } mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } } #endif if ( pItem->usItemClass == IC_GUN && !Item[pObject->usItem].rocketlauncher ) { sNewY = sY + sHeight - 10; sNewX = sX + 1; // Flugente: If we display the thermometer for overheating, move the ammo counter a bit to the right if ( gGameOptions.fWeaponOverheating == TRUE && gGameExternalOptions.fDisplayOverheatThermometer == TRUE ) sNewX = sX + 6; // Flugente: check for underbarrel weapons and use that object if necessary OBJECTTYPE* pObjShown = pObject; INVTYPE *pItemShown = pItem; if ( pItem->usItemClass == IC_GUN && pSoldier && ( pSoldier->bWeaponMode == WM_ATTACHED_UB || pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST || pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO ) ) { OBJECTTYPE *pObjectUnderBarrel = FindAttachment_UnderBarrel( pObject ); if ( pObjectUnderBarrel ) { INVTYPE *pItemUnderBarrel; if ( ubStatusIndex < RENDER_ITEM_ATTACHMENT1 ) { pItemUnderBarrel = &Item[ pObjectUnderBarrel->usItem ]; } else { pItemUnderBarrel = &Item[ (*pObjectUnderBarrel)[iter]->GetAttachmentAtIndex( ubStatusIndex - RENDER_ITEM_ATTACHMENT1 )->usItem ]; } pObjShown = pObjectUnderBarrel; pItemShown = pItemUnderBarrel; } } if ( pItemShown->usItemClass == IC_GUN && !Item[pObjShown->usItem].rocketlauncher ) { SetFontForeground ( AmmoTypes[(*pObjShown)[iter]->data.gun.ubGunAmmoType].fontColour ); // HEADROCK HAM 3.4: Get estimate of bullets left. if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) { // Soldier doesn't know. EstimateBulletsLeft( pSoldier, pObjShown ); swprintf( pStr, L"%s", gBulletCount ); } else { swprintf( pStr, L"%d", (*pObjShown)[iter]->data.gun.ubGunShotsLeft ); } if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 20, 15 ); } mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); sNewX = sX + 1; SetFontForeground( FONT_MCOLOR_DKGRAY ); // Display 'JAMMED' if we are jammed if ( (*pObjShown)[iter]->data.gun.bGunAmmoStatus < 0 ) { SetFontForeground( FONT_MCOLOR_RED ); if ( sWidth >= ( BIG_INV_SLOT_WIDTH - 10 ) ) { swprintf( pStr, TacticalStr[ JAMMED_ITEM_STR ] ); } else { swprintf( pStr, TacticalStr[ SHORT_JAMMED_GUN ] ); } VarFindFontCenterCoordinates( sX, sY, sWidth, sHeight , ITEM_FONT, &sNewX, &sNewY, pStr ); mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } } } #if 0 else { if ( ubStatusIndex != RENDER_ITEM_NOSTATUS ) { // Now display # of items if ( pObject->ubNumberOfObjects > 1 ) { SetFontForeground( FONT_GRAY4 ); sNewY = sY + sHeight - 10; swprintf( pStr, L"%d", pObject->ubNumberOfObjects ); // Get length of string uiStringLength=StringPixLength(pStr, ITEM_FONT ); sNewX = sX + sWidth - uiStringLength - 4; if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 ); } mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } } } #endif if ( ItemHasAttachments( pObject, pSoldier, iter ) ) { if ( !IsGrenadeLauncherAttached( pObject, iter ) ) { SetFontForeground( FONT_GREEN ); } else { SetFontForeground( FONT_YELLOW ); } sNewY = sY; swprintf( pStr, L"*" ); // Get length of string uiStringLength=StringPixLength(pStr, ITEM_FONT ); sNewX = sX + sWidth - uiStringLength - 4; if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 ); } mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } // Flugente FTW 1 if ( gGameOptions.fWeaponOverheating == TRUE && gGameExternalOptions.fDisplayOverheatThermometer == TRUE && ( pItem->usItemClass & (IC_GUN | IC_LAUNCHER) || Item[pObject->usItem].barrel == TRUE ) ) { OBJECTTYPE* pObjShown = pObject; if ( pSoldier ) pObjShown = pSoldier->GetUsedWeapon(pObject); FLOAT overheatjampercentage = GetGunOverheatJamPercentage( pObjShown ); UINT32 red, green, blue; UINT8 TemperatureStringNum = GetTemperatureString( overheatjampercentage, &red, &green, &blue ); UINT16 colour = Get16BPPColor( FROMRGB( red, green, blue ) ); DrawItemUIBarEx( pObjShown, DRAW_ITEM_TEMPERATURE, sX, sY + sHeight-1, ITEMDESC_ITEM_STATUS_WIDTH, sHeight-1, colour, colour, TRUE, guiSAVEBUFFER ); } // display symbol if we are leaning our weapon on something // display only if eapon resting is allowed, display is allowed, item is a gun/launcher, we are a person, we hold the gun in our hand, and we are resting the gun if ( gGameExternalOptions.fWeaponResting && gGameExternalOptions.fDisplayWeaponRestingIndicator && pItem->usItemClass & (IC_GUN | IC_LAUNCHER) && pSoldier && &(pSoldier->inv[pSoldier->ubAttackingHand]) == pObject && pSoldier->IsWeaponMounted() ) { SetRGBFontForeground( 95, 160, 154 ); sNewY = sY; swprintf( pStr, L"M" ); // Get length of string uiStringLength=StringPixLength(pStr, ITEM_FONT ); sNewX = sX + sWidth - uiStringLength - 13; if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, uiStringLength, 15 ); } mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } if ( gGameExternalOptions.fScopeModes && gGameExternalOptions.fDisplayScopeModes && pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN ) { sNewX = sX + 5; // rather arbitrary sNewY = sY; // added by Flugente // HEADROCK HAM 4: Advanced Icons VOBJECT_DESC VObjectDesc; VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\ItemInfoAdvancedIcons.STI" ); AddStandardVideoObject( &VObjectDesc, &guiItemInfoAdvancedIcon ); std::map ObjList; GetScopeLists(&pSoldier->inv[HANDPOS], ObjList); if ( IsAttachmentClass(ObjList[pSoldier->bScopeMode]->usItem, AC_SCOPE ) ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoAdvancedIcon, 54, sNewX, sNewY, VO_BLT_TRANSSHADOW, NULL ); SetFontForeground( FONT_ORANGE ); FLOAT scopemagfactor = Item[ObjList[pSoldier->bScopeMode]->usItem].scopemagfactor; INT16 sMagX = sNewX + 9; if ( scopemagfactor > (INT8)scopemagfactor ) swprintf( pStr, L"%2.1f", scopemagfactor ); else { swprintf( pStr, L"%2.0f", scopemagfactor ); } // Get length of string uiStringLength=StringPixLength(pStr, ITEM_FONT ); if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 20, 15 ); } mprintf( sMagX, sNewY, pStr ); gprintfinvalidate( sMagX, sNewY, pStr ); } else if ( IsAttachmentClass(ObjList[pSoldier->bScopeMode]->usItem, AC_SIGHT ) ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoAdvancedIcon, 53, sNewX, sNewY, VO_BLT_TRANSSHADOW, NULL ); RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 ); } else { BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoAdvancedIcon, 52, sNewX, sNewY, VO_BLT_TRANSSHADOW, NULL ); RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 ); } } if((UsingNewInventorySystem() == true)) { // CHRISL: Display astrisk when LBENODE active if ( pObject->HasAnyActiveLBEs(pSoldier, iter) ) { SetFontForeground( FONT_BLUE ); sNewY = sY; swprintf( pStr, L"*" ); // Get length of string uiStringLength=StringPixLength(pStr, ITEM_FONT ); sNewX = sX + sWidth - uiStringLength - 4; if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 ); } mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } } if ( pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && pSoldier->bWeaponMode != WM_NORMAL && Item[pSoldier->inv[HANDPOS].usItem].usItemClass == IC_GUN ) { sNewY = sY + 13; // rather arbitrary if ( pSoldier->bWeaponMode == WM_BURST ) { swprintf( pStr, New113Message[MSG113_BRST] ); SetFontForeground( FONT_RED ); } else if(pSoldier->bWeaponMode == WM_AUTOFIRE) { swprintf( pStr, New113Message[MSG113_AUTO] ); SetFontForeground( FONT_RED ); } else if(pSoldier->bWeaponMode == WM_ATTACHED_GL) { swprintf( pStr, New113Message[MSG113_GL] ); SetFontForeground( FONT_YELLOW ); } else if(pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST) { swprintf( pStr, New113Message[MSG113_GL_BRST] ); SetFontForeground( FONT_YELLOW ); } else if(pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO) { swprintf( pStr, New113Message[MSG113_GL_AUTO] ); SetFontForeground( FONT_YELLOW ); } else if(pSoldier->bWeaponMode == WM_ATTACHED_UB) { swprintf( pStr, New113Message[MSG113_UB] ); SetFontForeground( FONT_ORANGE ); } else if(pSoldier->bWeaponMode == WM_ATTACHED_UB_BURST) { swprintf( pStr, New113Message[MSG113_UB_BRST] ); SetFontForeground( FONT_ORANGE ); } else if(pSoldier->bWeaponMode == WM_ATTACHED_UB_AUTO) { swprintf( pStr, New113Message[MSG113_UB_AUTO] ); SetFontForeground( FONT_ORANGE ); } // Get length of string uiStringLength=StringPixLength(pStr, ITEM_FONT ); sNewX = sX + sWidth - uiStringLength - 4; if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 ); } mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } } } if ( pubHighlightCounter != NULL ) { SetFontBackground( FONT_MCOLOR_BLACK ); SetFontForeground( FONT_MCOLOR_LTGRAY ); // DO HIGHLIGHT if ( *pubHighlightCounter ) { // Set string if ( ubStatusIndex < RENDER_ITEM_ATTACHMENT1 ) { swprintf( pStr, L"%s", ShortItemNames[ pObject->usItem ] ); } else { OBJECTTYPE* pAttachment = (*pObject)[iter]->GetAttachmentAtIndex(ubStatusIndex - RENDER_ITEM_ATTACHMENT1); if (pAttachment->exists()) { swprintf( pStr, L"%s", ShortItemNames[ pAttachment->usItem ] ); } } fLineSplit = WrapString( pStr, pStr2, WORD_WRAP_INV_WIDTH, ITEM_FONT ); VarFindFontCenterCoordinates( sX, sY, sWidth, sHeight , ITEM_FONT, &sFontX, &sFontY, pStr ); sFontY = sY + 1; gprintfinvalidate( sFontX, sFontY, pStr ); if ( fLineSplit ) { VarFindFontCenterCoordinates( sX, sY, sWidth, sHeight , ITEM_FONT, &sFontX2, &sFontY2, pStr2 ); sFontY2 = sY + 13; gprintfinvalidate( sFontX2, sFontY2, pStr2 ); } } if ( *pubHighlightCounter == 2 ) { mprintf( sFontX, sFontY, pStr ); if ( fLineSplit ) { mprintf( sFontX2, sFontY2, pStr2 ); } } else if ( *pubHighlightCounter == 1 ) { *pubHighlightCounter = 0; gprintfRestore( sFontX, sFontY, pStr ); if ( fLineSplit ) { gprintfRestore( sFontX2, sFontY2, pStr2 ); } } } } // HEADROCK HAM 5.1: Render item in a BigItem sector inventory slot. // This function works largely like the one above it, with several exceptions. For one, the BigItemPic is used, // which allows us to add lots of data. Since this is only used in the sector inventory, we can forgo things // like dirtylevels and just draw everything here. void MAPINVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, UINT32 uiItemGraphicNum, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, BOOLEAN fOutline, INT16 sOutlineColor ) { UINT16 uiStringLength; INVTYPE *pItem; ETRLEObject *pTrav; UINT32 usHeight, usWidth; INT16 sCenX, sCenY, sNewY, sNewX; HVOBJECT hVObject; BOOLEAN fLineSplit = FALSE; INT16 sFontX2 = 0, sFontY2 = 0; INT16 sFontX = 0, sFontY = 0; static CHAR16 pStr[ 100 ], pStr2[ 100 ]; if ( pObject->exists() == false ) { return; } pItem = &Item[ pObject->usItem ]; // Get the video object for this BigItem image. We get this fed from the previous function (inventory render) // which already selected the proper image. GetVideoObject( &hVObject, uiItemGraphicNum ); // Check height and width... pTrav = &(hVObject->pETRLEObject[ 0 ] ); usHeight = (UINT32)pTrav->usHeight; usWidth = (UINT32)pTrav->usWidth; // Center in the slot. Dimensions are also supplied to us by the calling function. sCenX = sX + (INT16)( abs( sWidth - (double)usWidth ) / 2 ) - pTrav->sOffsetX; sCenY = sY + (INT16)( abs( sHeight - (double)usHeight ) / 2 ) - pTrav->sOffsetY; // If option, draw item shadow. if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) { BltVideoObjectOutlineShadow( guiSAVEBUFFER, hVObject, 0, sCenX - 2, sCenY + 2 ); } // Draw the item on-screen. BltVideoObject( uiBuffer , hVObject, 0, sCenX, sCenY , VO_BLT_SRCTRANSPARENCY,NULL ); // OUTLINE if (fOutline) { DrawItemOutlineZoomedInventory( sX, sY, sX+sWidth, sY+sHeight, sOutlineColor, uiBuffer ); } ////////////////////////////////// // Data display // // Given the larger size of the slots used in zoom view, it is possible to add significant amounts of information. // This function draws more info than a small-item render. Note the changes below. SetFontBackground( FONT_MCOLOR_BLACK ); ///////////////// # OF ITEMS /////////////// if ( pObject->ubNumberOfObjects > 1 ) { // Set font properties. SetFont( FONT14ARIAL ); SetFontForeground( FONT_GRAY4 ); // Get number of objects in this slot swprintf( pStr, L"x%d", pObject->ubNumberOfObjects ); // Get length of string uiStringLength=StringPixLength(pStr, ITEM_FONT ); // We draw close to the bottom-left corner of the slot. // Locate starting X. sNewX = (sX + sWidth - uiStringLength) - 10; // Locate starting Y sNewY = (sY + sHeight) - 13; // Restore background if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, sWidth, sHeight ); } // Print mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } //////////////////// GUN DATA ////////////////// if ( pItem->usItemClass == IC_GUN && !Item[pObject->usItem].rocketlauncher ) { //////////////// AMMO REMAINING // Set font properties SetFont( LARGEFONT1 ); // Get color from ammo details UINT8 ubAmmoColor = AmmoTypes[(*pObject)[0]->data.gun.ubGunAmmoType].fontColour; SetFontForeground ( ubAmmoColor ); sNewX = sX + 5; sNewY = ((sY + sHeight) - GetFontHeight( LARGEFONT1 )) - 2; // HEADROCK HAM 3.4: Get estimate of bullets left. if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) { // Soldier doesn't know. swprintf( pStr, L"%s", "??" ); } else { swprintf( pStr, L"%d", (*pObject)[0]->data.gun.ubGunShotsLeft ); } // Restore background if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 20, 15 ); } // Print mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); // Record how long this text was in pixels. UINT16 usAmmoWidth = StringPixLength( pStr, LARGEFONT1 ); // Set font properties SetFontForeground( FONT_GRAY4 ); swprintf( pStr, L"/" ); sNewX += usAmmoWidth; mprintf( sNewX, sNewY, pStr ); usAmmoWidth = StringPixLength( pStr, LARGEFONT1 ); //////////////// AMMO MAX CAPACITY // Set font properties SetFontForeground( FONT_GRAY4 ); SetFont( TINYFONT1 ); // Find difference in width and height. INT16 sFontHeightDifference = 1; //INT16 sFontHeightDifference = GetFontHeight( LARGEFONT1 ) - GetFontHeight( FONT14ARIAL ); sNewX += usAmmoWidth; sNewY += sFontHeightDifference; // Print total magazine size swprintf( pStr, L"%d", GetMagSize(pObject) ); mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); ///////////////// Display 'JAMMED' if we are jammed if ( (*pObject)[0]->data.gun.bGunAmmoStatus < 0 ) { SetFont( FONT12ARIAL ); SetFontBackground( FONT_MCOLOR_BLACK ); SetFontForeground( FONT_MCOLOR_RED ); swprintf( pStr, TacticalStr[ JAMMED_ITEM_STR ] ); VarFindFontCenterCoordinates( sX, sY, sWidth, sHeight , FONT12ARIAL, &sNewX, &sNewY, pStr ); mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); } // Reset font color SetFontForeground( FONT_MCOLOR_DKGRAY ); } //////////////////// AMMO DATA ////////////////// if ( pItem->usItemClass & IC_AMMO ) { //////////////// AMMO REMAINING // Set font properties SetFont( LARGEFONT1 ); // Get color from ammo details UINT8 ubAmmoColor = AmmoTypes[Magazine[Item[ pObject->usItem ].ubClassIndex].ubAmmoType].fontColour; SetFontForeground ( ubAmmoColor ); sNewX = sX + 5; sNewY = ((sY + sHeight) - GetFontHeight( LARGEFONT1 )) - 2; // HEADROCK HAM 3.4: Get estimate of bullets left. if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) { // Soldier doesn't know. swprintf( pStr, L"%s", "??" ); } else { swprintf( pStr, L"%d", (*pObject)[0]->data.ubShotsLeft ); } // Restore background if ( uiBuffer == guiSAVEBUFFER ) { RestoreExternBackgroundRect( sNewX, sNewY, 20, 15 ); } // Print mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); // Record how long this text was in pixels. UINT16 usAmmoWidth = StringPixLength( pStr, LARGEFONT1 ); // Set font properties SetFontForeground( FONT_GRAY4 ); swprintf( pStr, L"/" ); sNewX += usAmmoWidth; mprintf( sNewX, sNewY, pStr ); usAmmoWidth = StringPixLength( pStr, LARGEFONT1 ); //////////////// AMMO MAX CAPACITY // Set font properties SetFontForeground( FONT_GRAY4 ); SetFont( TINYFONT1 ); // Find difference in width and height. INT16 sFontHeightDifference = 1; //INT16 sFontHeightDifference = GetFontHeight( LARGEFONT1 ) - GetFontHeight( FONT14ARIAL ); sNewX += usAmmoWidth; sNewY += sFontHeightDifference; // Print total magazine size swprintf( pStr, L"%d", Magazine[Item[ pObject->usItem ].ubClassIndex].ubMagSize ); mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); // Reset font color SetFontForeground( FONT_MCOLOR_DKGRAY ); } ////////// LBE ///////////// if((UsingNewInventorySystem() == true) && pObject->HasAnyActiveLBEs(pSoldier, 0) ) { INT16 sOffsetX = 0; INT16 sOffsetY = 0; LBENODE* pLBE = NULL; UINT16 usCountLBEItems = 0; pLBE = pObject->GetLBEPointer(0); UINT32 lClass = pLBE->lbeClass; std::vector pocketKey; switch (lClass) { case THIGH_PACK: GetLBESlots(LTHIGHPOCKPOS, pocketKey); break; case VEST_PACK: GetLBESlots(VESTPOCKPOS, pocketKey); break; case COMBAT_PACK: GetLBESlots(CPACKPOCKPOS, pocketKey); break; case BACKPACK: GetLBESlots(BPACKPOCKPOS, pocketKey); break; } for(unsigned int cnt=0; cntinv[cnt].exists() == true) usCountLBEItems++; } GetVideoObject( &hVObject, guiAttachmentAsterisks ); // Draw large yellow asterisk. pTrav = &(hVObject->pETRLEObject[ 3 ] ); sOffsetX += (UINT32)pTrav->usWidth; sNewX = ((sX + sWidth) - 6) - sOffsetX; sNewY = sY + 4; BltVideoObject( uiBuffer , hVObject, 3, sNewX, sNewY , VO_BLT_SRCTRANSPARENCY,NULL ); usCountLBEItems--; for (INT16 x = 0; x < usCountLBEItems; x++) { // Draw small blue asterisk pTrav = &(hVObject->pETRLEObject[ 4 ] ); sOffsetX += ((x+1) % 2) * (UINT32)pTrav->usWidth; sOffsetY = (x % 2) * ((UINT32)pTrav->usHeight + 1); sNewX = ((sX + sWidth) - 6) - sOffsetX; sNewY = sY + 4 + sOffsetY; BltVideoObject( uiBuffer , hVObject, 4, sNewX, sNewY , VO_BLT_SRCTRANSPARENCY,NULL ); } } ////////// ATTACHMENTS ///////////// // Attachments are displayed as a series of asterisks rather than the original one asterisk. // There's the option here to use differently colored (or shaped) asterisks by editing the STI. else if ( ItemHasAttachments( pObject, pSoldier, 0 ) && !(Item[pObject->usItem].usItemClass & IC_AMMO) ) { // This offset is used to draw the asterisks one after the other. INT16 sOffsetX = 0; INT16 sOffsetY = 0; // Record the number of asterisks we'll need from each type. INT8 iCurAsterisk = 0; UINT16 uiNumAttachments = 0; UINT16 uiNumAttachmentsGeneral = 0; UINT16 uiNumAttachmentsGL = 0; UINT16 uiNumAttachmentsOptical = 0; UINT16 uiNumAttachmentsRecoil = 0; // Iterate through the attachments. if (pObject->exists() == true) { for (attachmentList::iterator iter = (*pObject)[0]->attachments.begin(); iter != (*pObject)[0]->attachments.end(); ++iter) { if (iter->exists() == false) { continue; } iCurAsterisk = ATTACHMENT_GENERAL; if (Item[iter->usItem].grenadelauncher ) { //iCurAsterisk = ATTACHMENT_GL; uiNumAttachmentsGL++; } else if (Item[iter->usItem].visionrangebonus > 0 || Item[iter->usItem].dayvisionrangebonus > 0 || Item[iter->usItem].nightvisionrangebonus> 0 || Item[iter->usItem].brightlightvisionrangebonus > 0 || Item[iter->usItem].cavevisionrangebonus > 0 ) { iCurAsterisk = ATTACHMENT_OPTICAL; } else { if (UsingNewCTHSystem() == true) { if (Item[iter->usItem].scopemagfactor > 1.0f || Item[iter->usItem].projectionfactor > 1.0f ) { iCurAsterisk = ATTACHMENT_OPTICAL; } else { for (INT8 x = 0; x < 3; x++) { if (Item[iter->usItem].counterforceaccuracymodifier[x] > 0 || Item[iter->usItem].maxcounterforcemodifier[x] > 0 || Item[iter->usItem].PercentRecoilModifier < 0 || Item[iter->usItem].RecoilModifierX < 0 || Item[iter->usItem].RecoilModifierY < 0 ) { iCurAsterisk = ATTACHMENT_RECOILREDUCTION; } } } } else { if ( (Item[iter->usItem].minrangeforaimbonus > 0 && Item[iter->usItem].aimbonus > 0 ) || (Item[iter->usItem].bestlaserrange > 0 && Item[iter->usItem].tohitbonus > 0 ) ) { iCurAsterisk = ATTACHMENT_OPTICAL; } else if ( Item[iter->usItem].autofiretohitbonus > 0 || Item[iter->usItem].bursttohitbonus > 0 || Item[iter->usItem].bipod > 0 ) { iCurAsterisk = ATTACHMENT_RECOILREDUCTION; } } } uiNumAttachments++; } uiNumAttachmentsGeneral = uiNumAttachments - uiNumAttachmentsGL; if (uiNumAttachments > 0) { // More than one attachment. Draw a large attachment asterisk. GetVideoObject( &hVObject, guiAttachmentAsterisks ); if (uiNumAttachmentsGL > 0) { // Draw large yellow asterisk. pTrav = &(hVObject->pETRLEObject[ 1 ] ); sOffsetX += (UINT32)pTrav->usWidth; sNewX = ((sX + sWidth) - 6) - sOffsetX; sNewY = sY + 4; BltVideoObject( uiBuffer , hVObject, 1, sNewX, sNewY , VO_BLT_SRCTRANSPARENCY,NULL ); // reduce the number of GL attachments uiNumAttachmentsGL--; // Pool the remaining GLs into the general attachments uiNumAttachmentsGeneral += uiNumAttachmentsGL; } else { // Draw large green asterisk. pTrav = &(hVObject->pETRLEObject[ 0 ] ); sOffsetX += (UINT32)pTrav->usWidth; sNewX = ((sX + sWidth) - 6) - sOffsetX; sNewY = sY + 4; BltVideoObject( uiBuffer , hVObject, 0, sNewX, sNewY , VO_BLT_SRCTRANSPARENCY,NULL ); } uiNumAttachments--; // Any attachments remaining? if (uiNumAttachments > 0) { for (INT16 x = 0; x < uiNumAttachments; x++) { // Draw small green asterisk pTrav = &(hVObject->pETRLEObject[ 2 ] ); sOffsetX += ((x+1) % 2) * (UINT32)pTrav->usWidth; sOffsetY = (x % 2) * ((UINT32)pTrav->usHeight + 1); sNewX = ((sX + sWidth) - 6) - sOffsetX; sNewY = sY + 4 + sOffsetY; BltVideoObject( uiBuffer , hVObject, 2, sNewX, sNewY , VO_BLT_SRCTRANSPARENCY,NULL ); } } } } } /* else if( pItem->usItemClass & IC_AMMO && pObject->ubNumberOfObjects > 1) { SetFontForeground( FONT_GRAY1 ); SetFont( FONT10ARIAL ); UINT16 uiTotalAmmo = 0; for (INT16 x = 0; x < pObject->ubNumberOfObjects; x++) { uiTotalAmmo += (*pObject)[x]->data.ubShotsLeft; } swprintf( pStr, L"(%d)", uiTotalAmmo ); sNewX = ((sX + sWidth) - 4) - StringPixLength( pStr, FONT10ARIAL ); sNewY = sY + 3; mprintf( sNewX, sNewY, pStr ); gprintfinvalidate( sNewX, sNewY, pStr ); // Reset font color SetFontForeground( FONT_MCOLOR_DKGRAY ); } */ } BOOLEAN InItemDescriptionBox( ) { return( gfInItemDescBox ); } void CycleItemDescriptionItem( INT16 sX, INT16 sY ) { INT16 usOldItem; // Delete old box... DeleteItemDescriptionBox( ); // Cycle item.... usOldItem = CycleItems(gpItemDescSoldier->inv[ HANDPOS ].usItem); CreateItem( (UINT16)usOldItem, 100, &( gpItemDescSoldier->inv[ HANDPOS ] ) ); InternalInitItemDescriptionBox( &( gpItemDescSoldier->inv[ HANDPOS ] ), sX, sY, gubItemDescStatusIndex, gpItemDescSoldier ); } INT16 CycleItems( INT16 usOldItem ) { if ( _KeyDown( SHIFT ) ) { usOldItem--; if ( usOldItem < 1 ) { usOldItem = MAXITEMS-1; } while ( usOldItem > 0 && ( Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 )) { usOldItem--; if(usOldItem < 1) usOldItem = MAXITEMS-1; } } else { usOldItem++; if ( usOldItem > MAXITEMS ) { usOldItem = 0; } while (usOldItem < MAXITEMS && (Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 )) { usOldItem++; if(usOldItem >= MAXITEMS) usOldItem = 1; } } if ( usOldItem > MAXITEMS ) { usOldItem = 0; } return(usOldItem); } BOOLEAN InitItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex ) { OBJECTTYPE *pObject; //DEF: //if we are in the shopkeeper screen, and we are to use the if( guiCurrentScreen == SHOPKEEPER_SCREEN && ubPosition == 255 ) { pObject = pShopKeeperItemDescObject; } //else use item from the hand position else { pObject = &(pSoldier->inv[ ubPosition ] ); } return( InternalInitItemDescriptionBox( pObject, sX, sY, ubStatusIndex, pSoldier, ubPosition ) ); } // HEADROCK: The following two functions set various coordinates for use by the description box, depending on // an options.ini setting that determines whether the Enhanced box or the Original box is used. void InitItemDescriptionBoxStartCoords( BOOLEAN fIsEnhanced, BOOLEAN fUsingNAS ) { UINT8 mode = UsingEDBSystem(); if(fUsingNAS){ if( UsingNewInventorySystem() == true ) // NIV { ITEMDESC_START_X = INTERFACE_START_X + 115; ITEMDESC_START_Y = (1 + INV_INTERFACE_START_Y); ITEMDESC_HEIGHT = 195; ITEMDESC_WIDTH = 335; } else // OIV { ITEMDESC_HEIGHT = 193; ITEMDESC_WIDTH = 430; ITEMDESC_START_X = INTERFACE_START_X + 214; ITEMDESC_START_Y = (1-(ITEMDESC_HEIGHT-INV_INTERFACE_HEIGHT) + INV_INTERFACE_START_Y); } if(UsingNewInventorySystem() == true && (guiCurrentScreen == GAME_SCREEN || guiCurrentScreen == SHOPKEEPER_SCREEN)) { if (iResolution >= _640x480 && iResolution < _800x600) ITEMDESC_WIDTH = 526; else if (iResolution < _1024x768) ITEMDESC_WIDTH = 686; else ITEMDESC_WIDTH = 910; } //CHRISL: This allows EDB to work in Strategic OIV mode if(guiCurrentScreen == MAP_SCREEN) { if (iResolution >= _640x480 && iResolution < _800x600) ITEMDESC_HEIGHT = 268; else if(iResolution >= _1024x768 || UsingNewInventorySystem() == true) // 1024x768 or NIV ITEMDESC_HEIGHT = 490; else if (iResolution < _1024x768) ITEMDESC_HEIGHT = (mode > 0) ? 490 : 373; ITEMDESC_WIDTH = ((UsingNewInventorySystem() == true && iResolution >= _800x600)) ? 272 : 272; } } else { if( UsingNewInventorySystem() == true ) // ODB/NIV { // HEADROCK HAM 4: ITEMDESC_START_X = INTERFACE_START_X + 115; ITEMDESC_START_Y = (1 + INV_INTERFACE_START_Y); ITEMDESC_HEIGHT = 195; ITEMDESC_WIDTH = 335; // OIV only } else // ODB/OIV { ITEMDESC_START_X = INTERFACE_START_X + 214; ITEMDESC_START_Y = (1 + INV_INTERFACE_START_Y); ITEMDESC_HEIGHT = 133; ITEMDESC_WIDTH = 320; // OIV only } if(UsingNewInventorySystem() == true && guiCurrentScreen == GAME_SCREEN || guiCurrentScreen == SHOPKEEPER_SCREEN) { if (iResolution >= _640x480 && iResolution < _800x600) ITEMDESC_WIDTH = 526; else if (iResolution < _1024x768) ITEMDESC_WIDTH = 686; else ITEMDESC_WIDTH = 910; } //CHRISL: This allows EDB to work in Strategic OIV mode if(guiCurrentScreen == MAP_SCREEN) { if (iResolution >= _640x480 && iResolution < _800x600) ITEMDESC_HEIGHT = 268; else if(iResolution >= _1024x768 || UsingNewInventorySystem() == true) // 1024x768 or NIV ITEMDESC_HEIGHT = 490; else if (iResolution < _1024x768) ITEMDESC_HEIGHT = 373; ITEMDESC_WIDTH = ((UsingNewInventorySystem() == true && iResolution >= _800x600)) ? 272 : 272; } } } BOOLEAN InitKeyItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex ) { OBJECTTYPE *pObject; AllocateObject( &pObject ); CreateKeyObject( pObject, pSoldier->pKeyRing[ ubPosition ].ubNumber ,pSoldier->pKeyRing[ ubPosition ].ubKeyID ); return( InternalInitItemDescriptionBox( pObject, sX, sY, ubStatusIndex, pSoldier ) ); } BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier, UINT8 ubPosition ) { VOBJECT_DESC VObjectDesc; CHAR8 ubString[48]; INT32 cnt; CHAR16 pStr[10]; INT16 usX, usY; INT16 sForeColour; //CHRISL: We only want this condition to be true when looking at MONEY. Not IC_MONEY since we can't actually split // things like gold nuggets or wallets. // ADB: Make sure the current object isn't money if there's something in hand //if (Item[ pObject->usItem].usItemClass & IC_MONEY && gpItemPointer != NULL && gpItemPointer->usItem != 0) { if(pObject->usItem == MONEY && gpItemPointer != NULL && gpItemPointer->usItem != 0 && gpItemPointer->usItem != MONEY) { //ADB oops, money splits and puts a new item on the cursor, which would replace what's already on the cursor! // ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Unable to split money due to having an item on your cursor." ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_UNABLETOSPLITMONEY] ); return FALSE; } //Set the current screen guiCurrentItemDescriptionScreen = guiCurrentScreen; // Set up start coordinates for the box. InitItemDescriptionBoxStartCoords( gGameExternalOptions.iEnhancedDescriptionBox, UseNASDesc( pObject ) ); // Set X, Y if(guiCurrentScreen == GAME_SCREEN || (sX == 0 && sY == 0)) { gsInvDescX = ITEMDESC_START_X; //sX; gsInvDescY = ITEMDESC_START_Y; //sY; } else { gsInvDescX = sX; gsInvDescY = sY; } // Headrock: initialize coordinates of icons, values and text, based on gsInvDescXY and the type of description // box we want to use. //CHRISL: Initialize coords based on EDB/NIV settings // This initializes the start coordinates of the description box, based on the box we want to use. InitDescStatCoords( pObject ); InitEDBCoords( pObject ); InitItemDescriptionBoxOffsets(pObject); gpItemDescObject = pObject; gubItemDescStatusIndex = ubStatusIndex; gpItemDescSoldier = pSoldier; fItemDescDelete = FALSE; // Build a mouse region here that is over any others..... if (guiCurrentItemDescriptionScreen == MAP_SCREEN ) { //return( FALSE ); MSYS_DefineRegion( &gInvDesc, (UINT16)gsInvDescX, (UINT16)gsInvDescY ,(UINT16)(gsInvDescX + ITEMDESC_WIDTH), (UINT16)(gsInvDescY + ITEMDESC_HEIGHT), MSYS_PRIORITY_HIGHEST - 2, CURSOR_NORMAL, MSYS_NO_CALLBACK, ItemDescCallback ); MSYS_AddRegion( &gInvDesc); giMapInvDescButtonImage= LoadButtonImage( "INTERFACE\\itemdescdonebutton.sti" ,-1,0,-1,1,-1 ); // HEADROCK: Create "Done" button. Coordinates changed - button moved to new location for // enhanced Description Box project. if(UsingEDBSystem() > 0) giMapInvDescButton= QuickCreateButton( giMapInvDescButtonImage, (UINT16)( ITEMDESC_DONE_X ), (UINT16)(ITEMDESC_DONE_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, ( GUI_CALLBACK )BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)ItemDescDoneButtonCallback ); else giMapInvDescButton= QuickCreateButton( giMapInvDescButtonImage, (UINT16)( ITEMDESC_DONE_X ), (UINT16)(ITEMDESC_DONE_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, ( GUI_CALLBACK )BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)ItemDescDoneButtonCallback ); fShowDescriptionFlag = TRUE; } else if(guiCurrentItemDescriptionScreen == SHOPKEEPER_SCREEN) { // MSYS_DefineRegion( &gInvDesc, (UINT16)SM_ITEMDESC_START_X, (UINT16)SM_ITEMDESC_START_Y ,(UINT16)(SM_ITEMDESC_START_X + ITEMDESC_WIDTH), (UINT16)(SM_ITEMDESC_START_Y + ITEMDESC_HEIGHT), MSYS_PRIORITY_HIGHEST, // MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback ); MSYS_DefineRegion( &gInvDesc, (UINT16)gsInvDescX, (UINT16)gsInvDescY ,(UINT16)(gsInvDescX + ITEMDESC_WIDTH), (UINT16)(gsInvDescY + ITEMDESC_HEIGHT), MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback ); MSYS_AddRegion( &gInvDesc); } else { MSYS_DefineRegion( &gInvDesc, (UINT16)SM_ITEMDESC_START_X, (UINT16)SM_ITEMDESC_START_Y ,(UINT16)(SM_ITEMDESC_START_X + ITEMDESC_WIDTH), (UINT16)(SM_ITEMDESC_START_Y + ITEMDESC_HEIGHT), MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback ); MSYS_AddRegion( &gInvDesc); } // HEADROCK HAM 5: Adjust Item Region // Before creating the ammo button, we set a region that spans the entire Big Item image. Clicking on the image // will trigger a Transformation menu. { MSYS_DefineRegion( &gInvDescTransformRegion, (UINT16)ITEMDESC_ITEM_X, (UINT16)ITEMDESC_ITEM_Y ,(UINT16)(ITEMDESC_ITEM_X + ITEMDESC_ITEM_WIDTH), (UINT16)(ITEMDESC_ITEM_Y + ITEMDESC_ITEM_HEIGHT), MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescTransformRegionCallback ); MSYS_AddRegion( &gInvDescTransformRegion); } // Add ammo eject button for GUN type objects. if ( (Item[ pObject->usItem ].usItemClass & IC_GUN) && !Item[pObject->usItem].rocketlauncher ) { if ( GetMagSize(gpItemDescObject) <= 99 ) { // HEADROCK HAM 3.4: "Bullet Hide" feature - bullet count only shown during combat if character is competent enough. if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) { EstimateBulletsLeft( pSoldier, pObject ); swprintf(pStr, L"%s/%d", gBulletCount, GetMagSize(gpItemDescObject) ); } else { swprintf( pStr, L"%d/%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft, GetMagSize(gpItemDescObject)); } } else { // HEADROCK HAM 3.4: "Bullet Hide" feature - bullet count only shown during combat if character is competent enough. if ( (gTacticalStatus.uiFlags & TURNBASED) && (gTacticalStatus.uiFlags & INCOMBAT) ) { EstimateBulletsLeft( pSoldier, pObject ); swprintf( pStr, L"%s", gBulletCount ); } else { swprintf( pStr, L"%d", (*gpItemDescObject)[ubStatusIndex]->data.gun.ubGunShotsLeft ); } } FilenameForBPP("INTERFACE\\infobox.sti", ubString); sForeColour = ITEMDESC_AMMO_FORE; giItemDescAmmoButtonImages = LoadButtonImage(ubString,AmmoTypes[(*pObject)[ubStatusIndex]->data.gun.ubGunAmmoType].grayed,AmmoTypes[(*pObject)[ubStatusIndex]->data.gun.ubGunAmmoType].offNormal,-1,AmmoTypes[(*pObject)[ubStatusIndex]->data.gun.ubGunAmmoType].onNormal,-1 ); if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { // in mapscreen, move over a bit giItemDescAmmoButton = CreateIconAndTextButton( giItemDescAmmoButtonImages, pStr, TINYFONT1, sForeColour, FONT_MCOLOR_BLACK, sForeColour, FONT_MCOLOR_BLACK, TEXT_CJUSTIFIED, (INT16)(ITEMDESC_AMMO_X), (INT16)(ITEMDESC_AMMO_Y), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescAmmoCallback ); } else { // not in mapscreen giItemDescAmmoButton = CreateIconAndTextButton( giItemDescAmmoButtonImages, pStr, TINYFONT1, sForeColour, FONT_MCOLOR_BLACK, sForeColour, FONT_MCOLOR_BLACK, TEXT_CJUSTIFIED, (INT16)(ITEMDESC_AMMO_X), (INT16)(ITEMDESC_AMMO_Y), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescAmmoCallback ); } //if we are being init from the shop keeper screen and this is a dealer item we are getting info from if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE && pShopKeeperItemDescObject != NULL ) { //disable the eject button SpecifyDisabledButtonStyle( giItemDescAmmoButton, DISABLED_STYLE_HATCHED ); DisableButton( giItemDescAmmoButton ); SetButtonFastHelpText( giItemDescAmmoButton, L"\0" ); } else{ SetButtonFastHelpText( giItemDescAmmoButton, Message[ STR_EJECT_AMMO ] ); //CHRISL: Include the ubStatusIndex in the region information so we know which object in a stack we're looking at MSYS_SetBtnUserData( giItemDescAmmoButton, 1, ubStatusIndex ); } FindFontCenterCoordinates( (INT16)ITEMDESC_AMMO_TEXT_X, (INT16)ITEMDESC_AMMO_TEXT_Y, ITEMDESC_AMMO_TEXT_WIDTH, GetFontHeight( TINYFONT1 ), pStr, TINYFONT1, &usX, &usY); SpecifyButtonTextOffsets( giItemDescAmmoButton, (UINT8) usX, (UINT8) usY, TRUE ); gfItemAmmoDown = FALSE; } else { // Reset!! giItemDescAmmoButton = -1; } // HEADROCK: Tooltip Regions for stats. Only happens with Enhanced Description Box turned on. if(UsingEDBSystem() > 0) InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen ); // Item pros and cons tooltips region is created now. if ( ITEM_PROS_AND_CONS( gpItemDescObject->usItem ) ) { for ( cnt = 0; cnt < 2; cnt++ ) { // HEADROCK: Rectangle coordinates for tooltip determined by description box used. // Add region for pros/cons help text MSYS_DefineRegion( &gProsAndConsRegions[ cnt ], gItemDescTextRegions[3+(cnt*2)].sLeft, gItemDescTextRegions[3+(cnt*2)].sTop, gItemDescTextRegions[3+(cnt*2)].sRight, gItemDescTextRegions[3+(cnt*2)].sBottom, MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback ); MSYS_AddRegion( &gProsAndConsRegions[cnt]); if (cnt == 0) { wcscpy( gzFullItemPros, gzProsLabel ); wcscat( gzFullItemPros, L" " ); // use temp variable to prevent an initial comma from being displayed GenerateProsString( gzFullItemTemp, gpItemDescObject, 1000 ); wcscat( gzFullItemPros, gzFullItemTemp ); SetRegionFastHelpText( &(gProsAndConsRegions[ cnt ]), gzFullItemPros ); } else { wcscpy( gzFullItemCons, gzConsLabel ); wcscat( gzFullItemCons, L" " ); // use temp variable to prevent an initial comma from being displayed GenerateConsString( gzFullItemTemp, gpItemDescObject, 1000 ); wcscat( gzFullItemCons, gzFullItemTemp ); SetRegionFastHelpText( &(gProsAndConsRegions[ cnt ]), gzFullItemCons ); } SetRegionHelpEndCallback( &(gProsAndConsRegions[ cnt ]), HelpTextDoneCallback ); } } // Load graphic // HEADROCK: Select STI based on Description Box used: VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\infobox_interface.sti" ); CHECKF( AddVideoObject( &VObjectDesc, &guiItemDescBox) ); if(ubPosition != 255 && UsingNewInventorySystem() == true) { VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\infobox_background.sti" ); CHECKF( AddVideoObject( &VObjectDesc, &guiItemDescBoxBackground) ); } else guiItemDescBoxBackground = 0; // HEADROCK: Select STI based on Description Box used: VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\iteminfoc.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiMapItemDescBox) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\bullet.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiBullet) ); VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\ATTACHMENT_SLOT.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiAttachmentSlot) ); // HEADROCK HAM 5: Transformation Indicator VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\INFOBOX_Transform_Icon.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiTransformIconGraphic) ); // HEADROCK: Added new STIs CHECKF( InternalInitEnhancedDescBox() ); if ( gpItemDescObject->usItem != MONEY ) { UpdateAttachmentTooltips(pObject, ubStatusIndex); } else { memset( &gRemoveMoney, 0, sizeof( REMOVE_MONEY ) ); gRemoveMoney.uiTotalAmount = (*gpItemDescObject)[0]->data.money.uiMoneyAmount; gRemoveMoney.uiMoneyRemaining = (*gpItemDescObject)[0]->data.money.uiMoneyAmount; gRemoveMoney.uiMoneyRemoving = 0; // Load graphic VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\info_bil.sti" ); CHECKF( AddVideoObject( &VObjectDesc, &guiMoneyGraphicsForDescBox) ); //Create buttons for the money // if (guiCurrentScreen == MAP_SCREEN ) if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { guiMoneyButtonImage = LoadButtonImage("INTERFACE\\Info_bil.sti", -1,1,-1,2,-1 ); for(cnt=0; cnt 0) { if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { giMapInvDescTabButtonImage= LoadButtonImage( "INTERFACE\\iteminfotabbutton.sti" ,-1,0,-1,1,-1 ); } else { giInvDescTabButtonImage= LoadButtonImage( "INTERFACE\\iteminfotacticaltabbutton.sti" ,-1,0,-1,1,-1 ); } for (cnt = 0; cnt < 3; cnt++) { if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { giInvDescTabButton[cnt] = CreateIconAndTextButton( giMapInvDescTabButtonImage, gzItemDescTabButtonText[cnt], BLOCKFONT2, 5, DEFAULT_SHADOW, 5, DEFAULT_SHADOW, TEXT_CJUSTIFIED, (UINT16)( gsInvDescX + 11 + (cnt*77) ), (UINT16)( gsInvDescY + 92 + sNASYCorrection( pObject ) ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescTabButtonCallback ); } else { // NAS-specific offset to these buttons INT16 sNASOffsetX; if (UseNASDesc( pObject )) { sNASOffsetX = 62; } else { sNASOffsetX = 0; } giInvDescTabButton[cnt] = CreateIconAndTextButton( giInvDescTabButtonImage, gzItemDescTabButtonShortText[cnt], BLOCKFONT2, 5, DEFAULT_SHADOW, 5, DEFAULT_SHADOW, TEXT_CJUSTIFIED, (UINT16)( gsInvDescX + 200 + sNASOffsetX ), (UINT16)( gsInvDescY + 4 + (cnt*63) ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescTabButtonCallback ); } //giInvDescTabButton[cnt] = QuickCreateButton( giMapInvDescTabButtonImage, (UINT16)( gsInvDescX + 11 + (cnt*77) ), (UINT16)( gsInvDescY + 92 ), // BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, // DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescTabButtonCallback ); MSYS_SetBtnUserData( giInvDescTabButton[cnt], 0, cnt); SetButtonFastHelpText( giInvDescTabButton[ cnt ], gzUDBButtonTooltipText[ cnt ] ); } // Toggle on the button that corresponds to our selected tab. ItemDescTabButtonOn( gubDescBoxPage ); } // HEADROCK HAM 4: Up/Down Arrow Buttons for Advanced tab. if (UsingEDBSystem() > 0) { INT16 sButtonLocationX; INT16 sButtonLocationY1; INT16 sButtonLocationY2; if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { // NAS and NON-NAS uses the same basic coordinates - adds Y Offset as necessary through the NAS-related // adjustment function. sButtonLocationX = 224; sButtonLocationY1 = 118; sButtonLocationY2 = 295; } else { // NAS pushes everything 62 pixels right. if (UseNASDesc(pObject)) { sButtonLocationX = 510; sButtonLocationY1 = 5; sButtonLocationY2 = 175; } else { sButtonLocationX = 448; sButtonLocationY1 = 5; sButtonLocationY2 = 175; } } /////////// Up Button giInvDescAdvButtonUpImage= LoadButtonImage( "INTERFACE\\iteminfoadvancedbutton.sti" ,-1,0,-1,2,-1 ); giInvDescAdvButton[0] = QuickCreateButton( giInvDescAdvButtonUpImage, (UINT16)( gsInvDescX + sButtonLocationX ), (UINT16)( gsInvDescY + sButtonLocationY1 + sNASYCorrection( pObject ) ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescAdvButtonCallback ); MSYS_SetBtnUserData( giInvDescAdvButton[0], 0, 0); ////////// Down Button giInvDescAdvButtonDownImage= LoadButtonImage( "INTERFACE\\iteminfoadvancedbutton.sti" ,-1,1,-1,3,-1 ); giInvDescAdvButton[1] = QuickCreateButton( giInvDescAdvButtonDownImage, (UINT16)( gsInvDescX + sButtonLocationX ), (UINT16)( gsInvDescY + sButtonLocationY2 + sNASYCorrection( pObject ) ), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescAdvButtonCallback ); MSYS_SetBtnUserData( giInvDescAdvButton[1], 0, 1); // Hide both buttons. They'll be shown if required. HideButton( giInvDescAdvButton[0] ); HideButton( giInvDescAdvButton[1] ); } fInterfacePanelDirty = DIRTYLEVEL2; gfInItemDescBox = TRUE; CHECKF( ReloadItemDesc( ) ); if ( gpItemPointer ) { gpAttachSoldier = gpItemPointerSoldier; } else { gpAttachSoldier = pSoldier; } //CHRISL: Instead of using attachments on item 0, use attachments on item we right clicked on using ubStatusIndex // store attachments that item originally had gOriginalAttachments = (*pObject)[ubStatusIndex]->attachments; if ( (gpItemPointer != NULL) && (gfItemDescHelpTextOffset == FALSE) && (CheckFact( FACT_ATTACHED_ITEM_BEFORE, 0 ) == FALSE) ) { // set up help text for attachments for ( cnt = 0; cnt < NUM_INV_HELPTEXT_ENTRIES; cnt++ ) { gItemDescHelpText.iXPosition[ cnt ] += gsInvDescX; gItemDescHelpText.iYPosition[ cnt ] += gsInvDescY; } // if ( !(Item[ pObject->usItem ].fFlags & ITEM_HIDDEN_ADDON) && ( ValidAttachment( gpItemPointer->usItem, pObject->usItem ) || ValidLaunchable( gpItemPointer->usItem, pObject->usItem ) || ValidMerge( gpItemPointer->usItem, pObject->usItem ) ) ) if ( !(Item[ pObject->usItem ].hiddenaddon ) && ( ValidAttachment( gpItemPointer->usItem, pObject ) || ValidLaunchable( gpItemPointer->usItem, pObject->usItem ) || ValidMerge( gpItemPointer->usItem, pObject->usItem ) ) ) { SetUpFastHelpListRegions( gItemDescHelpText.iXPosition, gItemDescHelpText.iYPosition, gItemDescHelpText.iWidth, gItemDescHelpText.sString1, NUM_INV_HELPTEXT_ENTRIES ); } else { SetUpFastHelpListRegions( gItemDescHelpText.iXPosition, gItemDescHelpText.iYPosition, gItemDescHelpText.iWidth, gItemDescHelpText.sString2, NUM_INV_HELPTEXT_ENTRIES ); } StartShowingInterfaceFastHelpText(); SetFactTrue( FACT_ATTACHED_ITEM_BEFORE ); gfItemDescHelpTextOffset = TRUE; } return( TRUE ); } //CHRISL: This function is designed to recreate the attachment tooltips void UpdateAttachmentTooltips(OBJECTTYPE *pObject, UINT8 ubStatusIndex) { UINT32 slotCount = 0; //WarmSteel - Copied most of this from bobby rays attachment listing. No need to reinvent the wheel. BOOLEAN fAttachmentsFound = FALSE; // Contains entire string of attachment names CHAR16 attachStr[2500]; // Contains current attachment string CHAR16 attachStr2[200]; // Contains temporary attachment list before added to string constant from text.h CHAR16 attachStr3[2500]; UINT16 usAttachment; std::vector attachList, parseList; std::vector usAttachmentSlotIndexVector = GetItemSlots(pObject); UINT64 point = GetAvailableAttachmentPoint(pObject, 0); //Madd: Common Attachment Framework //start by deleting the currently defined regions if they exist //BOB : also, clean up the popup boxes (in case they're still around) // and init them to NULL in case they contain garbage for (INT32 cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ ) { if( gItemDescAttachmentRegions[cnt].IDNumber != 0 ) MSYS_RemoveRegion( &gItemDescAttachmentRegions[cnt]); if( gItemDescAttachmentPopupsInitialized && gItemDescAttachmentPopups[cnt] != NULL ){ delete(gItemDescAttachmentPopups[cnt]); } gItemDescAttachmentPopups[cnt] = NULL; } gItemDescAttachmentPopupsInitialized = TRUE; //now, create new regions for (slotCount = 0; ;++slotCount ) { //stopping conditions, not inside the for loop because it is different depending on the attachment system. if (UsingNewAttachmentSystem()==true) { if(slotCount >= usAttachmentSlotIndexVector.size()) break; } else { if(slotCount >= OLD_MAX_ATTACHMENTS_101) break; } //Empty those Strings swprintf( attachStr, L"" ); swprintf( attachStr2, L"" ); swprintf( attachStr3, L"" ); fAttachmentsFound = FALSE; //Madd: if the slot is hidden, don't bother doing any of this if ( gItemDescAttachmentsXY[slotCount].sHeight > 0 && gItemDescAttachmentsXY[slotCount].sWidth > 0 ) { // Build a mouse region here that is over any others..... //if (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) MSYS_DefineRegion( &gItemDescAttachmentRegions[slotCount], (INT16)(gsInvDescX + gItemDescAttachmentsXY[slotCount].sX), (INT16)(gsInvDescY + gItemDescAttachmentsXY[slotCount].sY), (INT16)(gsInvDescX + gItemDescAttachmentsXY[slotCount].sX + gItemDescAttachmentsXY[slotCount].sWidth), (INT16)(gsInvDescY + gItemDescAttachmentsXY[slotCount].sY + gItemDescAttachmentsXY[slotCount].sHeight), MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescAttachmentsCallback ); else MSYS_DefineRegion( &gItemDescAttachmentRegions[slotCount], (INT16)(gsInvDescX + gItemDescAttachmentsXY[slotCount].sX), (INT16)(gsInvDescY + gItemDescAttachmentsXY[slotCount].sY), (INT16)(gsInvDescX + gItemDescAttachmentsXY[slotCount].sX + gItemDescAttachmentsXY[slotCount].sBarDx + gItemDescAttachmentsXY[slotCount].sWidth), (INT16)(gsInvDescY + gItemDescAttachmentsXY[slotCount].sY + gItemDescAttachmentsXY[slotCount].sHeight), MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescAttachmentsCallback ); // Add region MSYS_AddRegion( &gItemDescAttachmentRegions[slotCount]); MSYS_SetRegionUserData( &gItemDescAttachmentRegions[slotCount], 0, slotCount ); //CHRISL: Include the ubStatusIndex in the region information so we know which object in a stack we're looking at MSYS_SetRegionUserData( &gItemDescAttachmentRegions[slotCount], 1, ubStatusIndex ); // CHRISL: Instead of looking at object 0, let's look at the object we actually right clicked on using ubStatusIndex OBJECTTYPE* pAttachment = (*pObject)[ubStatusIndex]->GetAttachmentAtIndex(slotCount); if (pAttachment->exists()) { SetRegionFastHelpText( &(gItemDescAttachmentRegions[ slotCount ]), ItemNames[ pAttachment->usItem ] ); } else if (UsingNewAttachmentSystem()==true && !usAttachmentSlotIndexVector.empty()) { UINT16 usLoopSlotID = usAttachmentSlotIndexVector[slotCount]; attachList.clear(); //Print all attachments that fit on this item. for(UINT16 usLoop = 0; usLoop < MAXATTACHMENTS; usLoop++) { //We no longer find valid attachments from AttachmentSlots.xml so we need to work a bit harder to get our list usAttachment = 0; //Madd: Common Attachment Framework if (Item[usLoop].nasAttachmentClass & AttachmentSlots[usLoopSlotID].nasAttachmentClass && IsAttachmentPointAvailable(point, usLoop, TRUE)) { usAttachment = usLoop; if( !Item[usAttachment].hiddenaddon && !Item[usAttachment].hiddenattachment && ItemIsLegal(usAttachment)) { bool exists = false; for (UINT32 i = 0; i < attachList.size(); i++) { if ( attachList[i] == usAttachment ) { exists = true; break; } } if (!exists) attachList.push_back(usAttachment); } } usAttachment = 0; if(Attachment[usLoop][1] == pObject->usItem && AttachmentSlots[usLoopSlotID].nasAttachmentClass & Item[Attachment[usLoop][0]].nasAttachmentClass) { //search primary item attachments.xml usAttachment = Attachment[usLoop][0]; } else if(Launchable[usLoop][1] == pObject->usItem && AttachmentSlots[usLoopSlotID].nasAttachmentClass & Item[Launchable[usLoop][0]].nasAttachmentClass) { //search primary item launchables.xml usAttachment = Launchable[usLoop][0]; } else { //search for attachments/launchables made valid by other attachments for(UINT8 x=0; x<(*pObject)[ubStatusIndex]->attachments.size(); x++) { OBJECTTYPE* pAttachment2 = (*pObject)[ubStatusIndex]->GetAttachmentAtIndex(x); if(pAttachment2->exists()) { if(Attachment[usLoop][1] == pAttachment2->usItem && AttachmentSlots[usLoopSlotID].nasAttachmentClass & Item[Attachment[usLoop][0]].nasAttachmentClass) usAttachment = Attachment[usLoop][0]; else if(Launchable[usLoop][1] == pAttachment2->usItem && AttachmentSlots[usLoopSlotID].nasAttachmentClass & Item[Launchable[usLoop][0]].nasAttachmentClass) usAttachment = Launchable[usLoop][0]; } } } if(Attachment[usLoop][0] == 0 && Launchable[usLoop][0] == 0 && Item[usLoop].usItemClass == 0) break; if( usAttachment > 0 && !Item[usAttachment].hiddenaddon && !Item[usAttachment].hiddenattachment && ItemIsLegal(usAttachment)) { bool exists = false; for (UINT32 i = 0; i < attachList.size(); i++) { if ( attachList[i] == usAttachment ) { exists = true; break; } } if (!exists) attachList.push_back(usAttachment); } } if(attachList.size()>0){ parseList = attachList; for(std::vector::iterator pIter=parseList.begin(); pIter != parseList.end(); ++pIter){ BOOLEAN fDuplicate = FALSE; for(std::vector::iterator aIter=attachList.begin(); aIter != attachList.end();){ UINT16 pi = *pIter; UINT16 ai = *aIter; if(pi == ai && !fDuplicate){ fDuplicate = TRUE; ++aIter; continue; } else if(pi == ai && fDuplicate){ aIter = attachList.erase(aIter); continue; } else { ++aIter; } } } } BOOLEAN showAttachmentPopups = FALSE; if( guiCurrentItemDescriptionScreen == MAP_SCREEN && fShowMapInventoryPool && ( (Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX == sSelMapX ) && ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY == sSelMapY ) && ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ == iCurrentMapSectorZ ) ) && CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) ) { showAttachmentPopups = TRUE; } // create quick attachment popup boxes here if (showAttachmentPopups) { gItemDescAttachmentPopups[slotCount] = new POPUP("Attachment list"); // init attachment popup for this slot UINT8 thisPopupsPositionType; if ( gsInvDescX + gItemDescAttachmentsXY[slotCount].sX < 170 && gsInvDescY + gItemDescAttachmentsXY[slotCount].sY < 180 ){ thisPopupsPositionType = POPUP_POSITION_TOP_LEFT; } else if ( gsInvDescX + gItemDescAttachmentsXY[slotCount].sX > 170 && gsInvDescY + gItemDescAttachmentsXY[slotCount].sY < 180 ){ thisPopupsPositionType = POPUP_POSITION_TOP_RIGHT; } else if ( gsInvDescX + gItemDescAttachmentsXY[slotCount].sX > 170 && gsInvDescY + gItemDescAttachmentsXY[slotCount].sY > 180 ){ thisPopupsPositionType = POPUP_POSITION_BOTTOM_RIGHT; } else if ( gsInvDescX + gItemDescAttachmentsXY[slotCount].sX < 170 && gsInvDescY + gItemDescAttachmentsXY[slotCount].sY > 180 ){ thisPopupsPositionType = POPUP_POSITION_BOTTOM_LEFT; } else { thisPopupsPositionType = POPUP_POSITION_TOP_LEFT; } gItemDescAttachmentPopups[slotCount]->setPosition( (gsInvDescX + gItemDescAttachmentsXY[slotCount].sX) + 12 , /* Put it near the current slot */ (gsInvDescY + gItemDescAttachmentsXY[slotCount].sY) + 32 , thisPopupsPositionType ); // the show callback should redraw the description box (in case we had any helptext and close other attachment popups) gItemDescAttachmentPopups[slotCount]->setCallback( POPUP_CALLBACK_SHOW, new popupCallbackFunction( &hideOtherAttachmentPopups, usAttachmentSlotIndexVector.size() ) ); // the hide callback tells the program we're no longer displaying an attachment callback gItemDescAttachmentPopups[slotCount]->setCallback( POPUP_CALLBACK_HIDE, new popupCallbackFunction( &hideAttachmentPopup ) ); } for(UINT16 loop = 0; loop < attachList.size(); loop++){ usAttachment = attachList[loop]; // If the attachment is not hidden if (usAttachment > 0 && !Item[ usAttachment ].hiddenaddon && !Item[ usAttachment ].hiddenattachment) { if (wcslen( attachStr3 ) + wcslen(Item[usAttachment].szItemName) > 3600) { // End list early to avoid overflow wcscat( attachStr3, L"\n..." ); break; } else {// Add the attachment's name to the list. fAttachmentsFound = TRUE; swprintf( attachStr2, L"\n%s", Item[ usAttachment ].szItemName ); wcscat( attachStr3, attachStr2); } if (showAttachmentPopups) { // add the current attachment to the popup assigned to this attachment slot POPUP_OPTION * o = new POPUP_OPTION( &std::wstring( Item[ usAttachment ].szItemName ), new popupCallbackFunction(&popupCallbackItem,usAttachment)); // set an availiability callback to gray out any compatible attachments not found in this sector o->setAvail( new popupCallbackFunction(&popupCallbackItemInSector,usAttachment) ); if (loop == 11 && attachList.size() > 11){ // if there's too much stuff to list, we create a subpopup for the rest gItemDescAttachmentPopups[slotCount]->addSubMenuOption( &std::wstring(L"More...") ); POPUP_SUB_POPUP_OPTION * tmp = gItemDescAttachmentPopups[slotCount]->getSubPopupOption(0); // positioning sub popups is handled through the option that holds them tmp->setPopupPosition( (gsInvDescX + gItemDescAttachmentsXY[slotCount].sX), (gsInvDescY + gItemDescAttachmentsXY[slotCount].sY) + 32 , POPUP_POSITION_TOP_RIGHT); // put it to the right of the main box // hide the other box too // note that we're working with the sub popup options's sub-popup here, not the option itself tmp->subPopup->setCallback( POPUP_CALLBACK_HIDE, new popupCallbackFunction( &hideOtherAttachmentPopups, usAttachmentSlotIndexVector.size() ) ); // finally add the option tmp->subPopup->addOption(*o); } else if (loop > 11){ // add surplus options to the subpopup gItemDescAttachmentPopups[slotCount]->getSubPopupOption(0)->subPopup->addOption(*o); } else { // options 0-11 go into the main popup gItemDescAttachmentPopups[slotCount]->addOption(*o); } } } } if (fAttachmentsFound) { // Add extra empty line and attachment list title swprintf( attachStr, L"%s:\n ", Message[ STR_ATTACHMENTS ] ); // Print the attachments wcscat( attachStr, attachStr3 ); } else if(usLoopSlotID != 0) { swprintf( attachStr2, L"\n%s", AttachmentSlots[usLoopSlotID].szSlotName ); wcscat( attachStr, attachStr2); } else { wcscat( attachStr, Message[ STR_ATTACHMENTS ] ); } SetRegionFastHelpText( &(gItemDescAttachmentRegions[ slotCount ]), attachStr ); } else { SetRegionFastHelpText( &(gItemDescAttachmentRegions[ slotCount ]), Message[ STR_ATTACHMENTS ] ); } SetRegionHelpEndCallback( &(gItemDescAttachmentRegions[ slotCount ]), HelpTextDoneCallback ); } } } BOOLEAN ReloadItemDesc( ) { if ( !LoadTileGraphicForItem( &(Item[ gpItemDescObject->usItem ]), &guiItemGraphic ) ) { return( FALSE ); } // // Load name, desc // //if the player is extracting money from the players account, use a different item name and description if( gfAddingMoneyToMercFromPlayersAccount && gpItemDescObject->usItem == MONEY ) { if ( !LoadItemInfo( MONEY_FOR_PLAYERS_ACCOUNT, gzItemName, gzItemDesc ) ) { return( FALSE ); } } else { if ( !LoadItemInfo( gpItemDescObject->usItem, gzItemName, gzItemDesc ) ) { return( FALSE ); } } /* if (Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON) { // load item pros and cons if ( !LoadItemProsAndCons( gpItemDescObject->usItem, gzItemPros, gzItemCons ) ) { return( FALSE ); } } else { wcscpy( gzItemPros, L"" ); wcscpy( gzItemCons, L"" ); } */ return( TRUE ); } void RenderBulletIcon(OBJECTTYPE *pObject, UINT32 ubStatusIndex) { CHAR16 pStr[10]; CHAR8 ubString[48]; if(pObject->exists() == false) return; if(!gfInItemDescBox) return; if ( GetMagSize(pObject) <= 99 ) swprintf( pStr, L"%d/%d", (*pObject)[ubStatusIndex]->data.gun.ubGunShotsLeft, GetMagSize(pObject)); else swprintf( pStr, L"%d", (*pObject)[ubStatusIndex]->data.gun.ubGunShotsLeft ); FilenameForBPP("INTERFACE\\infobox.sti", ubString); SpecifyButtonText( giItemDescAmmoButton, pStr ); } void ItemDescAmmoCallback(GUI_BUTTON *btn,INT32 reason) { static BOOLEAN fRightDown = FALSE; UINT32 ubStatusIndex = MSYS_GetBtnUserData( btn, 1 ); /* region gets disabled in SKI for shopkeeper boxes. It now works normally for merc's inventory boxes! //if we are currently in the shopkeeper interface, return; if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); return; } */ if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { fRightDown = TRUE; gfItemAmmoDown = TRUE; btn->uiFlags |= BUTTON_CLICKED_ON; } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP && fRightDown ) { fRightDown = FALSE; gfItemAmmoDown = FALSE; //CHRISL: We dont' want to be able to reload guns using the ammo crate from this function if(gpItemPointer != NULL && Magazine[Item[gpItemPointer->usItem].ubClassIndex].ubMagType >= AMMO_BOX) { fInterfacePanelDirty = DIRTYLEVEL2; btn->uiFlags &= (~BUTTON_CLICKED_ON ); return; } if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { //if ( gpItemPointer == NULL && EmptyWeaponMagazine( gpItemDescObject, &gItemPointer, ubStatusIndex ) ) EmptyWeaponMagazine( gpItemDescObject, &gTempObject, ubStatusIndex ); if(gpItemPointer == NULL) { //not holding anything if(gTempObject.exists() == true) { gTempObject.MoveThisObjectTo(gItemPointer); gpItemPointer = &gItemPointer; } } else { //holding an item if(Magazine[Item[gpItemPointer->usItem].ubClassIndex].ubCalibre == Weapon[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre) { ReloadGun(gpItemDescSoldier, gpItemDescObject, gpItemPointer, ubStatusIndex); } if(gpItemPointer->ubNumberOfObjects == 0) { // nothing left in cursor gTempObject.MoveThisObjectTo(gItemPointer); gpItemPointer = &gItemPointer; if(gpItemPointer->ubNumberOfObjects == 0) { // delete object if nothing left MAPEndItemPointer( ); } } else { // still holding someting so drop the clip we just pulled from the weapon // start by searching merc for a place to put the clip if(AutoPlaceObject(gpItemDescSoldier, &gTempObject, TRUE) == FALSE) { // couldn't find a place on the merc, so drop into the sector AutoPlaceObjectToWorld(gpItemDescSoldier, &gTempObject); /*if(fShowMapInventoryPool) //sector inventory panel is open { AutoPlaceObjectInInventoryStash(&gTempObject, gpItemDescSoldier->sGridNo); fMapPanelDirty = TRUE; } else //sector inventory panel is closed { AddItemToPool(gpItemDescSoldier->sGridNo, &gTempObject, 1, gpItemDescSoldier->pathing.bLevel, WORLD_ITEM_REACHABLE, 0); }*/ } } } // OK, END the description box //fItemDescDelete = TRUE; fInterfacePanelDirty = DIRTYLEVEL2; gpItemPointerSoldier = gpItemDescSoldier; RenderBulletIcon(gpItemDescObject, ubStatusIndex); // Set mouse if(gpItemPointer->exists() == true) { guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum; MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR ); MSYS_SetCurrentCursor( EXTERN_CURSOR ); fMapInventoryItem=TRUE; fTeamPanelDirty=TRUE; } } else { // Set pointer to item EmptyWeaponMagazine( gpItemDescObject, &gTempObject, ubStatusIndex ); if(gpItemPointer == NULL) { //not holding anything if(gTempObject.exists() == true) { gTempObject.MoveThisObjectTo(gItemPointer); gpItemPointer = &gItemPointer; } } else { //holding an item if(Magazine[Item[gpItemPointer->usItem].ubClassIndex].ubCalibre == Weapon[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre) { ReloadGun(gpItemDescSoldier, gpItemDescObject, gpItemPointer); } if(gpItemPointer->ubNumberOfObjects == 0) { // nothing left in cursor gTempObject.MoveThisObjectTo(gItemPointer); gpItemPointer = &gItemPointer; if(gpItemPointer->ubNumberOfObjects == 0) { // delete object if nothing left EndItemPointer( ); } } else { // still holding someting so drop the clip we just pulled from the weapon // start by searching merc for a place to put the clip if(AutoPlaceObject(gpItemDescSoldier, &gTempObject, TRUE) == FALSE) { AddItemToPool(gpItemDescSoldier->sGridNo, &gTempObject, 1, gpItemDescSoldier->pathing.bLevel, WORLD_ITEM_REACHABLE, 0); } } } gpItemPointerSoldier = gpItemDescSoldier; // if in SKI, load item into SKI's item pointer if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { // pick up bullets from weapon into cursor (don't try to sell) BeginSkiItemPointer( PLAYERS_INVENTORY, -1, FALSE ); } // OK, END the description box //fItemDescDelete = TRUE; fInterfacePanelDirty = DIRTYLEVEL2; RenderBulletIcon(gpItemDescObject, ubStatusIndex); fItemDescDelete = TRUE; } btn->uiFlags &= (~BUTTON_CLICKED_ON ); } } //CHRISL: We need to know which item in the stack we're working with. void DoAttachment( UINT8 subObject, INT32 iItemPos ) { if ( gpItemDescObject->AttachObject( gpItemDescSoldier, gpItemPointer, TRUE, subObject, iItemPos) ) { if (gpItemPointer->exists() == false) { // attachment attached, merge item consumed, etc if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) { MAPEndItemPointer( ); } else { // End Item pickup gpItemPointer = NULL; EnableSMPanelButtons( TRUE , TRUE ); MSYS_ChangeRegionCursor( &gSMPanelRegion , CURSOR_NORMAL ); SetCurrentCursorFromDatabase( CURSOR_NORMAL ); //if we are currently in the shopkeeper interface if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { //Clear out the moving cursor gMoveingItem.initialize(); //change the curosr back to the normal one SetSkiCursor( CURSOR_NORMAL ); } } } if ( gpItemDescObject->exists() == false ) { // close desc panel panel DeleteItemDescriptionBox(); } //Dirty interface fInterfacePanelDirty = DIRTYLEVEL2; ReloadItemDesc( ); } // re-evaluate repairs gfReEvaluateEveryonesNothingToDo = TRUE; } void PermanantAttachmentMessageBoxCallBack( UINT8 ubExitValue ) { if ( ubExitValue == MSG_BOX_RETURN_YES ) { DoAttachment(gbMessageBoxSubObject, iItemPosition); } gbMessageBoxSubObject = 0; // else do nothing } void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason ) { UINT32 uiItemPos, ubStatusIndex; static BOOLEAN fRightDown = FALSE; if ( gfItemDescObjectIsAttachment || !gpItemDescObject->exists() ) { // screen out completely return; } uiItemPos = MSYS_GetRegionUserData( pRegion, 0 ); ubStatusIndex = MSYS_GetRegionUserData( pRegion, 1 ); OBJECTTYPE* pAttachment = (*gpItemDescObject)[ubStatusIndex]->GetAttachmentAtIndex(uiItemPos); if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP) { // if the item being described belongs to a shopkeeper, ignore attempts to pick it up / replace it if( ( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) && ( pShopKeeperItemDescObject != NULL ) ) { return; } // Try to place attachment if something is in our hand // require as many APs as to reload if ( gpItemPointer != NULL ) { // nb pointer could be NULL because of inventory manipulation in mapscreen from sector inv if ( !gpItemPointerSoldier || EnoughPoints( gpItemPointerSoldier, AttachmentAPCost( gpItemPointer->usItem, gpItemDescObject, gpItemPointerSoldier ), 0, TRUE ) ) { // if ( (Item[ gpItemPointer->usItem ].fFlags & ITEM_INSEPARABLE) && ValidAttachment( gpItemPointer->usItem, gpItemDescObject->usItem ) ) if ( (Item[ gpItemPointer->usItem ].inseparable == 1) && ValidAttachment( gpItemPointer->usItem, gpItemDescObject ) ) { iItemPosition = uiItemPos; gbMessageBoxSubObject = (UINT8)ubStatusIndex; DoScreenIndependantMessageBox( Message[ STR_PERMANENT_ATTACHMENT ], ( UINT8 )MSG_BOX_FLAG_YESNO, PermanantAttachmentMessageBoxCallBack ); return; } DoAttachment((UINT8)ubStatusIndex, uiItemPos); if(gpItemPointer->exists()){ if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { // Set mouse guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum; MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR ); MSYS_SetCurrentCursor( EXTERN_CURSOR ); fMapInventoryItem=TRUE; fTeamPanelDirty=TRUE; } //Dirty interface fInterfacePanelDirty = DIRTYLEVEL2; // re-evaluate repairs gfReEvaluateEveryonesNothingToDo = TRUE; UpdateItemHatches(); } if(gpItemDescObject != NULL) { InitDescStatCoords(gpItemDescObject); UpdateAttachmentTooltips(gpItemDescObject, ubStatusIndex); InternalInitEDBTooltipRegion(gpItemDescObject, guiCurrentItemDescriptionScreen); } } } else { // ATE: Make sure we have enough AP's to drop it if we pick it up! if ( pAttachment->exists() && EnoughPoints( gpItemDescSoldier, ( AttachmentAPCost( pAttachment->usItem, gpItemDescObject, gpItemPointerSoldier ) + APBPConstants[AP_PICKUP_ITEM] ), 0, TRUE ) ) { // Get attachment if there is one // The follwing function will handle if no attachment is here if ( gpItemDescObject->RemoveAttachment( pAttachment, &gItemPointer, ubStatusIndex, gpItemDescSoldier ) ) { gpItemPointer = &gItemPointer; gpItemPointerSoldier = gpItemDescSoldier; if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { // Set mouse guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum; MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR ); MSYS_SetCurrentCursor( EXTERN_CURSOR ); fMapInventoryItem=TRUE; fTeamPanelDirty=TRUE; } //if we are currently in the shopkeeper interface else if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { // pick up attachment from item into cursor (don't try to sell) BeginSkiItemPointer( PLAYERS_INVENTORY, -1, FALSE ); } //Dirty interface fInterfacePanelDirty = DIRTYLEVEL2; // re-evaluate repairs gfReEvaluateEveryonesNothingToDo = TRUE; UpdateItemHatches(); } // BOB : show the quick attachment popup } else if( guiCurrentItemDescriptionScreen == MAP_SCREEN // if we're in the map screen && fShowMapInventoryPool // and are viweing the sector inventory && !pAttachment->exists() // and the clicked attachment slot is empty && gItemDescAttachmentPopupsInitialized && gItemDescAttachmentPopups[uiItemPos] != 0 ) { // and the popup exists // the popup slot that is going to be displayed giActiveAttachmentPopup = uiItemPos; // which slot was this ? No better (simple) way to let the callbacks know. gubPopupStatusIndex = (UINT8)ubStatusIndex; guiPopupItemPos = uiItemPos; return; // and leave before UpdateAttachmentTooltips overwrites the popup } if(gpItemDescObject != NULL) { InitDescStatCoords(gpItemDescObject); UpdateAttachmentTooltips(gpItemDescObject, ubStatusIndex); InternalInitEDBTooltipRegion(gpItemDescObject, guiCurrentItemDescriptionScreen); } } } else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) { fRightDown = TRUE; } else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP && fRightDown ) { fRightDown = FALSE; if ( pAttachment->exists() ) { static OBJECTTYPE Object2; BOOLEAN fShopkeeperItem = FALSE; // remember if this is a shopkeeper's item we're viewing ( pShopKeeperItemDescObject will get nuked on deletion ) if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE && pShopKeeperItemDescObject != NULL ) { fShopkeeperItem = TRUE; } OBJECTTYPE *pTemp = gpItemDescObject; DeleteItemDescriptionBox( ); gpItemDescPrevObject = pTemp; gpItemDescOrigAttachmentObject = pAttachment; Object2 = *pAttachment; gfItemDescObjectIsAttachment = TRUE; InternalInitItemDescriptionBox( &Object2, gsInvDescX, gsInvDescY, 0, gpItemDescSoldier ); if ( fShopkeeperItem ) { pShopKeeperItemDescObject = &Object2; StartSKIDescriptionBox( ); } } } } INT8 DetermineShowBox( ) { INT8 bShowBox = 0; // HEADROCK HAM 4: Function altered for Ultra Description Box if(gpItemDescObject == NULL) return 0; if (iResolution >= _640x480 && iResolution < _800x600) return 0; if(UsingEDBSystem() <= 0) if (guiCurrentItemDescriptionScreen == MAP_SCREEN) if (UseNASDesc( gpItemDescObject) ) return 2; else return 1; else if (UseNASDesc( gpItemDescObject) ) return 1; else return 0; if(UsingNewInventorySystem() == false) //OIV { if (guiCurrentItemDescriptionScreen == MAP_SCREEN) { if (UsingEDBSystem() > 0) { if (Item[gpItemDescObject->usItem].usItemClass & (IC_WEAPON|IC_PUNCH)) { switch (gubDescBoxPage) { case 0: bShowBox = 3; break; case 1: bShowBox = 4; break; case 2: bShowBox = 6; break; } } else { switch (gubDescBoxPage) { case 0: bShowBox = 3; break; case 1: bShowBox = 5; break; case 2: bShowBox = 6; break; } } } else { if (UseNASDesc( gpItemDescObject) ) bShowBox = 2; else bShowBox = 1; } } else return 0; // Tactical OIV no longer enables UDB. It always defaults to ODB. } else if(UsingNewInventorySystem() == true) //NIV { if (Item[gpItemDescObject->usItem].usItemClass & (IC_WEAPON|IC_PUNCH) && UsingEDBSystem() > 0 ) { if (guiCurrentItemDescriptionScreen == MAP_SCREEN) { switch (gubDescBoxPage) { case 0: bShowBox = 3; break; case 1: bShowBox = 4; break; case 2: bShowBox = 6; break; } } else { switch (gubDescBoxPage) { case 0: bShowBox = 2; break; case 1: bShowBox = 3; break; case 2: bShowBox = 5; break; } } } else if (UsingEDBSystem() > 0) { if (guiCurrentItemDescriptionScreen == MAP_SCREEN) { switch (gubDescBoxPage) { case 0: bShowBox = 3; break; case 1: bShowBox = 5; break; case 2: bShowBox = 6; break; } } else { switch (gubDescBoxPage) { case 0: bShowBox = 2; break; case 1: bShowBox = 4; break; case 2: bShowBox = 5; break; } } } else if (UseNASDesc( gpItemDescObject) ) bShowBox = 2; else bShowBox = 1; } if (UsingEDBSystem() > 0 && UseNASDesc( gpItemDescObject )) { bShowBox += 4; } return bShowBox; } // HEADROCK HAM 4: This picks an LBE picture to be displayed on top of the description box when necessary. INT8 DetermineShowLBE( ) { if(gpItemDescObject == NULL) return -1; if (iResolution >= _640x480 && iResolution < _800x600) return -1; if(!UsingNewInventorySystem()) { return -1; } else { if(!(gpItemDescObject->IsActiveLBE(gubItemDescStatusIndex) || Item[gpItemDescObject->usItem].usItemClass == IC_LBEGEAR)) { return -1; } else { if(gpItemDescObject->IsActiveLBE(gubItemDescStatusIndex)) return (gpItemDescObject->GetLBEPointer(gubItemDescStatusIndex)->lbeClass - 1); else if(Item[gpItemDescObject->usItem].usItemClass == IC_LBEGEAR) return (LoadBearingEquipment[Item[gpItemDescObject->usItem].ubClassIndex].lbeClass - 1); else return -1; } } } // HEADROCK HAM 4: Function to get the number of the item condition string UINT8 GetConditionString( UINT8 ubStatus, UINT8 *ubFontColor ) { if (ubStatus > 99) { *ubFontColor = FONT_WHITE; return 0; } else if (ubStatus >= 95 && ubStatus <= 99) { *ubFontColor = FONT_LTGREEN; return 1; } else if (ubStatus >= 80 && ubStatus <= 94) { *ubFontColor = FONT_GREEN; return 2; } else if (ubStatus >= 60 && ubStatus <= 79) { *ubFontColor = FONT_YELLOW; return 3; } else if (ubStatus >= 40 && ubStatus <= 59) { *ubFontColor = FONT_ORANGE; return 4; } else if (ubStatus >= 10 && ubStatus <= 39) { *ubFontColor = FONT_RED; return 5; } else if (ubStatus < 10) { *ubFontColor = FONT_DKRED; return 6; } // Default else { return 0; } } void RenderItemDescriptionBox( ) { ETRLEObject *pTrav; UINT32 usHeight, usWidth; INT32 sOffsetX, sOffsetY; INT16 sCenX, sCenY, sStrX; HVOBJECT hVObject; CHAR16 sTempString[ 128 ]; UINT16 uiStringLength; static CHAR16 pStr[ 100 ]; INT32 cnt; FLOAT fWeight; INT16 usX, usY; INT16 ubAttackAPs; INT16 sProsConsIndent; INT8 showBox = DetermineShowBox(); INT8 showLBE = DetermineShowLBE(); std::vector usAttachmentSlotIndexVector = GetItemSlots(gpItemDescObject, gubItemDescStatusIndex); int status = 0; int shotsLeft = 0; if (gpItemDescObject && gubItemDescStatusIndex < gpItemDescObject->ubNumberOfObjects) { status = (*gpItemDescObject)[ gubItemDescStatusIndex ]->data.objectStatus; shotsLeft = (*gpItemDescObject)[ gubItemDescStatusIndex ]->data.ubShotsLeft; } if( gfInItemDescBox ) { // TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER! GetVideoObject( &hVObject, guiItemGraphic ); if(hVObject->ubBitDepth == 8) { pTrav = &(hVObject->pETRLEObject[ 0 ] ); usHeight = (UINT32)pTrav->usHeight; usWidth = (UINT32)pTrav->usWidth; sOffsetX = (INT32)pTrav->sOffsetX; sOffsetY = (INT32)pTrav->sOffsetY; } else if(hVObject->ubBitDepth == 16 && hVObject->p16BPPObject) { usHeight = hVObject->p16BPPObject->usHeight; usWidth = hVObject->p16BPPObject->usWidth; sOffsetX = hVObject->p16BPPObject->sOffsetX; sOffsetY = hVObject->p16BPPObject->sOffsetY; } else if(hVObject->ubBitDepth == 32) { usHeight = hVObject->p16BPPObject->usHeight; usWidth = hVObject->p16BPPObject->usWidth; sOffsetX = hVObject->p16BPPObject->sOffsetX; sOffsetY = hVObject->p16BPPObject->sOffsetY; } // CENTER IN SLOT! // REMOVE OFFSETS! sCenX = ITEMDESC_ITEM_X + (INT16)( abs( ITEMDESC_ITEM_WIDTH - (double)usWidth ) / 2 ) - sOffsetX; sCenY = ITEMDESC_ITEM_Y + (INT16)( abs( ITEMDESC_ITEM_HEIGHT - (double)usHeight ) / 2 )- sOffsetY; RenderBackpackButtons(DEACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */ if(guiCurrentItemDescriptionScreen == SHOPKEEPER_SCREEN && gGameSettings.fOptions[TOPTION_ENHANCED_DESC_BOX]) EnableDisableShopkeeperButtons(guiCurrentItemDescriptionScreen, DEACTIVATE_BUTTON); if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) BltVideoObjectFromIndex( guiSAVEBUFFER, guiMapItemDescBox, showBox, gsInvDescX, gsInvDescY, VO_BLT_SRCTRANSPARENCY, NULL ); else { if(guiItemDescBoxBackground != 0) { if (iResolution >= _640x480 && iResolution < _800x600) BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemDescBoxBackground, 0, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); else if (iResolution < _1024x768) BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemDescBoxBackground, 1, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); else BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemDescBoxBackground, 2, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); // WANNE: Yes here we want to overlay image! //ShadowNIVPanel(); } BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemDescBox, showBox, gsInvDescX, gsInvDescY, VO_BLT_SRCTRANSPARENCY, NULL ); } //WarmSteel - Draw the attachment slots needed for NAS, read their positions from XML. if(UsingNewAttachmentSystem()==true && UseNASDesc(gpItemDescObject) && !usAttachmentSlotIndexVector.empty()){ for(UINT16 slotCount = 0; slotCount < usAttachmentSlotIndexVector.size(); slotCount++){ //Madd: hide slots if their x or y position is >= 300 if ( AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].usDescPanelPosX <= 300 && AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].usDescPanelPosY <= 300 ) { INT16 sX = gsInvDescX + AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].usDescPanelPosX - 6; //Warmsteel - Retracting a number to account for the status bar. INT16 sY = gsInvDescY + AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].usDescPanelPosY - 1; //WarmSteel - Clear the background rectangle so we can paint it. if ( guiSAVEBUFFER == FRAME_BUFFER ) { InvalidateRegion( sX, sY, (INT16)(sX + 8), (INT16)(sY + 8 ) ); } else { RestoreExternBackgroundRect( sX, sY, 8, 8 ); } if(AttachmentSlots[usAttachmentSlotIndexVector[slotCount]].fBigSlot){ BltVideoObjectFromIndex( guiSAVEBUFFER, guiAttachmentSlot, 1, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); } else { BltVideoObjectFromIndex( guiSAVEBUFFER, guiAttachmentSlot, 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); } } } } //Display the money 'seperating' border if ( gpItemDescObject->usItem == MONEY ) { //Render the money Boxes BltVideoObjectFromIndex( guiSAVEBUFFER, guiMoneyGraphicsForDescBox, 0, (UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[0].x - 1), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[0].y), VO_BLT_SRCTRANSPARENCY, NULL ); } // Display item if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) { BltVideoObjectOutlineShadowFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX - 2, sCenY + 2 ); } BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX, sCenY, VO_BLT_SRCTRANSPARENCY, NULL ); // HEADROCK HAM 5: Superimpose with Transform Icon graphic /* This bit will later be used for manual unjam via transformations. Hopefully. If not, erase it. if (Item[gpItemDescObject->usItem].usItemClass == IC_GUN && (*gpItemDescObject)[0]->data.gun.bGunAmmoStatus < 0 ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiTransformIconGraphic, 0, (ITEMDESC_ITEM_X+ITEMDESC_ITEM_WIDTH)-10, (ITEMDESC_ITEM_Y+ITEMDESC_ITEM_HEIGHT)-5, VO_BLT_SRCTRANSPARENCY, NULL ); } else*/ { for (UINT16 x = 0; x < MAXITEMS; x++) { if (Transform[x].usItem == -1) { break; } if (Transform[x].usItem == gpItemDescObject->usItem) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiTransformIconGraphic, 0, (ITEMDESC_ITEM_X+ITEMDESC_ITEM_WIDTH)-13, (ITEMDESC_ITEM_Y+ITEMDESC_ITEM_HEIGHT)-17, VO_BLT_SRCTRANSPARENCY, NULL ); } } } // Display status DrawItemUIBarEx( gpItemDescObject, gubItemDescStatusIndex, (INT16)ITEMDESC_ITEM_STATUS_X, (INT16)ITEMDESC_ITEM_STATUS_Y, ITEMDESC_ITEM_STATUS_WIDTH, ITEMDESC_ITEM_STATUS_HEIGHT, Get16BPPColor( DESC_STATUS_BAR ), Get16BPPColor( DESC_STATUS_BAR_SHADOW ), TRUE, guiSAVEBUFFER ); // CHRISL: This block will display hatching for inactive LBE pockets // Display LBENODE attached items // if(UsingNewInventorySystem() == true && Item[gpItemDescObject->usItem].usItemClass == IC_LBEGEAR) // { // RenderLBENODEItems( gpItemDescObject, gubItemDescStatusIndex ); // } // HEADROCK HAM 4: First, display LBE Background if(UsingNewInventorySystem() == true && Item[gpItemDescObject->usItem].usItemClass == IC_LBEGEAR && showLBE >= 0) { // Exchange LBE images to conserve space in tactical, as appropriate for the UDB/ODB system used. INT8 showLBEImage = showLBE; if (guiCurrentItemDescriptionScreen != MAP_SCREEN) if (UsingEDBSystem() > 0) showLBEImage += 4; else showLBEImage += 8; // Draw LBE background image // BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemInfoLBEBackground, showLBEImage, gItemDescLBEBackground[showLBE].sLeft, gItemDescLBEBackground[showLBE].sTop, VO_BLT_SRCTRANSPARENCY, NULL ); // Render LBE items RenderLBENODEItems( gpItemDescObject, gubItemDescStatusIndex ); } if (gpItemPointer) { if(UsingNewAttachmentSystem()==true) { //WarmSteel - This hatches out attachment slots one by one, instead of all of em. for(cnt = 0; cnt < (INT32)(*gpItemDescObject)[gubItemDescStatusIndex]->attachments.size(); cnt++) { //if ( ( Item[ gpItemPointer->usItem ].fFlags & ITEM_HIDDEN_ADDON ) || if ( ( Item[ gpItemPointer->usItem ].hiddenaddon ) || ( !ValidItemAttachmentSlot( gpItemDescObject, gpItemPointer->usItem, FALSE, FALSE, gubItemDescStatusIndex, cnt, FALSE, NULL, usAttachmentSlotIndexVector) && !ValidMerge( gpItemPointer->usItem, gpItemDescObject->usItem ) ) ) { //Madd: only if the slot isn't hidden if ( gItemDescAttachmentsXY[ cnt ].sHeight > 0 && gItemDescAttachmentsXY[ cnt ].sWidth > 0 ) { // hatch out this attachment panel DrawHatchOnInventory( guiSAVEBUFFER, (INT16) (gsInvDescX + gItemDescAttachmentsXY[ cnt ].sX), (INT16) (gsInvDescY + gItemDescAttachmentsXY[ cnt ].sY - 2), (INT16)(gItemDescAttachmentsXY[ cnt ].sWidth + gItemDescAttachmentsXY[ cnt ].sBarDx), (INT16) (gItemDescAttachmentsXY[ cnt ].sHeight + 2) ); } } } } else { for(cnt = 0; cnt < OLD_MAX_ATTACHMENTS_101; cnt++) { //if ( ( Item[ gpItemPointer->usItem ].fFlags & ITEM_HIDDEN_ADDON ) || if ( ( Item[ gpItemPointer->usItem ].hiddenaddon ) || ( !ValidItemAttachment( gpItemDescObject, gpItemPointer->usItem, FALSE, FALSE, gubItemDescStatusIndex, usAttachmentSlotIndexVector) && !ValidMerge( gpItemPointer->usItem, gpItemDescObject->usItem ) && !ValidLaunchable( gpItemPointer->usItem, gpItemDescObject->usItem ) ) ) { //Madd: only if the slot isn't hidden if ( gItemDescAttachmentsXY[ cnt ].sHeight > 0 && gItemDescAttachmentsXY[ cnt ].sWidth > 0 ) { // hatch out the attachment panels DrawHatchOnInventory( guiSAVEBUFFER, (INT16) (gsInvDescX + gItemDescAttachmentsXY[ cnt ].sX), (INT16) (gsInvDescY + gItemDescAttachmentsXY[ cnt ].sY - 2), (INT16)(gItemDescAttachmentsXY[ cnt ].sWidth + gItemDescAttachmentsXY[ cnt ].sBarDx), (INT16) (gItemDescAttachmentsXY[ cnt ].sHeight + 2) ); } } } } } // Display attachments cnt = 0; for (attachmentList::iterator iter = (*gpItemDescObject)[gubItemDescStatusIndex]->attachments.begin(); iter != (*gpItemDescObject)[gubItemDescStatusIndex]->attachments.end(); ++iter, ++cnt) { //Madd: again, only do this if the slot isn't hidden if( iter->exists() && gItemDescAttachmentsXY[cnt].sHeight > 0 && gItemDescAttachmentsXY[cnt].sWidth > 0 ){ sCenX = gsInvDescX + gItemDescAttachmentsXY[cnt].sX; sCenY = gsInvDescY + gItemDescAttachmentsXY[cnt].sY; INVRenderItem( guiSAVEBUFFER, NULL, gpItemDescObject, sCenX, sCenY, gItemDescAttachmentsXY[cnt].sWidth, gItemDescAttachmentsXY[cnt].sHeight, DIRTYLEVEL2, NULL, (UINT8)(RENDER_ITEM_ATTACHMENT1 + cnt), FALSE, 0, gubItemDescStatusIndex ); sCenX = sCenX + gItemDescAttachmentsXY[cnt].sBarDx; sCenY = sCenY + gItemDescAttachmentsXY[cnt].sBarDy; DrawItemUIBarEx( gpItemDescObject, (UINT8)(DRAW_ITEM_STATUS_ATTACHMENT1 + cnt), sCenX, sCenY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , guiSAVEBUFFER, gubItemDescStatusIndex ); if ( gGameOptions.fWeaponOverheating && ( Item[ (iter)->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER) || Item[ (iter)->usItem ].barrel == TRUE) ) // Flugente FTW 1.1 { FLOAT overheatjampercentage = GetGunOverheatJamPercentage( &(*iter)); UINT32 red, green, blue; UINT8 TemperatureStringNum = GetTemperatureString( overheatjampercentage, &red, &green, &blue ); UINT16 colour = Get16BPPColor( FROMRGB( red, green, blue ) ); DrawItemUIBarEx( &(*iter), DRAW_ITEM_TEMPERATURE, sCenX+4, sCenY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, colour, colour, TRUE, guiSAVEBUFFER ); } } } // HEADROCK HAM 4: If vieweing the UDB Advanced page, reveal buttons and set them as appropriate if (UsingEDBSystem() && gubDescBoxPage == 2) { ShowButton( giInvDescAdvButton[0] ); ShowButton( giInvDescAdvButton[1] ); ItemDescAdvButtonCheck(); } else if (UsingEDBSystem()) { HideButton( giInvDescAdvButton[0] ); HideButton( giInvDescAdvButton[1] ); } //HEADROCK/CHRISL: This condition needs to run differently depending on whether EDB is active of not if(UsingEDBSystem() > 0) { if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH ) { DrawWeaponStats(gpItemDescObject); } else if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_AMMO ) { DrawAmmoStats(gpItemDescObject); } else if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_EXPLOSV ) { DrawExplosiveStats(gpItemDescObject); } else if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_ARMOUR ) { DrawArmorStats(gpItemDescObject); } else { DrawMiscStats(gpItemDescObject); } } else { if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN || Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER ) { // display bullets for ROF if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto ) BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, gODBItemDescRegions[3][1].sLeft, gODBItemDescRegions[3][1].sTop, VO_BLT_SRCTRANSPARENCY, NULL ); if ( GetShotsPerBurst(gpItemDescObject) > 0 ) { for ( cnt = 0; cnt < __min(GetShotsPerBurst(gpItemDescObject),12); cnt++ ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, gODBItemDescRegions[3][4].sLeft + cnt * (BULLET_WIDTH/2 + 1), gODBItemDescRegions[3][4].sTop, VO_BLT_SRCTRANSPARENCY, NULL ); } } else if ( GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 ) { for ( cnt = 0; cnt < 10; cnt++ ) { BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, gODBItemDescRegions[3][4].sLeft + cnt * (BULLET_WIDTH/2 + 1), gODBItemDescRegions[3][4].sTop, VO_BLT_SRCTRANSPARENCY, NULL ); } } } } if( guiCurrentItemDescriptionScreen == GAME_SCREEN ) RestoreExternBackgroundRect( SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, ITEMDESC_WIDTH, ITEMDESC_HEIGHT ); else RestoreExternBackgroundRect( gsInvDescX, gsInvDescY, ITEMDESC_WIDTH, ITEMDESC_HEIGHT ); // CHRISL: This block will display misc information for items stored in LBE Pockets // Display LBENODE attached items if(UsingNewInventorySystem() == true && Item[gpItemDescObject->usItem].usItemClass == IC_LBEGEAR) { RenderLBENODEItems( gpItemDescObject, gubItemDescStatusIndex ); } //////////////////////////////////////////////////////////////////////////////////// // This section displays on screen all values that are common to both EDB and ODB. // They are drawn based on variable coordinates, which have been set beforehand // based on the system being used. //////////////////////////////////////////////////////////////////////////////////// // Render font desc SetFont( ITEMDESC_FONT ); SetFontBackground( FONT_MCOLOR_BLACK ); SetFontForeground( FONT_FCOLOR_WHITE ); SetFontShadow( ITEMDESC_FONTSHADOW3 ); // Render name // SET CLIPPING RECT FOR FONTS #ifdef JA2TESTVERSION mprintf( ITEMDESC_NAME_X, ITEMDESC_NAME_Y, L"%s (%d)", gzItemName, gpItemDescObject->usItem ); #else mprintf( ITEMDESC_NAME_X, ITEMDESC_NAME_Y, L"%s", gzItemName ); #endif // Render extra data on name bar for weapons and launchers (Caliber, Fingerprints) if ( ITEM_PROS_AND_CONS( gpItemDescObject->usItem ) ) { SetFontForeground( FONT_BLACK ); SetFontShadow( ITEMDESC_FONTSHADOW2 ); // Caliber if ( (Item[gpItemDescObject->usItem].fingerprintid ) && (*gpItemDescObject)[gubItemDescStatusIndex]->data.ubImprintID < NO_PROFILE ) { // Fingerprint ID swprintf( pStr, L"%s %s (%s)", AmmoCaliber[ Weapon[ gpItemDescObject->usItem ].ubCalibre ], WeaponType[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ], gMercProfiles[ (*gpItemDescObject)[gubItemDescStatusIndex]->data.ubImprintID ].zNickname ); } else { // No Fingerprint ID swprintf( pStr, L"%s %s", AmmoCaliber[ Weapon[ gpItemDescObject->usItem ].ubCalibre ], WeaponType[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ] ); } FindFontRightCoordinates( (INT16) ITEMDESC_CALIBER_X, (INT16) ITEMDESC_CALIBER_Y, ITEMDESC_CALIBER_WIDTH, ITEM_STATS_HEIGHT, pStr, ITEMDESC_FONT, &usX, &usY); mprintf( usX, usY, pStr ); } ///////////////////////////////////////////////////////////////////////////////////// // Render Item DESCRIPTION page. Contains the item's full-text description, item // condition, item weight, and for weapons also PROS and CONS. if (UsingEDBSystem() == 0 || gubDescBoxPage == 0) { UINT8 ForegroundColor; UINT8 ShadowColor; SetFont( BLOCKFONT2 ); /////////// DISPLAY FULL DESCRIPTION TEXT if (UsingEDBSystem()) { ForegroundColor = 6; ShadowColor = DEFAULT_SHADOW; } else { ForegroundColor = FONT_MCOLOR_BLACK; ShadowColor = ITEMDESC_FONTSHADOW2; } SetFontShadow( ShadowColor ); DisplayWrappedString( gItemDescTextRegions[0].sLeft, gItemDescTextRegions[0].sTop, gItemDescTextRegions[0].sRight - gItemDescTextRegions[0].sLeft, 2, ITEMDESC_FONT, ForegroundColor, gzItemDesc, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); /////////// DISPLAY CONDITION ForegroundColor = 6; SetFontShadow( DEFAULT_SHADOW ); // Note: for Ammo items, remaining bullets replace condition, so it's handled later on. // For money, condition is irrelevant, and not displayed here. if ( Item[ gpItemDescObject->usItem ].usItemClass != IC_AMMO && Item[ gpItemDescObject->usItem ].usItemClass != IC_MONEY ) { ////////// label if (UsingEDBSystem()) { // Flugente FTW 1: display temperature string if ( gGameOptions.fWeaponOverheating && ( Item[ gpItemDescObject->usItem ].usItemClass == IC_GUN || Item[gpItemDescObject->usItem].usItemClass == IC_LAUNCHER || Item[gpItemDescObject->usItem].barrel == TRUE ) ) { // UDB system displays a string with colored condition text. int regionindex = 7; SetFontForeground( ForegroundColor ); swprintf( pStr, L"%s", gTemperatureDesc[0] ); // "Temperature is " mprintf( gItemDescTextRegions[regionindex].sLeft, gItemDescTextRegions[regionindex].sTop, pStr ); // Record length INT16 indent = StringPixLength( gTemperatureDesc[0], ITEMDESC_FONT ); FLOAT overheatjampercentage = GetGunOverheatJamPercentage( gpItemDescObject); UINT32 red, green, blue; UINT8 TemperatureStringNum = GetTemperatureString( overheatjampercentage, &red, &green, &blue ); swprintf( pStr, L"%s", gTemperatureDesc[TemperatureStringNum+1 ] ); // text is coloured only in case of danger if ( overheatjampercentage >= 1.0 ) SetRGBFontForeground( red, green, blue ); mprintf( gItemDescTextRegions[regionindex].sLeft+indent+2, gItemDescTextRegions[regionindex].sTop, pStr ); // Record length indent += StringPixLength( gTemperatureDesc[TemperatureStringNum + 1], ITEMDESC_FONT ); SetFontForeground( ForegroundColor ); swprintf( pStr, L"%s", gTemperatureDesc[10] ); // "." mprintf( gItemDescTextRegions[regionindex].sLeft + indent + 2, gItemDescTextRegions[regionindex].sTop, pStr ); // to get the text to the left side... swprintf( pStr, L""); FindFontRightCoordinates( gItemDescTextRegions[regionindex].sLeft, gItemDescTextRegions[regionindex].sTop, gItemDescTextRegions[regionindex].sRight - gItemDescTextRegions[regionindex].sLeft ,gItemDescTextRegions[regionindex].sBottom - gItemDescTextRegions[regionindex].sTop ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } // UDB system displays a string with colored condition text. SetFontForeground( ForegroundColor ); swprintf( pStr, L"%s", gConditionDesc[0] ); // "In " mprintf( gItemDescTextRegions[1].sLeft, gItemDescTextRegions[1].sTop, pStr ); // Record length INT16 indent = StringPixLength( gConditionDesc[0], ITEMDESC_FONT ); UINT8 ConditionColor = 0; UINT8 ConditionStringNum = GetConditionString( status, &ConditionColor ); swprintf( pStr, L"%s", gConditionDesc[ConditionStringNum+1 ] ); SetFontForeground( ConditionColor ); mprintf( gItemDescTextRegions[1].sLeft+indent+2, gItemDescTextRegions[1].sTop, pStr ); // Record length indent += StringPixLength( gConditionDesc[ConditionStringNum + 1], ITEMDESC_FONT ); SetFontForeground( ForegroundColor ); swprintf( pStr, L"%s", gConditionDesc[8] ); // " Condition." mprintf( gItemDescTextRegions[1].sLeft + indent + 2, gItemDescTextRegions[1].sTop, pStr ); } else { SetFontForeground( ForegroundColor ); swprintf( pStr, L"%s", gWeaponStatsDesc[ 0 ] ); mprintf( gODBItemDescRegions[0][0].sLeft, gODBItemDescRegions[0][0].sTop, pStr ); } SetFontForeground( 5 ); // value // This is gross, but to get the % to work out right... swprintf( pStr, L"%2d%%", status); if (UsingEDBSystem()) { FindFontRightCoordinates( gItemDescTextRegions[1].sLeft, gItemDescTextRegions[1].sTop, gItemDescTextRegions[1].sRight - gItemDescTextRegions[1].sLeft, gItemDescTextRegions[1].sBottom - gItemDescTextRegions[1].sTop ,pStr, BLOCKFONT2, &usX, &usY); } else { FindFontRightCoordinates( gODBItemDescRegions[0][0].sLeft, gODBItemDescRegions[0][0].sTop, gODBItemDescRegions[0][0].sRight - gODBItemDescRegions[0][0].sLeft, gODBItemDescRegions[0][0].sBottom - gODBItemDescRegions[0][0].sTop ,pStr, BLOCKFONT2, &usX, &usY); } #ifdef CHINESE wcscat( pStr, ChineseSpecString1 ); #else wcscat( pStr, L"%%" ); #endif mprintf( usX, usY, pStr ); } /////////// DISPLAY WEIGHT // Note: Money has no weight. Skip this. if(Item[ gpItemDescObject->usItem ].usItemClass != IC_MONEY) { SetFontForeground( 6 ); // label if (UsingEDBSystem()) { mprintf( gItemDescTextRegions[2].sLeft, gItemDescTextRegions[2].sTop, gWeaponStatsDesc[1] ); } else { mprintf( gODBItemDescRegions[1][0].sLeft, gODBItemDescRegions[1][0].sTop, gWeaponStatsDesc[1] ); } // Calculate total weight of item and attachments fWeight = gpItemDescObject->GetWeightOfObjectInStack(gubItemDescStatusIndex) / 10.0f; if ( !gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] ) // metric units not enabled { fWeight = fWeight * 2.2f; } if ( fWeight < 0.1 && gubItemDescStatusIndex < gpItemDescObject->ubNumberOfObjects ) { fWeight = 0.1f; } // Change value colors if (fWeight <= (EXCEPTIONAL_WEIGHT / 10) && Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON ) { SetFontForeground( ITEMDESC_FONTHIGHLIGHT ); } else { SetFontForeground( 5 ); } //Print swprintf( pStr, L"%1.1f %s", fWeight, GetWeightUnitString() ); if (UsingEDBSystem()) { FindFontRightCoordinates( gItemDescTextRegions[2].sLeft, gItemDescTextRegions[2].sTop, gItemDescTextRegions[2].sRight - gItemDescTextRegions[2].sLeft ,gItemDescTextRegions[2].sBottom - gItemDescTextRegions[2].sTop ,pStr, BLOCKFONT2, &usX, &usY); } else { FindFontRightCoordinates( gODBItemDescRegions[1][0].sLeft, gODBItemDescRegions[1][0].sTop, gODBItemDescRegions[1][0].sRight - gODBItemDescRegions[1][0].sLeft ,gODBItemDescRegions[1][0].sBottom - gODBItemDescRegions[1][0].sTop ,pStr, BLOCKFONT2, &usX, &usY); } mprintf( usX, usY, pStr ); } /////////// DISPLAY PROS/CONS (weapons and launchers only) if ( ITEM_PROS_AND_CONS( gpItemDescObject->usItem ) ) { SetFontForeground( FONT_MCOLOR_DKWHITE2 ); SetFontShadow( ITEMDESC_FONTSHADOW3 ); // PROs mprintf( gItemDescTextRegions[3].sLeft, gItemDescTextRegions[3].sTop, gzProsLabel ); sProsConsIndent = __max( StringPixLength( gzProsLabel, ITEMDESC_FONT ), StringPixLength( gzConsLabel, ITEMDESC_FONT ) ) + 10; gzItemPros[0] = 0; GenerateProsString( gzItemPros, gpItemDescObject, (gItemDescTextRegions[4].sRight - gItemDescTextRegions[4].sLeft) - StringPixLength( DOTDOTDOT, ITEMDESC_FONT ) ); if (gzItemPros[0] != 0) { if (UsingEDBSystem()) { ForegroundColor = 5; SetFontShadow( DEFAULT_SHADOW ); } else { ForegroundColor = FONT_MCOLOR_BLACK; SetFontShadow( ITEMDESC_FONTSHADOW2 ); } DisplayWrappedString( gItemDescTextRegions[4].sLeft, gItemDescTextRegions[4].sTop, (gItemDescTextRegions[4].sRight - gItemDescTextRegions[4].sLeft), 2, ITEMDESC_FONT, ForegroundColor, gzItemPros, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED ); } SetFontForeground( FONT_MCOLOR_DKWHITE2 ); SetFontShadow( ITEMDESC_FONTSHADOW3 ); // CONs mprintf( gItemDescTextRegions[5].sLeft, gItemDescTextRegions[5].sTop, gzConsLabel ); // HEADROCK: Disabled PROs/CONs text for OIV EDB Tactical GenerateConsString( gzItemCons, gpItemDescObject, (gItemDescTextRegions[6].sRight - gItemDescTextRegions[6].sLeft) - StringPixLength( DOTDOTDOT, ITEMDESC_FONT ) ); if (gzItemCons[0] != 0) { if (UsingEDBSystem()) { ForegroundColor = 5; SetFontShadow( DEFAULT_SHADOW ); } else { ForegroundColor = FONT_MCOLOR_BLACK; SetFontShadow( ITEMDESC_FONTSHADOW2 ); } DisplayWrappedString( gItemDescTextRegions[6].sLeft, gItemDescTextRegions[6].sTop, (gItemDescTextRegions[6].sRight - gItemDescTextRegions[6].sLeft), 2, ITEMDESC_FONT, ForegroundColor, gzItemCons, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED); } MSYS_EnableRegion( &(gProsAndConsRegions[ 0 ]) ); MSYS_EnableRegion( &(gProsAndConsRegions[ 1 ]) ); } } // HEADROCK HAM 4: If not displaying the UDB Description Page, disable the pros/cons rects. else { MSYS_DisableRegion( &(gProsAndConsRegions[ 0 ]) ); MSYS_DisableRegion( &(gProsAndConsRegions[ 1 ]) ); } // Render "normal" item data SetFontShadow( DEFAULT_SHADOW ); ////////////////////////////////////////////////////////////////////////////// // DATA VALUES // This segment combines the printing of "equals" signs and actual characteristic // data for each characterstic displayed. Labels are no longer used for most data, // they are replaced by icons, which have already been blitted above. ////////////////////////////////////////////////////////////////////////////// ///////////////////////////////////////// // BEGIN WEAPONS-SPECIFIC CHARACTERISTICS ///////////////////////////////////////// if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON || Item[ gpItemDescObject->usItem ].usItemClass & IC_PUNCH ) { if(UsingEDBSystem() > 0) { SetFontShadow( ITEMDESC_FONTSHADOW3 ); DrawWeaponValues(gpItemDescObject); } else { if ( Item[ gpItemDescObject->usItem ].usItemClass & (IC_GUN|IC_LAUNCHER|IC_THROWING_KNIFE) ) { // RANGE SetFontForeground( 6 ); mprintf( gODBItemDescRegions[2][4].sLeft, gODBItemDescRegions[2][4].sTop, L"%s", gWeaponStatsDesc[ 3 ] ); if ( GunRange( gpItemDescObject, NULL ) >= EXCEPTIONAL_RANGE) { SetFontForeground( ITEMDESC_FONTHIGHLIGHT ); } else { SetFontForeground( 5 ); } swprintf( pStr, L"%2d", ( GunRange( gpItemDescObject, NULL ) ) / 10 ); FindFontRightCoordinates( gODBItemDescRegions[2][7].sLeft, gODBItemDescRegions[2][7].sTop, gODBItemDescRegions[2][7].sRight - gODBItemDescRegions[2][7].sLeft, gODBItemDescRegions[2][7].sBottom - gODBItemDescRegions[2][7].sTop ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } if ( Item[ gpItemDescObject->usItem ].usItemClass & (IC_GUN|IC_PUNCH|IC_BLADE|IC_THROWING_KNIFE) && !Item[ gpItemDescObject->usItem ].singleshotrocketlauncher ) { // DAMAGE SetFontForeground( 6 ); mprintf( gODBItemDescRegions[2][0].sLeft, gODBItemDescRegions[2][0].sTop, L"%s", gWeaponStatsDesc[ 4 ] ); UINT8 ubImpact = GetDamage(gpItemDescObject); UINT16 exceptionalDamage; // Melee damage if ( Item[gpItemDescObject->usItem].usItemClass == IC_BLADE || Item[gpItemDescObject->usItem].usItemClass == IC_PUNCH || Item[gpItemDescObject->usItem].usItemClass == IC_TENTACLES ) { exceptionalDamage = (UINT16)(( EXCEPTIONAL_MELEE_DAMAGE * gGameExternalOptions.iMeleeDamageModifier ) / 100); } // Gun damage else { exceptionalDamage = (UINT16)(( EXCEPTIONAL_GUN_DAMAGE * gGameExternalOptions.iGunDamageModifier ) / 100); } if ( ubImpact >= exceptionalDamage) { SetFontForeground( ITEMDESC_FONTHIGHLIGHT ); } else { SetFontForeground( 5 ); } //Damage swprintf( pStr, L"%2d", ubImpact ); FindFontRightCoordinates( gODBItemDescRegions[2][3].sLeft, gODBItemDescRegions[2][3].sTop, gODBItemDescRegions[2][3].sRight - gODBItemDescRegions[2][3].sLeft, gODBItemDescRegions[2][3].sBottom - gODBItemDescRegions[2][3].sTop ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } //LABELS SetFontForeground( 6 ); mprintf( gODBItemDescRegions[3][0].sLeft, gODBItemDescRegions[3][0].sTop, L"%s", gWeaponStatsDesc[ 6 ] ); if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN || Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER) { // equals sign if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto ) mprintf( gODBItemDescRegions[3][2].sLeft, gODBItemDescRegions[3][2].sTop, L"%s", gWeaponStatsDesc[ 7 ] ); } if (GetShotsPerBurst(gpItemDescObject) > 0 || GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 ) { mprintf( gODBItemDescRegions[3][6].sLeft, gODBItemDescRegions[3][6].sTop, L"%s", gWeaponStatsDesc[ 8 ] ); } ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], gpItemDescObject, NULL ); // WANNE: Fixed CTD when trowing an item with open description box if (ubAttackAPs != -1 ) { if (ubAttackAPs <= EXCEPTIONAL_AP_COST) { SetFontForeground( ITEMDESC_FONTHIGHLIGHT ); } else { SetFontForeground( 5 ); } //AP's if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto ) { swprintf( pStr, L"%2d", ubAttackAPs ); FindFontRightCoordinates( gODBItemDescRegions[3][3].sLeft, gODBItemDescRegions[3][3].sTop, gODBItemDescRegions[3][3].sRight - gODBItemDescRegions[3][3].sLeft, gODBItemDescRegions[3][3].sBottom - gODBItemDescRegions[3][3].sTop ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } if (GetShotsPerBurst(gpItemDescObject) > 0) { if (GetShotsPerBurst(gpItemDescObject) >= EXCEPTIONAL_BURST_SIZE )//|| gpItemDescObject->usItem == G11) { SetFontForeground( ITEMDESC_FONTHIGHLIGHT ); } else { SetFontForeground( 5 ); } swprintf( pStr, L"%2d", ubAttackAPs + CalcAPsToBurst( APBPConstants[DEFAULT_APS], gpItemDescObject, NULL ) ); FindFontRightCoordinates( gODBItemDescRegions[3][7].sLeft, gODBItemDescRegions[3][7].sTop, gODBItemDescRegions[3][7].sRight - gODBItemDescRegions[3][7].sLeft, gODBItemDescRegions[3][7].sBottom - gODBItemDescRegions[3][7].sTop ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } else if (GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0) { SetFontForeground( 5 ); swprintf( pStr, L"%2d", ubAttackAPs + CalcAPsToAutofire( APBPConstants[DEFAULT_APS], gpItemDescObject, 3, NULL ) ); FindFontRightCoordinates( gODBItemDescRegions[3][7].sLeft, gODBItemDescRegions[3][7].sTop, gODBItemDescRegions[3][7].sRight - gODBItemDescRegions[3][7].sLeft, gODBItemDescRegions[3][7].sBottom - gODBItemDescRegions[3][7].sTop ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } } else { // WANNE: Close the description box after we threw the item. DeleteItemDescriptionBox( ); } } } else if ( gpItemDescObject->usItem == MONEY ) { if ((UsingEDBSystem() && gubDescBoxPage == 0) || !UsingEDBSystem()) { for (INT8 x = 0; x < 4; x++) { EnableButton(guiMoneyButtonBtn[ x ]); } //Labels SetFont( BLOCKFONT2 ); SetFontShadow( DEFAULT_SHADOW ); SetFontForeground( 6 ); //Display the 'Seperate text' if( gfAddingMoneyToMercFromPlayersAccount ) mprintf( (UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[4].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[4].y), gzMoneyAmounts[5] ); else mprintf( (UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[4].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[4].y ), gzMoneyAmounts[4] ); //if the player is removing money from the players account if( gfAddingMoneyToMercFromPlayersAccount ) { //Display the 'Removing' mprintf( gMoneyStats[ 0 ].sX, gMoneyStats[ 0 ].sY, L"%s", gMoneyStatsDesc[ MONEY_DESC_PLAYERS ] ); //Display the 'REmaining' mprintf( gMoneyStats[ 2 ].sX, gMoneyStats[ 2 ].sY, L"%s", gMoneyStatsDesc[ MONEY_DESC_AMOUNT_2_WITHDRAW ] ); } else { //Display the 'Removing' mprintf( gMoneyStats[ 0 ].sX, gMoneyStats[ 0 ].sY, L"%s", gMoneyStatsDesc[ MONEY_DESC_AMOUNT ] ); //Display the 'REmaining' mprintf( gMoneyStats[ 2 ].sX, gMoneyStats[ 2 ].sY, L"%s", gMoneyStatsDesc[ MONEY_DESC_AMOUNT_2_SPLIT ] ); } // if the player is taking money from their account if( gfAddingMoneyToMercFromPlayersAccount ) { //Display the 'Amt removing' mprintf( gMoneyStats[ 1 ].sX, gMoneyStats[ 1 ].sY, L"%s", gMoneyStatsDesc[ MONEY_DESC_BALANCE ] ); //Display the 'REmaining amount' mprintf( gMoneyStats[ 3 ].sX, gMoneyStats[ 3 ].sY, L"%s", gMoneyStatsDesc[ MONEY_DESC_TO_WITHDRAW ] ); } else { //Display the 'Amt removing' mprintf( gMoneyStats[ 1 ].sX, gMoneyStats[ 1 ].sY, L"%s", gMoneyStatsDesc[ MONEY_DESC_REMAINING ] ); //Display the 'REmaining amount' mprintf( gMoneyStats[ 3 ].sX, gMoneyStats[ 3 ].sY, L"%s", gMoneyStatsDesc[ MONEY_DESC_TO_SPLIT ] ); } //Display the total amount of money remaining SetFontForeground( 5 ); swprintf( pStr, L"%ld", gRemoveMoney.uiMoneyRemaining ); InsertCommasForDollarFigure( pStr ); InsertDollarSignInToString( pStr ); FindFontRightCoordinates( gMoneyStats[ 4 ].sX + 50, gMoneyStats[ 4 ].sY, ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); //Display the total amount of money removing SetFontForeground( 5 ); swprintf( pStr, L"%ld", gRemoveMoney.uiMoneyRemoving ); InsertCommasForDollarFigure( pStr ); InsertDollarSignInToString( pStr ); FindFontRightCoordinates( gMoneyStats[ 5 ].sX + 50, gMoneyStats[ 5 ].sY, ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } else { for (INT8 x = 0; x < 4; x++) { DisableButton(guiMoneyButtonBtn[ x ]); //Labels SetFont( BLOCKFONT2 ); SetFontShadow( DEFAULT_SHADOW ); SetFontForeground( FONT_GRAY6 ); //Display the 'Seperate text' if( gfAddingMoneyToMercFromPlayersAccount ) mprintf( (UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[4].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[4].y), gzMoneyAmounts[5] ); else mprintf( (UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[4].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[4].y ), gzMoneyAmounts[4] ); } } } else if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_MONEY ) { SetFontForeground( FONT_FCOLOR_WHITE ); SetFontShadow( DEFAULT_SHADOW ); swprintf( pStr, L"%ld", (*gpItemDescObject)[gubItemDescStatusIndex]->data.money.uiMoneyAmount ); InsertCommasForDollarFigure( pStr ); InsertDollarSignInToString( pStr ); if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) FindFontRightCoordinates( (INT16)(ITEMDESC_NAME_X), (INT16)(ITEMDESC_NAME_Y ), 245, ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY); else if ( UsingEDBSystem() > 0 ) FindFontRightCoordinates( (INT16) ITEMDESC_CALIBER_X, (INT16) ITEMDESC_CALIBER_Y, ITEMDESC_CALIBER_WIDTH, ITEM_STATS_HEIGHT, pStr, ITEMDESC_FONT, &usX, &usY); else FindFontRightCoordinates( (INT16)(ITEMDESC_NAME_X), (INT16)(ITEMDESC_NAME_Y ), 295, ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } else if ( ( InKeyRingPopup() == TRUE ) || ( Item[ gpItemDescObject->usItem ].usItemClass & IC_KEY ) ) { SetFontForeground( 6 ); SetFontShadow( DEFAULT_SHADOW ); if(UsingEDBSystem() > 0 && gubDescBoxPage == 0) { // build description for keys .. the sector found swprintf( pStr, L"%s", sKeyDescriptionStrings[ 0 ] ); mprintf( gItemDescTextRegions[3].sLeft, gItemDescTextRegions[3].sTop, pStr ); swprintf( pStr, L"%s", sKeyDescriptionStrings[ 1 ] ); mprintf( gItemDescTextRegions[5].sLeft, gItemDescTextRegions[5].sTop, pStr ); } else if(UsingEDBSystem() == 0) { // build description for keys .. the sector found swprintf( pStr, L"%s", sKeyDescriptionStrings[ 0 ] ); mprintf( gODBItemDescRegions[2][0].sLeft, gODBItemDescRegions[2][0].sTop, pStr ); swprintf( pStr, L"%s", sKeyDescriptionStrings[ 1 ] ); mprintf( gODBItemDescRegions[3][0].sLeft, gODBItemDescRegions[3][0].sTop, pStr ); } SetFontForeground( 5 ); GetShortSectorString( ( INT16 ) SECTORX( KeyTable[ (*gpItemDescObject)[gubItemDescStatusIndex]->data.key.ubKeyID ].usSectorFound ), ( INT16 ) SECTORY( KeyTable[ (*gpItemDescObject)[gubItemDescStatusIndex]->data.key.ubKeyID ].usSectorFound ), sTempString ); swprintf( pStr, L"%s", sTempString ); if(UsingEDBSystem() > 0 && gubDescBoxPage == 0) { FindFontRightCoordinates( gItemDescTextRegions[4].sLeft, gItemDescTextRegions[4].sTop, gItemDescTextRegions[4].sRight - gItemDescTextRegions[4].sLeft ,gItemDescTextRegions[4].sBottom - gItemDescTextRegions[4].sTop ,pStr, BLOCKFONT2, &sStrX, &usY); mprintf( sStrX, usY, pStr ); } else if (UsingEDBSystem() == 0) { FindFontRightCoordinates( gODBItemDescRegions[2][7].sLeft, gODBItemDescRegions[2][7].sTop, gODBItemDescRegions[2][7].sRight - gODBItemDescRegions[2][7].sLeft ,gODBItemDescRegions[2][7].sBottom - gODBItemDescRegions[2][7].sTop ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } swprintf( pStr, L"%d", KeyTable[ (*gpItemDescObject)[gubItemDescStatusIndex]->data.key.ubKeyID ].usDateFound ); if(UsingEDBSystem() > 0 && gubDescBoxPage == 0) { FindFontRightCoordinates( gItemDescTextRegions[6].sLeft, gItemDescTextRegions[6].sTop, gItemDescTextRegions[6].sRight - gItemDescTextRegions[6].sLeft ,gItemDescTextRegions[6].sBottom - gItemDescTextRegions[6].sTop ,pStr, BLOCKFONT2, &sStrX, &usY); mprintf( sStrX, usY, pStr ); } else if (UsingEDBSystem() == 0) { FindFontRightCoordinates( gODBItemDescRegions[3][7].sLeft, gODBItemDescRegions[3][7].sTop, gODBItemDescRegions[3][7].sRight - gODBItemDescRegions[3][7].sLeft ,gODBItemDescRegions[3][7].sBottom - gODBItemDescRegions[3][7].sTop ,pStr, BLOCKFONT2, &usX, &usY); mprintf( usX, usY, pStr ); } } else { //Labels SetFont( BLOCKFONT2 ); SetFontForeground( 6 ); SetFontShadow( DEFAULT_SHADOW ); if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_AMMO ) { if(UsingEDBSystem() > 0) DrawAmmoValues(gpItemDescObject,shotsLeft); else { mprintf( gODBItemDescRegions[0][0].sLeft, gODBItemDescRegions[0][0].sTop, L"%s", gWeaponStatsDesc[ 5 ] ); // Values SetFontForeground( 5 ); // Ammo swprintf( pStr, L"%d/%d", shotsLeft, Magazine[ Item[ gpItemDescObject->usItem ].ubClassIndex ].ubMagSize ); //Pulmu: Correct # of rounds for stacked ammo. uiStringLength=StringPixLength(pStr, ITEMDESC_FONT ); FindFontRightCoordinates( gODBItemDescRegions[0][0].sLeft, gODBItemDescRegions[0][0].sTop, gODBItemDescRegions[0][0].sRight - gODBItemDescRegions[0][0].sLeft ,gODBItemDescRegions[0][0].sBottom - gODBItemDescRegions[0][0].sTop ,pStr, BLOCKFONT2, &sStrX, &usY); mprintf( sStrX, usY, pStr ); } } else if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_EXPLOSV ) { if(UsingEDBSystem() > 0) DrawExplosiveValues(gpItemDescObject); } else if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_ARMOUR ) { if(UsingEDBSystem() > 0) DrawArmorValues(gpItemDescObject); } else { if(UsingEDBSystem() > 0) DrawMiscValues(gpItemDescObject); } } SetFontShadow( DEFAULT_SHADOW ); } } // CHRISL: New function to display items stored in an LBENODE void RenderLBENODEItems( OBJECTTYPE *pObj, int subObject ) { extern int PLAYER_INFO_X; extern int PLAYER_INFO_Y; INV_REGIONS LBEInvPocketXY[12]; SOLDIERTYPE *pSoldier; OBJECTTYPE *pObject; INT16 sX, sY; INT16 sBarX, sBarY; INT16 lbePocket = ITEM_NOT_FOUND; UINT32 lClass; bool activeNode = pObj->IsActiveLBE(subObject); bool wornItem = false; int usX, usY; // Start by verifying that this item is an LBENODE if(Item[pObj->usItem].usItemClass != IC_LBEGEAR || (iResolution >= _640x480 && iResolution < _800x600)) return; // Set selected merc if(guiCurrentItemDescriptionScreen == MAP_SCREEN) GetSoldier( &pSoldier, gCharactersList[bSelectedInfoChar].usSolID ); else pSoldier = gpSMCurrentMerc; // Is the object we're looking at currently worn for(unsigned int x = VESTPOCKPOS; x <= BPACKPOCKPOS; x++) { if(pObj == &pSoldier->inv[x]) { wornItem = true; break; } } LBENODE* pLBE = NULL; if(activeNode == true) { pLBE = pObj->GetLBEPointer(subObject); lClass = pLBE->lbeClass; } else { lClass = LoadBearingEquipment[Item[pObj->usItem].ubClassIndex].lbeClass; } std::vector pocketKey; InitLBECoords(); if(guiCurrentItemDescriptionScreen == MAP_SCREEN) { usX = PLAYER_INFO_X; usY = PLAYER_INFO_Y; } else { usX = INTERFACE_START_X; usY = INV_INTERFACE_START_Y; } // Setup pocket coords switch (lClass) { case THIGH_PACK: if(pObj->IsActiveLBE(subObject) == false && pObj == &pSoldier->inv[RTHIGHPOCKPOS]) GetLBESlots(RTHIGHPOCKPOS, pocketKey); else GetLBESlots(LTHIGHPOCKPOS, pocketKey); InitInvData(LBEInvPocketXY[0], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[0].sX, usY + gLBEStats[0].sY); InitInvData(LBEInvPocketXY[1], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[1].sX, usY + gLBEStats[1].sY); InitInvData(LBEInvPocketXY[2], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[2].sX, usY + gLBEStats[2].sY); InitInvData(LBEInvPocketXY[3], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[3].sX, usY + gLBEStats[3].sY); InitInvData(LBEInvPocketXY[4], 2 , INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, usX + gLBEStats[4].sX, usY + gLBEStats[4].sY); InitInvData(LBEInvPocketXY[5], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[5].sX, usY + gLBEStats[5].sY); InitInvData(LBEInvPocketXY[6], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[6].sX, usY + gLBEStats[6].sY); InitInvData(LBEInvPocketXY[7], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[7].sX, usY + gLBEStats[7].sY); InitInvData(LBEInvPocketXY[8], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[8].sX, usY + gLBEStats[8].sY); InitInvData(LBEInvPocketXY[9], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[9].sX, usY + gLBEStats[9].sY); InitInvData(LBEInvPocketXY[10], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[10].sX, usY + gLBEStats[10].sY); InitInvData(LBEInvPocketXY[11], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[11].sX, usY + gLBEStats[11].sY); break; case VEST_PACK: GetLBESlots(VESTPOCKPOS, pocketKey); InitInvData(LBEInvPocketXY[0], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[12].sX, usY + gLBEStats[12].sY); InitInvData(LBEInvPocketXY[1], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[13].sX, usY + gLBEStats[13].sY); InitInvData(LBEInvPocketXY[2], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[14].sX, usY + gLBEStats[14].sY); InitInvData(LBEInvPocketXY[3], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[15].sX, usY + gLBEStats[15].sY); InitInvData(LBEInvPocketXY[4], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[16].sX, usY + gLBEStats[16].sY); InitInvData(LBEInvPocketXY[5], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[17].sX, usY + gLBEStats[17].sY); InitInvData(LBEInvPocketXY[6], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[18].sX, usY + gLBEStats[18].sY); InitInvData(LBEInvPocketXY[7], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[19].sX, usY + gLBEStats[19].sY); InitInvData(LBEInvPocketXY[8], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[20].sX, usY + gLBEStats[20].sY); InitInvData(LBEInvPocketXY[9], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[21].sX, usY + gLBEStats[21].sY); InitInvData(LBEInvPocketXY[10], 2, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, usX + gLBEStats[22].sX, usY + gLBEStats[22].sY); InitInvData(LBEInvPocketXY[11], 2, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, usX + gLBEStats[23].sX, usY + gLBEStats[23].sY); break; case COMBAT_PACK: GetLBESlots(CPACKPOCKPOS, pocketKey); InitInvData(LBEInvPocketXY[0], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[24].sX, usY + gLBEStats[24].sY); InitInvData(LBEInvPocketXY[1], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[25].sX, usY + gLBEStats[25].sY); InitInvData(LBEInvPocketXY[2], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[26].sX, usY + gLBEStats[26].sY); InitInvData(LBEInvPocketXY[3], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[27].sX, usY + gLBEStats[27].sY); InitInvData(LBEInvPocketXY[4], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, usX + gLBEStats[28].sX, usY + gLBEStats[28].sY); InitInvData(LBEInvPocketXY[5], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, usX + gLBEStats[29].sX, usY + gLBEStats[29].sY); InitInvData(LBEInvPocketXY[6], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, usX + gLBEStats[30].sX, usY + gLBEStats[30].sY); InitInvData(LBEInvPocketXY[7], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[31].sX, usY + gLBEStats[31].sY); InitInvData(LBEInvPocketXY[8], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[32].sX, usY + gLBEStats[32].sY); InitInvData(LBEInvPocketXY[9], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[33].sX, usY + gLBEStats[33].sY); InitInvData(LBEInvPocketXY[10], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[34].sX, usY + gLBEStats[34].sY); InitInvData(LBEInvPocketXY[11], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[35].sX, usY + gLBEStats[35].sY); break; case BACKPACK: GetLBESlots(BPACKPOCKPOS, pocketKey); InitInvData(LBEInvPocketXY[0], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[36].sX, usY + gLBEStats[36].sY); InitInvData(LBEInvPocketXY[1], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[37].sX, usY + gLBEStats[37].sY); InitInvData(LBEInvPocketXY[2], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[38].sX, usY + gLBEStats[38].sY); InitInvData(LBEInvPocketXY[3], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[39].sX, usY + gLBEStats[39].sY); InitInvData(LBEInvPocketXY[4], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[40].sX, usY + gLBEStats[40].sY); InitInvData(LBEInvPocketXY[5], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[41].sX, usY + gLBEStats[41].sY); InitInvData(LBEInvPocketXY[6], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[42].sX, usY + gLBEStats[42].sY); InitInvData(LBEInvPocketXY[7], FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, usX + gLBEStats[43].sX, usY + gLBEStats[43].sY); InitInvData(LBEInvPocketXY[8], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, usX + gLBEStats[44].sX, usY + gLBEStats[44].sY); InitInvData(LBEInvPocketXY[9], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, usX + gLBEStats[45].sX, usY + gLBEStats[45].sY); InitInvData(LBEInvPocketXY[10], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, usX + gLBEStats[46].sX, usY + gLBEStats[46].sY); InitInvData(LBEInvPocketXY[11], TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, usX + gLBEStats[47].sX, usY + gLBEStats[47].sY); break; default: break; } // Display contents of LBENODE for(unsigned int cnt=0; cntusItem].ubClassIndex].lbePocketIndex[icPocket[pocketKey[cnt]]]; pObject = NULL; if(wornItem == true) { if(pSoldier->inv[pocketKey[cnt]].exists() == true) pObject = &(pSoldier->inv[pocketKey[cnt]]); } else if(activeNode == true) { if(pLBE->inv[cnt].exists() == true) pObject = &pLBE->inv[cnt]; } if(lbePocket == 0){ // Deactivate Pocket DrawHatchOnInventory( guiSAVEBUFFER, sX, sY, (UINT16)(LBEInvPocketXY[cnt].sWidth-1), (UINT16)(LBEInvPocketXY[cnt].sHeight-1), 0 ); } else if(pObject == NULL){ // Nothing in sPocket. Display silouhette. INVRenderSilhouette( guiSAVEBUFFER, lbePocket, 0, sX, sY, LBEInvPocketXY[cnt].sWidth, LBEInvPocketXY[cnt].sHeight); } else if(pObject != NULL){ INVRenderItem( guiSAVEBUFFER, pSoldier, pObject, sX, sY, LBEInvPocketXY[cnt].sWidth, LBEInvPocketXY[cnt].sHeight, 2, NULL, 0, 0, 0 ); sBarX = sX - LBEInvPocketXY[cnt].sBarDx; sBarY = sY + LBEInvPocketXY[cnt].sBarDy; DrawItemUIBarEx( pObject, 0, sBarX, sBarY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , guiSAVEBUFFER); } // if (gpItemPointer != NULL) // RenderPocketItemCapacity( ItemSlotLimit(gpItemPointer, pocketKey[cnt], pSoldier), pocketKey[cnt], pSoldier); //CHRISL: Remove this line for now. Though we do need something to better show that pockets on this screen are read-only //ShadowVideoSurfaceRect(guiSAVEBUFFER,sX,sY,(gSMInvData[ pocketKey[cnt] ].sWidth+sX),(gSMInvData[ pocketKey[cnt] ].sHeight+sY)); } } void HandleItemDescriptionBox( BOOLEAN *pfDirty ) { if ( fItemDescDelete ) { DeleteItemDescriptionBox( ); fItemDescDelete = FALSE; *pfDirty = DIRTYLEVEL2; } } void DeleteItemDescriptionBox( ) { INT32 cnt; if( gfInItemDescBox == FALSE ) { return; } // DEF: //Used in the shopkeeper interface if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { DeleteShopKeeperItemDescBox(); } // check for any AP costs if ( ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) { if (gpAttachSoldier) { UINT8 ubAPCost = 0; // check for change in attachments //unsigned int originalSize = gOriginalAttachments.size(); //unsigned int newSize = (*gpItemDescObject)[0]->attachments.size(); //WarmSteel size() is no longer sufficient, because the list contains null objects. unsigned int originalSize = 0; unsigned int newSize = 0; attachmentList::iterator originalIter; attachmentList::iterator newIter; for (originalIter = gOriginalAttachments.begin(), newIter = (*gpItemDescObject)[0]->attachments.begin(); originalIter != gOriginalAttachments.end() && newIter != (*gpItemDescObject)[0]->attachments.end(); ++originalIter, ++newIter){ if(originalIter->exists()){ originalSize++; } if(newIter->exists()){ newSize++; } } if (newSize != originalSize) { //an attachment was changed, find the change for (originalIter = gOriginalAttachments.begin(), newIter = (*gpItemDescObject)[0]->attachments.begin(); originalIter != gOriginalAttachments.end() && newIter != (*gpItemDescObject)[0]->attachments.end(); ++originalIter, ++newIter) { if (*originalIter == *newIter) { continue; } else { break; } } if (newSize < originalSize) { //an attachment was removed, charge APs ubAPCost = AttachmentAPCost(originalIter->usItem,gpItemDescObject, gpAttachSoldier ); // SANDRO - added argument } else { //an attachment was added charge APs //lalien: changed to charge AP's for reloading a GL/RL if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_LAUNCHER || Item[gpItemDescObject->usItem].cannon ) { ubAPCost = GetAPsToReload( gpItemDescObject ); } else { ubAPCost = AttachmentAPCost(newIter->usItem,gpItemDescObject, gpAttachSoldier); // SANDRO - added argument } } } if (ubAPCost) { DeductPoints( gpAttachSoldier, ubAPCost, 0 ); } } } //Remove DeleteVideoObjectFromIndex( guiItemDescBox ); if(UsingNewInventorySystem() == true && guiItemDescBoxBackground != 0 && !gfInKeyRingPopup) DeleteVideoObjectFromIndex( guiItemDescBoxBackground ); if(UsingNewInventorySystem() == true && guiItemInfoLBEBackground != 0) DeleteVideoObjectFromIndex( guiItemInfoLBEBackground ); DeleteVideoObjectFromIndex( guiMapItemDescBox ); DeleteVideoObjectFromIndex( guiAttachmentSlot ); // HEADROCK HAM 5: Transform Icon DeleteVideoObjectFromIndex( guiTransformIconGraphic ); RenderBackpackButtons(ACTIVATE_BUTTON); // CHRISL: Needed for new inventory backpack buttons if(guiCurrentItemDescriptionScreen == SHOPKEEPER_SCREEN && gGameSettings.fOptions[TOPTION_ENHANCED_DESC_BOX]) EnableDisableShopkeeperButtons(guiCurrentItemDescriptionScreen, ACTIVATE_BUTTON); DeleteVideoObjectFromIndex( guiBullet ); DeleteEnhancedDescBox( guiCurrentItemDescriptionScreen ); // Delete item graphic DeleteVideoObjectFromIndex( guiItemGraphic ); gfInItemDescBox = FALSE; // if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { UnloadButtonImage( giMapInvDescButtonImage ); RemoveButton( giMapInvDescButton ); } // HEADROCK HAM 4: Remove TAB buttons for UDB if (UsingEDBSystem() > 0) { if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { UnloadButtonImage( giMapInvDescTabButtonImage ); } else { UnloadButtonImage( giInvDescTabButtonImage ); } for (cnt = 0; cnt < 3; cnt++) { RemoveButton( giInvDescTabButton[cnt] ); } } // HEADROCK HAM 4: Remove ADVANCED buttons for UDB if (UsingEDBSystem() > 0) { UnloadButtonImage( giInvDescAdvButtonUpImage ); UnloadButtonImage( giInvDescAdvButtonDownImage ); for (cnt = 0; cnt < 2; cnt++) { if ( giInvDescAdvButton[cnt] != -1 ) { RemoveButton( giInvDescAdvButton[cnt] ); } } } // HEADROCK HAM 5: Remove Transform Item Region if (&gInvDescTransformRegion) { MSYS_RemoveRegion( &gInvDescTransformRegion ); if (gfItemDescTransformPopupInitialized && !gfSkipDestroyTransformPopup ) // Gotta make sure we don't destroy it when it's running! { delete(gItemDescTransformPopup); gItemDescTransformPopup = NULL; gfItemDescTransformPopupInitialized = FALSE; gfItemDescTransformPopupVisible = FALSE; } } // Remove region MSYS_RemoveRegion( &gInvDesc); if( gpItemDescObject->usItem != MONEY ) { if (UsingNewAttachmentSystem()==true) { // WANNE: Bugfix: Fixed CTD when closing sector inventory in strategy screen with open item description if (gpItemDescObject[0].objectStack.size() == 0) { for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++) { MSYS_RemoveRegion( &gItemDescAttachmentRegions[cnt]); } } else { for ( cnt = 0; cnt < (INT32)(*gpItemDescObject)[0]->attachments.size(); cnt++ ) { MSYS_RemoveRegion( &gItemDescAttachmentRegions[cnt]); //BOB : also, clean up the popup boxes if( gItemDescAttachmentPopupsInitialized && gItemDescAttachmentPopups[cnt] != NULL ){ delete(gItemDescAttachmentPopups[cnt]); gItemDescAttachmentPopups[cnt] = NULL; } } giActiveAttachmentPopup = -1; } } else { // WANNE: Bugfix: Attachment regions were not removed when playing without NAS and when closing the description box for (cnt = 0; cnt < OLD_MAX_ATTACHMENTS_101; cnt++) { MSYS_RemoveRegion( &gItemDescAttachmentRegions[cnt]); } } } else { UnloadButtonImage( guiMoneyButtonImage ); UnloadButtonImage( guiMoneyDoneButtonImage ); for ( cnt = 0; cnt < OLD_MAX_ATTACHMENTS_101; cnt++ ) { RemoveButton( guiMoneyButtonBtn[cnt] ); } } // HEADROCK HAM 5: Instead of checking the item, check for the regions!! //if ( ITEM_PROS_AND_CONS( gpItemDescObject->usItem ) ) if (&(gProsAndConsRegions[0])) { MSYS_RemoveRegion( &gProsAndConsRegions[0] ); } if (&(gProsAndConsRegions[1])) { MSYS_RemoveRegion( &gProsAndConsRegions[1] ); } // HEADROCK HAM 5: Instead of checking the item, check for the button!! //if(( ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN ) && !Item[gpItemDescObject->usItem].rocketlauncher ) ) if (giItemDescAmmoButton > -1) { // Remove button UnloadButtonImage( giItemDescAmmoButtonImages ); RemoveButton( giItemDescAmmoButton ); } // if(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { fCharacterInfoPanelDirty=TRUE; fMapPanelDirty = TRUE; fTeamPanelDirty = TRUE; fMapScreenBottomDirty = TRUE; } if( InKeyRingPopup() == TRUE ) { DeleteKeyObject(gpItemDescObject); gpItemDescObject = NULL; fShowDescriptionFlag = FALSE; fInterfacePanelDirty = DIRTYLEVEL2; return; } fShowDescriptionFlag = FALSE; fInterfacePanelDirty = DIRTYLEVEL2; if( gpItemDescObject->usItem == MONEY ) { //if there is no money remaining if( gRemoveMoney.uiMoneyRemaining == 0 && !gfAddingMoneyToMercFromPlayersAccount ) { //get rid of the money in the slot gpItemDescObject->initialize(); gpItemDescObject = NULL; } } if( gfAddingMoneyToMercFromPlayersAccount ) gfAddingMoneyToMercFromPlayersAccount = FALSE; gfItemDescObjectIsAttachment = FALSE; gpItemDescObject = NULL; gpItemDescPrevObject = NULL; // HEADROCK HAM 5: This stores an attachment object while we're looking at its copy. gpItemDescOrigAttachmentObject = NULL; } void InternalBeginItemPointer( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, INT8 bHandPos ) { // BOOLEAN fOk; // If not null return if ( gpItemPointer != NULL ) { return; } // Copy into cursor... gItemPointer = *pObject; // Dirty interface fInterfacePanelDirty = DIRTYLEVEL2; gpItemPointer = &gItemPointer; gpItemPointerSoldier = pSoldier; gbItemPointerSrcSlot = bHandPos; gbItemPointerLocateGood = TRUE; CheckForDisabledForGiveItem( ); EnableSMPanelButtons( FALSE, TRUE ); gfItemPointerDifferentThanDefault = FALSE; // re-evaluate repairs gfReEvaluateEveryonesNothingToDo = TRUE; } void BeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos ) { int numToMove = 0; if (_KeyDown( SHIFT )) { // Remove all from soldier's slot numToMove = ALL_OBJECTS; } else { numToMove = 1; } pSoldier->inv[ubHandPos].MoveThisObjectTo(gTempObject, numToMove, pSoldier, ubHandPos); if ( gTempObject.exists() == false ) { //oops, the move failed. It might have failed because the object was force placed //to a slot where the ItemSizeLimit is 0, try again //this method won't work with LBEs in LBE pockets pSoldier->inv[ubHandPos].MoveThisObjectTo(gTempObject, numToMove); } if ( gTempObject.exists() == true ) { InternalBeginItemPointer( pSoldier, &gTempObject, ubHandPos ); } } void BeginKeyRingItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubKeyRingPosition ) { BOOLEAN fOk; // If not null return if ( gpItemPointer != NULL ) { return; } if (_KeyDown( SHIFT )) { // Remove all from soldier's slot fOk = RemoveKeysFromSlot( pSoldier, ubKeyRingPosition, pSoldier->pKeyRing[ ubKeyRingPosition ].ubNumber, &gItemPointer ); } else { RemoveKeyFromSlot( pSoldier, ubKeyRingPosition, &gItemPointer ); fOk = (gItemPointer.ubNumberOfObjects == 1); } if (fOk) { // ATE: Look if we are a BLOODIED KNIFE, and change if so, making guy scream... // Dirty interface fInterfacePanelDirty = DIRTYLEVEL2; gpItemPointer = &gItemPointer; gpItemPointerSoldier = pSoldier; gbItemPointerSrcSlot = ubKeyRingPosition; if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) { guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum; fMapInventoryItem=TRUE; MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR ); MSYS_SetCurrentCursor( EXTERN_CURSOR ); } } else { //Debug mesg } gfItemPointerDifferentThanDefault = FALSE; } void EndItemPointer( ) { if ( gpItemPointer != NULL ) { gpItemPointer = NULL; gbItemPointerSrcSlot = NO_SLOT; MSYS_ChangeRegionCursor( &gSMPanelRegion , CURSOR_NORMAL ); MSYS_SetCurrentCursor( CURSOR_NORMAL ); if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { gMoveingItem.initialize(); SetSkiCursor( CURSOR_NORMAL ); } else { EnableSMPanelButtons( TRUE , TRUE ); } gbItemPointerLocateGood = FALSE; // re-evaluate repairs gfReEvaluateEveryonesNothingToDo = TRUE; } } void DrawItemFreeCursor( ) { //OBJECTTYPE *gpItemPointer; //UINT16 usItemSnapCursor; // Get usIndex and then graphic for item guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum; MSYS_ChangeRegionCursor( &gSMPanelRegion , EXTERN_CURSOR ); MSYS_SetCurrentCursor( EXTERN_CURSOR ); } void HideItemTileCursor( ) { // RemoveTopmost( gusCurMousePos, gusItemPointer ); } BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT32 sSrcGridNo ) { return( TRUE ); /*- INT32 cnt; INT8 bDirection, bTargetDirection; bTargetDirection = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sSrcGridNo ); // Look 3 directions Clockwise from what we are facing.... bDirection = pSoldier->bDirection; for ( cnt = 0; cnt < 3; cnt++ ) { if ( bDirection == bTargetDirection ) { return( TRUE ); } bDirection = gOneCDirection[ bDirection ]; } // Look 3 directions CounterClockwise from what we are facing.... bDirection = pSoldier->bDirection; for ( cnt = 0; cnt < 3; cnt++ ) { if ( bDirection == bTargetDirection ) { return( TRUE ); } bDirection = gOneCCDirection[ bDirection ]; } // If here, nothing good can happen! return( FALSE ); -*/ } void DrawItemTileCursor( ) { INT32 usMapPos; UINT16 usIndex; UINT8 ubSoldierID; INT16 sAPCost; BOOLEAN fRecalc; UINT32 uiCursorFlags; INT32 sFinalGridNo; UINT32 uiCursorId = CURSOR_ITEM_GOOD_THROW; SOLDIERTYPE *pSoldier; BOOLEAN fGiveItem = FALSE; INT32 sActionGridNo; UINT8 ubDirection; static UINT32 uiOldCursorId = 0; static UINT16 usOldMousePos = 0; INT16 sEndZ = 0; INT16 sDist; INT8 bLevel; if (GetMouseMapPos( &usMapPos) ) { /*CHRISL: For some reason it's possible that gpItemPointerSoldier is not correctly set when we come into this function, but we require it to be set for this function to work. So for now, let's set it using gusUIFullTargetID.*/ if(gpItemPointerSoldier->exists() == false) gpItemPointerSoldier = MercPtrs[ gusUIFullTargetID ]; if ( gfUIFullTargetFound ) { // Force mouse position to guy... usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo; } gusCurMousePos = usMapPos; if( gusCurMousePos != usOldMousePos ) { gfItemPointerDifferentThanDefault = FALSE; } // Save old one.. usOldMousePos = gusCurMousePos; // Default to turning adjacent area gridno off.... gfUIHandleShowMoveGrid = FALSE; // If we are over a talkable guy, set flag if ( IsValidTalkableNPCFromMouse( &ubSoldierID, TRUE, FALSE, TRUE ) ) { fGiveItem = TRUE; } // WANNE: Prevent duplication of items cheat-bug: // You need two mercenaries. You place required item to first mercenary's inventory, // then you take the item and point cursor with the item at the second mercenary. // Then you click right mouse button and then left one. // During the process of giving the item from the first mercenary to the second quicly move the item to the another slot of the inventory. // As a result of it the item will be given to the second mercenary and the first mercenary will still have it. // OK, if different than default, change.... //if ( gfItemPointerDifferentThanDefault ) //{ // fGiveItem = !fGiveItem; //} // Get recalc and cursor flags fRecalc = GetMouseRecalcAndShowAPFlags( &uiCursorFlags, NULL ); // OK, if we begin to move, reset the cursor... if ( uiCursorFlags & MOUSE_MOVING ) { EndPhysicsTrajectoryUI( ); } // Get Pyth spaces away..... sDist = PythSpacesAway( gpItemPointerSoldier->sGridNo, gusCurMousePos ); // If we are here and we are not selected, select! // ATE Design discussion propably needed here... if ( gpItemPointerSoldier->ubID != gusSelectedSoldier ) { SelectSoldier( gpItemPointerSoldier->ubID, FALSE, FALSE ); } // ATE: if good for locate, locate to selected soldier.... if ( gbItemPointerLocateGood ) { gbItemPointerLocateGood = FALSE; LocateSoldier( gusSelectedSoldier, FALSE ); } if ( !fGiveItem ) { if ( UIHandleOnMerc( FALSE ) && usMapPos != gpItemPointerSoldier->sGridNo ) { // We are on a guy.. check if they can catch or not.... if ( gfUIFullTargetFound ) { // Get soldier pSoldier = MercPtrs[ gusUIFullTargetID ]; // Are they on our team? // ATE: Can't be an EPC if ( pSoldier->bTeam == gbPlayerNum && !AM_AN_EPC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) { if ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE ) { // OK, on a valid pass gfUIMouseOnValidCatcher = 4; gubUIValidCatcherID = (UINT8)gusUIFullTargetID; } else { // Can they see the throw? if ( SoldierCanSeeCatchComing( pSoldier, gpItemPointerSoldier->sGridNo ) ) { // OK, set global that this buddy can see catch... gfUIMouseOnValidCatcher = TRUE; gubUIValidCatcherID = (UINT8)gusUIFullTargetID; } } } } } // We're going to toss it! if ( gTacticalStatus.uiFlags & INCOMBAT ) { gfUIDisplayActionPoints = TRUE; gUIDisplayActionPointsOffX = 15; gUIDisplayActionPointsOffY = 15; } // If we are tossing... if ( sDist <= 1 && gfUIMouseOnValidCatcher == 0 || gfUIMouseOnValidCatcher == 4 ) { gsCurrentActionPoints = GetBasicAPsToPickupItem( gpItemPointerSoldier ); } else { gsCurrentActionPoints = APBPConstants[AP_TOSS_ITEM]; } } else { if ( gfUIFullTargetFound ) { UIHandleOnMerc( FALSE ); // OK, set global that this buddy can see catch... gfUIMouseOnValidCatcher = 2; gubUIValidCatcherID = (UINT8)gusUIFullTargetID; // If this is a robot, change to say 'reload' if ( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_ROBOT ) { gfUIMouseOnValidCatcher = 3; } if ( !( uiCursorFlags & MOUSE_MOVING ) ) { // Find adjacent gridno... sActionGridNo = FindAdjacentGridEx( gpItemPointerSoldier, gusCurMousePos, &ubDirection, NULL, FALSE, FALSE ); if ( sActionGridNo == -1 ) { sActionGridNo = gusCurMousePos; } // Display location... gsUIHandleShowMoveGridLocation = sActionGridNo; gfUIHandleShowMoveGrid = TRUE; // Get AP cost if ( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_ROBOT ) { sAPCost = GetAPsToReloadRobot( gpItemPointerSoldier, MercPtrs[ gusUIFullTargetID ] ); } else { sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, sActionGridNo ); } gsCurrentActionPoints = sAPCost; } // Set value if ( gTacticalStatus.uiFlags & INCOMBAT ) { gfUIDisplayActionPoints = TRUE; gUIDisplayActionPointsOffX = 15; gUIDisplayActionPointsOffY = 15; } } } if ( fGiveItem ) { uiCursorId = CURSOR_ITEM_GIVE; } else { // How afar away are we? if ( sDist <= 1 && gfUIMouseOnValidCatcher == 0 ) { // OK, we want to drop..... // Write the word 'drop' on cursor... wcscpy( gzIntTileLocation, pMessageStrings[ MSG_DROP ] ); gfUIIntTileLocation = TRUE; } else { if ( usMapPos == gpItemPointerSoldier->sGridNo ) { EndPhysicsTrajectoryUI( ); } else if ( gfUIMouseOnValidCatcher == 4 ) { // ATE: Don't do if we are passing.... } else // ( sDist > PASSING_ITEM_DISTANCE_OKLIFE ) { // Write the word 'drop' on cursor... if ( gfUIMouseOnValidCatcher == 0 ) { wcscpy( gzIntTileLocation, pMessageStrings[ MSG_THROW ] ); gfUIIntTileLocation = TRUE; } gfUIHandlePhysicsTrajectory = TRUE; if ( fRecalc && usMapPos != gpItemPointerSoldier->sGridNo ) { if ( gfUIMouseOnValidCatcher ) { switch( gAnimControl[ MercPtrs[ gubUIValidCatcherID ]->usAnimState ].ubHeight ) { case ANIM_STAND: sEndZ = 150; break; case ANIM_CROUCH: sEndZ = 80; break; case ANIM_PRONE: sEndZ = 10; break; } if ( MercPtrs[ gubUIValidCatcherID ]->pathing.bLevel > 0 ) { sEndZ = 0; } } // Calculate chance to throw here..... if ( !CalculateLaunchItemChanceToGetThrough( gpItemPointerSoldier, gpItemPointer, usMapPos, (INT8)gsInterfaceLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), &sFinalGridNo, FALSE, &bLevel, TRUE ) ) { gfBadThrowItemCTGH = TRUE; } else { gfBadThrowItemCTGH = FALSE; } BeginPhysicsTrajectoryUI( sFinalGridNo, bLevel, gfBadThrowItemCTGH ); } } if ( gfBadThrowItemCTGH ) { uiCursorId = CURSOR_ITEM_BAD_THROW; } } } //Erase any cursor in viewport //MSYS_ChangeRegionCursor( &gViewportRegion , VIDEO_NO_CURSOR ); // Get tile graphic fro item usIndex = GetTileGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); // ONly load if different.... if ( usIndex != gusItemPointer || uiOldCursorId != uiCursorId ) { // OK, Tile database gives me subregion and video object to use... SetExternVOData( uiCursorId, gTileDatabase[ usIndex ].hTileSurface, gTileDatabase[ usIndex ].usRegionIndex ); gusItemPointer = usIndex; uiOldCursorId = uiCursorId; } MSYS_ChangeRegionCursor( &gViewportRegion , (UINT16)uiCursorId ); } } BOOLEAN IsValidAmmoToReloadRobot( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject ) { if ( !CompatibleAmmoForGun( pObject, &( pSoldier->inv[ HANDPOS ] ) ) ) { // Build string... ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ ROBOT_NEEDS_GIVEN_CALIBER_STR ], AmmoCaliber[ Weapon[ pSoldier->inv[ HANDPOS ].usItem ].ubCalibre ] ); return( FALSE ); } return( TRUE ); } BOOLEAN HandleItemPointerClick( INT32 usMapPos ) { // Determine what to do if ( SelectedGuyInBusyAnimation( ) ) { return( FALSE ); } if ( giUIMessageOverlay != -1 ) { EndUIMessage( ); return( FALSE ); } // Don't allow if our soldier is a # of things... if ( AM_AN_EPC( gpItemPointerSoldier ) || gpItemPointerSoldier->stats.bLife < OKLIFE || gpItemPointerSoldier->MercInDeepWater( ) ) { return( FALSE ); } // This implies we have no path.... if ( gsCurrentActionPoints == 0 ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_PATH ] ); return( FALSE ); } UINT8 ubDirection; UINT8 ubSoldierID; UINT16 usItem; INT16 sAPCost; SOLDIERTYPE *pSoldier=NULL; UINT8 ubThrowActionCode=0; UINT32 uiThrowActionData=0; INT16 sEndZ = 0; BOOLEAN fGiveItem = FALSE; INT32 sGridNo; INT16 sDist; if ( gfUIFullTargetFound ) { // Force mouse position to guy... usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo; if ( gAnimControl[ MercPtrs[ gusUIFullTargetID ]->usAnimState ].uiFlags & ANIM_MOVING ) { return( FALSE ); } } // Check if we have APs.... if ( !EnoughPoints( gpItemPointerSoldier, gsCurrentActionPoints, 0, TRUE ) ) { if ( gfDontChargeAPsToPickup && gsCurrentActionPoints == GetBasicAPsToPickupItem( gpItemPointerSoldier ) ) { } else { return( FALSE ); } } // SEE IF WE ARE OVER A TALKABLE GUY! if ( IsValidTalkableNPCFromMouse( &ubSoldierID, TRUE, FALSE, TRUE ) ) { fGiveItem = TRUE; } // WANNE: Prevent duplication of items cheat-bug: // You need two mercenaries. You place required item to first mercenary's inventory, // then you take the item and point cursor with the item at the second mercenary. // Then you click right mouse button and then left one. // During the process of giving the item from the first mercenary to the second quicly move the item to the another slot of the inventory. // As a result of it the item will be given to the second mercenary and the first mercenary will still have it. // OK, if different than default, change.... //if ( gfItemPointerDifferentThanDefault ) //{ // fGiveItem = !fGiveItem; //} // Get Pyth spaces away..... sDist = PythSpacesAway( gpItemPointerSoldier->sGridNo, gusCurMousePos ); if ( fGiveItem ) { usItem = gpItemPointer->usItem; // If the target is a robot, if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_ROBOT ) { // Charge APs to reload robot! sAPCost = GetAPsToReloadRobot( gpItemPointerSoldier, MercPtrs[ ubSoldierID ] ); } else { // Calculate action point costs! sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, usMapPos ); } //CHRISL: This doesn't make sense to me. If we take an item out of a stack and then click on something, why would we first attempt to put the item // back in the stack we took it from. The item in the cursor should be recognized as a seperate stack at this point. // Place it back in our hands! gTempObject = *gpItemPointer; // if ( gbItemPointerSrcSlot != NO_SLOT ) // { // PlaceObject( gpItemPointerSoldier, gbItemPointerSrcSlot, gpItemPointer ); // fInterfacePanelDirty = DIRTYLEVEL2; // } /* //if the user just clicked on an arms dealer if( IsMercADealer( MercPtrs[ ubSoldierID ]->ubProfile ) ) { if ( EnoughPoints( gpItemPointerSoldier, sAPCost, 0, TRUE ) ) { //Enter the shopkeeper interface EnterShopKeeperInterfaceScreen( MercPtrs[ ubSoldierID ]->ubProfile ); EndItemPointer( ); } return( TRUE ); } */ if ( EnoughPoints( gpItemPointerSoldier, sAPCost, 0, TRUE ) ) { // If we are a robot, check if this is proper item to reload! if ( MercPtrs[ ubSoldierID ]->flags.uiStatusFlags & SOLDIER_ROBOT ) { // Check if we can reload robot.... if ( IsValidAmmoToReloadRobot( MercPtrs[ ubSoldierID ], &gTempObject ) ) { INT32 sActionGridNo; UINT8 ubDirection; INT32 sAdjustedGridNo; // Walk up to him and reload! // See if we can get there to stab sActionGridNo = FindAdjacentGridEx( gpItemPointerSoldier, MercPtrs[ ubSoldierID ]->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE ); if ( sActionGridNo != -1 && gbItemPointerSrcSlot != NO_SLOT ) { // Make a temp object for ammo... OBJECTTYPE::CopyToOrCreateAt( &gpItemPointerSoldier->pTempObject, &gTempObject); // Remove from soldier's inv... gpItemPointerSoldier->inv[ gbItemPointerSrcSlot ].RemoveObjectsFromStack(1); gpItemPointerSoldier->aiData.sPendingActionData2 = sAdjustedGridNo; gpItemPointerSoldier->aiData.uiPendingActionData1 = gbItemPointerSrcSlot; gpItemPointerSoldier->aiData.bPendingActionData3 = ubDirection; gpItemPointerSoldier->aiData.ubPendingActionAnimCount = 0; // CHECK IF WE ARE AT THIS GRIDNO NOW if ( gpItemPointerSoldier->sGridNo != sActionGridNo ) { // SEND PENDING ACTION gpItemPointerSoldier->aiData.ubPendingAction = MERC_RELOADROBOT; // WALK UP TO DEST FIRST gpItemPointerSoldier->EVENT_InternalGetNewSoldierPath( sActionGridNo, gpItemPointerSoldier->usUIMovementMode, FALSE, FALSE ); } else { gpItemPointerSoldier->EVENT_SoldierBeginReloadRobot( sAdjustedGridNo, ubDirection, gbItemPointerSrcSlot ); } // OK, set UI SetUIBusy( gpItemPointerSoldier->ubID ); } } gfDontChargeAPsToPickup = FALSE; EndItemPointer( ); } else { //if (gbItemPointerSrcSlot != NO_SLOT ) { // Give guy this item..... SoldierGiveItem( gpItemPointerSoldier, MercPtrs[ ubSoldierID ], &gTempObject, gbItemPointerSrcSlot ); gfDontChargeAPsToPickup = FALSE; EndItemPointer( ); // If we are giving it to somebody not on our team.... //if ( MercPtrs[ ubSoldierID ]->ubProfile < FIRST_RPC || MercPtrs[ubSoldierID]->ubProfile >= GASTON || RPC_RECRUITED( MercPtrs[ ubSoldierID ] ) ) //new profiles by Jazz if ( gProfilesIMP[MercPtrs[ ubSoldierID ]->ubProfile].ProfilId == MercPtrs[ ubSoldierID ]->ubProfile || gProfilesAIM[MercPtrs[ ubSoldierID ]->ubProfile].ProfilId == MercPtrs[ ubSoldierID ]->ubProfile || gProfilesMERC[MercPtrs[ ubSoldierID ]->ubProfile].ProfilId == MercPtrs[ ubSoldierID ]->ubProfile || RPC_RECRUITED( MercPtrs[ ubSoldierID ] ) ) { } else { SetEngagedInConvFromPCAction( gpItemPointerSoldier ); } } } } return( TRUE ); } // CHECK IF WE ARE NOT ON THE SAME GRIDNO if ( sDist <= 1 && !( gfUIFullTargetFound && gusUIFullTargetID != gpItemPointerSoldier->ubID ) ) { // Check some things here.... // 1 ) are we at the exact gridno that we stand on? if ( usMapPos == gpItemPointerSoldier->sGridNo ) { // Drop if ( !gfDontChargeAPsToPickup ) { // Deduct points DeductPoints( gpItemPointerSoldier, GetBasicAPsToPickupItem( gpItemPointerSoldier ), 0 ); } SoldierDropItem( gpItemPointerSoldier, gpItemPointer ); } else { // Try to drop in an adjacent area.... // 1 ) is this not a good OK destination // this will sound strange, but this is OK...... if ( !NewOKDestination( gpItemPointerSoldier, usMapPos, FALSE, gpItemPointerSoldier->pathing.bLevel ) || FindBestPath( gpItemPointerSoldier, usMapPos, gpItemPointerSoldier->pathing.bLevel, WALKING, NO_COPYROUTE, 0 ) == 1 ) { // Drop if ( !gfDontChargeAPsToPickup ) { // Deduct points DeductPoints( gpItemPointerSoldier, GetBasicAPsToPickupItem(gpItemPointerSoldier), 0 ); } // Play animation.... // Don't show animation of dropping item, if we are not standing switch ( gAnimControl[ gpItemPointerSoldier->usAnimState ].ubHeight ) { case ANIM_STAND: OBJECTTYPE::CopyToOrCreateAt( &gpItemPointerSoldier->pTempObject, gpItemPointer); if (gpItemPointerSoldier->pTempObject != NULL) { gpItemPointerSoldier->aiData.sPendingActionData2 = usMapPos; // Turn towards.....gridno gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( (INT8)GetDirectionFromGridNo( usMapPos, gpItemPointerSoldier ) ); gpItemPointerSoldier->EVENT_InitNewSoldierAnim( DROP_ADJACENT_OBJECT, 0 , FALSE ); } break; case ANIM_CROUCH: case ANIM_PRONE: AddItemToPool( usMapPos, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 ); NotifySoldiersToLookforItems( ); break; } } else { // Drop in place... if ( !gfDontChargeAPsToPickup ) { // Deduct points DeductPoints( gpItemPointerSoldier, GetBasicAPsToPickupItem(gpItemPointerSoldier), 0 ); } SoldierDropItem( gpItemPointerSoldier, gpItemPointer ); } } } else { sGridNo = usMapPos; // Kaiden: Vehicle Inventory change - Commented the following If test: //if ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && MercPtrs[ gusUIFullTargetID ]->bTeam == gbPlayerNum && !AM_AN_EPC( MercPtrs[ gusUIFullTargetID ] ) && !( MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) // And added this one instead: if ( ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && MercPtrs[ gusUIFullTargetID ]->bTeam == gbPlayerNum && !AM_AN_EPC( MercPtrs[ gusUIFullTargetID ] ) ) && !( (!gGameExternalOptions.fVehicleInventory) && (MercPtrs[ gusUIFullTargetID ]->flags.uiStatusFlags & SOLDIER_VEHICLE) ) ) { // OK, do the transfer... { pSoldier = MercPtrs[ gusUIFullTargetID ]; { // Change to inventory.... //gfSwitchPanel = TRUE; //gbNewPanel = SM_PANEL; //gubNewPanelParam = (UINT8)pSoldier->ubID; if ( !EnoughPoints( pSoldier, 3, 0, TRUE ) || !EnoughPoints( gpItemPointerSoldier, 3, 0, TRUE ) ) { return( FALSE ); } // Check LOS.... if ( !SoldierTo3DLocationLineOfSightTest( pSoldier, gpItemPointerSoldier->sGridNo, gpItemPointerSoldier->pathing.bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) ) { return( FALSE ); } // Charge AP values... DeductPoints( pSoldier, 3, 0, UNTRIGGERED_INTERRUPT ); DeductPoints( gpItemPointerSoldier, 3, 0, UNTRIGGERED_INTERRUPT ); usItem = gpItemPointer->usItem; // try to auto place object.... if ( AutoPlaceObject( pSoldier, gpItemPointer, TRUE ) ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_ITEM_PASSED_TO_MERC ], ShortItemNames[ usItem ], pSoldier->name ); // Check if it's the same now! if ( gpItemPointer->exists() == false ) { EndItemPointer( ); } // OK, make guys turn towards each other and do animation... { UINT8 ubFacingDirection; // Get direction to face..... ubFacingDirection = (UINT8)GetDirectionFromGridNo( gpItemPointerSoldier->sGridNo, pSoldier ); // Stop merc first.... pSoldier->EVENT_StopMerc( pSoldier->sGridNo, pSoldier->ubDirection ); // WANNE: Also turn merc if he is crouched and he passes an item if ( !pSoldier->MercInWater( ) ) { // Turn to face, then do animation.... pSoldier->EVENT_SetSoldierDesiredDirection( ubFacingDirection ); pSoldier->flags.fTurningUntilDone = TRUE; if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND) { pSoldier->usPendingAnimation = PASS_OBJECT; } } // WANNE: Also turn merc if he is crouched and he received the passed item if ( !gpItemPointerSoldier->MercInWater( ) ) { gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( gOppositeDirection[ ubFacingDirection ] ); gpItemPointerSoldier->flags.fTurningUntilDone = TRUE; if (gAnimControl[ gpItemPointerSoldier->usAnimState ].ubEndHeight == ANIM_STAND) { gpItemPointerSoldier->usPendingAnimation = PASS_OBJECT; } } } return( TRUE ); } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_NO_ROOM_TO_PASS_ITEM ], ShortItemNames[ usItem ], pSoldier->name ); return( FALSE ); } } } } else { // CHECK FOR VALID CTGH if ( gfBadThrowItemCTGH ) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_THROW_TO_DEST_STR ] ); return( FALSE ); } // Deduct points //DeductPoints( gpItemPointerSoldier, APBPConstants[AP_TOSS_ITEM], 0 ); gpItemPointerSoldier->flags.fDontChargeTurningAPs = TRUE; // Will be dome later.... ubThrowActionCode = NO_THROW_ACTION; // OK, CHECK FOR VALID THROW/CATCH // IF OVER OUR GUY... if ( gfUIFullTargetFound ) { pSoldier = MercPtrs[ gusUIFullTargetID ]; // Kaiden: Vehicle Inventory change - Commented the following If Test: //if ( pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) && !( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) // And replaced it with this one: if ( ( pSoldier->bTeam == gbPlayerNum && pSoldier->stats.bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) ) && !( ( !gGameExternalOptions.fVehicleInventory ) && ( pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE ) ) ) { // OK, on our team, // How's our direction? if ( SoldierCanSeeCatchComing( pSoldier, gpItemPointerSoldier->sGridNo ) ) { // Setup as being the catch target ubThrowActionCode = THROW_TARGET_MERC_CATCH; uiThrowActionData = pSoldier->ubID; sGridNo = pSoldier->sGridNo; switch( gAnimControl[ pSoldier->usAnimState ].ubHeight ) { case ANIM_STAND: sEndZ = 150; break; case ANIM_CROUCH: sEndZ = 80; break; case ANIM_PRONE: sEndZ = 10; break; } if ( pSoldier->pathing.bLevel > 0 ) { sEndZ = 0; } // Get direction ubDirection = (UINT8)GetDirectionFromGridNo( gpItemPointerSoldier->sGridNo, pSoldier ); // ATE: Goto stationary... pSoldier->SoldierGotoStationaryStance( ); // Set direction to turn... pSoldier->EVENT_SetSoldierDesiredDirection( ubDirection ); } } } // CHANGE DIRECTION AT LEAST ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, gpItemPointerSoldier ); gpItemPointerSoldier->EVENT_SetSoldierDesiredDirection( ubDirection ); gpItemPointerSoldier->flags.fTurningUntilDone = TRUE; // Increment attacker count... // gTacticalStatus.ubAttackBusyCount++; DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Incremtning ABC: Throw item to %d", gTacticalStatus.ubAttackBusyCount) ); DebugAttackBusy( "Incrementing ABC: Throw item\n" ); // Given our gridno, throw grenate! CalculateLaunchItemParamsForThrow( gpItemPointerSoldier, sGridNo, gpItemPointerSoldier->pathing.bLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), gpItemPointer, 0, ubThrowActionCode, uiThrowActionData ); // OK, goto throw animation HandleSoldierThrowItem( gpItemPointerSoldier, usMapPos ); } } gfDontChargeAPsToPickup = FALSE; EndItemPointer( ); return( TRUE ); } BOOLEAN ItemCursorInLobRange( INT32 usMapPos ) { // Draw item depending on distance from buddy if ( GetRangeFromGridNoDiff( usMapPos, gpItemPointerSoldier->sGridNo ) > MIN_LOB_RANGE ) { return( FALSE ); } else { return( TRUE ); } } BOOLEAN InSectorStackPopup( ) { return( gfInSectorStackPopup ); } BOOLEAN InItemStackPopup( ) { return( gfInItemStackPopup ); } BOOLEAN InKeyRingPopup( ) { return( gfInKeyRingPopup ); } BOOLEAN InitSectorStackPopup( SOLDIERTYPE *pSoldier, WORLDITEM *pInventoryPoolList, INT32 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ) { VOBJECT_DESC VObjectDesc; SGPRect aRect; ETRLEObject *pTrav; HVOBJECT hVObject; INT32 cnt; UINT16 usPopupWidth, usPopupHeight; INT16 sOffSetY = 0, sOffSetX = 0; INT16 sItemWidth = 0; static CHAR16 pStr[ 512 ]; sItemWidth = MAP_INV_ITEM_ROW_WIDTH - 1; sOffSetY = 120; // Set some globals guiCurrentItemDescriptionScreen = guiCurrentScreen; gsItemPopupInvX = sInvX; gsItemPopupInvY = sInvY; gsItemPopupInvWidth = sInvWidth; gsItemPopupInvHeight = sInvHeight; // Set soldier gpItemPopupSoldier = pSoldier; // Determine # of items gpItemPopupObject = &(pInventoryPoolList->object ); gubNumItemPopups = ItemSlotLimit( gpItemPopupObject, STACK_SIZE_LIMIT ); // Return false if #objects not >1 if ( gubNumItemPopups <1 ) return( FALSE ); // Load graphics VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\extra_inventory.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiItemPopupBoxes) ); // Get size GetVideoObject( &hVObject, guiItemPopupBoxes ); pTrav = &(hVObject->pETRLEObject[ 0 ] ); usPopupWidth = 75; //usPopupWidth = pTrav->usWidth; usPopupHeight = pTrav->usHeight; // Get Width, Height gsItemPopupWidth = gubNumItemPopups * usPopupWidth; gsItemPopupHeight = pTrav->usHeight; gsItemPopupX = gsItemPopupInvX; gsItemPopupY = gsItemPopupInvY; for ( cnt = 0; cnt < gubNumItemPopups; cnt++ ) { // Build a mouse region here that is over any others..... MSYS_DefineRegion( &gItemPopupRegions[cnt], (INT16)( gsItemPopupInvX + ( cnt % sItemWidth * usPopupWidth ) + sOffSetX ), // top left (INT16)( sInvY + sOffSetY +( cnt / sItemWidth * usPopupHeight ) ), // top right (INT16)( gsItemPopupInvX + ( ( cnt % sItemWidth ) + 1 ) * usPopupWidth + sOffSetX ), // bottom left (INT16)( sInvY + ( (cnt / sItemWidth + 1) * usPopupHeight ) + sOffSetY ), // bottom right MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemPopupRegionCallback ); // Add region MSYS_AddRegion( &gItemPopupRegions[cnt]); MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 0, cnt ); //CHRISL: Include the pockets capacity as UserData 1 MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 1, gubNumItemPopups ); //CHRISL: Let's also include the ubID for this merc as UserData so we can find the merc again if needed MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 2, pSoldier->ubID); // Flag this as a sectory item MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 3, -1); //OK, for each item, set dirty text if applicable! //CHRISL: if(cnt < gpItemPopupObject->ubNumberOfObjects && gpItemPopupObject->exists() == true){ GetHelpTextForItem( pStr, gpItemPopupObject, 0, cnt ); SetRegionFastHelpText( &(gItemPopupRegions[ cnt ]), pStr ); } else{ SetRegionFastHelpText( &(gItemPopupRegions[ cnt ]), ItemNames[ gpItemPopupObject->usItem ] ); } SetRegionHelpEndCallback( &(gItemPopupRegions[ cnt ]), HelpTextDoneCallback ); gfItemPopupRegionCallbackEndFix = FALSE; } // Build a mouse region here that is over any others..... MSYS_DefineRegion( &gItemPopupRegion, sInvX, sInvY ,(INT16)(sInvX + sInvWidth), (INT16)(sInvY + sInvHeight), MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemPopupFullRegionCallback ); // Add region MSYS_AddRegion( &gItemPopupRegion); //Disable all faces SetAllAutoFacesInactive( ); fInterfacePanelDirty = DIRTYLEVEL2; gfInSectorStackPopup = TRUE; fShowInventoryFlag = TRUE; //Reserict mouse cursor to panel aRect.iLeft = sInvX + sOffSetX; aRect.iTop = sInvY + sOffSetY; aRect.iRight = aRect.iLeft + sItemWidth * usPopupWidth; aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sItemWidth)+1) * usPopupHeight; RestrictMouseCursor( &aRect ); return( TRUE ); } BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ) { VOBJECT_DESC VObjectDesc; SGPRect aRect; ETRLEObject *pTrav; HVOBJECT hVObject; INT32 cnt; UINT16 usPopupWidth, usPopupHeight; INT16 sOffSetY = 0, sOffSetX = 0; INT16 sItemWidth = 0; static CHAR16 pStr[ 512 ]; //sOffSetX = xResOffset; RenderBackpackButtons(DEACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */ if( guiCurrentScreen == MAP_SCREEN ) { sItemWidth = MAP_INV_ITEM_ROW_WIDTH; sOffSetY = 120; } else { sItemWidth = INV_ITEM_ROW_WIDTH; } // Set some globals gsItemPopupInvX = sInvX + xResOffset; gsItemPopupInvY = sInvY; gsItemPopupInvWidth = sInvWidth; gsItemPopupInvHeight = sInvHeight; gpItemPopupSoldier = pSoldier; // Determine # of items gpItemPopupObject = &(pSoldier->inv[ ubPosition ] ); // CHRISL: gubNumItemPopups = ItemSlotLimit( gpItemPopupObject, ubPosition, pSoldier ); // Return false if #objects not >1 if ( gubNumItemPopups <1 ) { return( FALSE ); } // Load graphics VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\extra_inventory.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiItemPopupBoxes) ); //if(UsingNewInventorySystem() == true) //{ // /*VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; // strcpy( VObjectDesc.ImageFile, "INTERFACE\\infobox_background.sti" ); // CHECKF( AddVideoObject( &VObjectDesc, &guiItemDescBoxBackground) );*/ //} //else // guiItemDescBoxBackground = 0; // Get size GetVideoObject( &hVObject, guiItemPopupBoxes ); pTrav = &(hVObject->pETRLEObject[ 0 ] ); usPopupWidth = pTrav->usWidth; usPopupHeight = pTrav->usHeight; //CHRISL: resize usPopupWidth based on popup stack location if(UsingNewInventorySystem() == true) { if((ubPosition >=BIGPOCKSTART && ubPosition < BIGPOCKFINAL) || (gGameExternalOptions.fVehicleInventory && (pSoldier->flags.uiStatusFlags & SOLDIER_VEHICLE))) { usPopupWidth = 75; if(guiCurrentScreen != MAP_SCREEN) sItemWidth -= 2; else if(guiCurrentScreen == MAP_SCREEN) sItemWidth -= 1; } else if(ubPosition >=MEDPOCKSTART && ubPosition < MEDPOCKFINAL) { usPopupWidth = 58; if(guiCurrentScreen != MAP_SCREEN) sItemWidth -= 1; } } // Determine position, height and width of mouse region, area //GetSlotInvXY( ubPosition, &sX, &sY ); //GetSlotInvHeightWidth( ubPosition, &sItemSlotWidth, &sItemSlotHeight ); // Get Width, Height gsItemPopupWidth = gubNumItemPopups * usPopupWidth; gsItemPopupHeight = pTrav->usHeight; gsItemPopupX = gsItemPopupInvX; gsItemPopupY = gsItemPopupInvY; for ( cnt = 0; cnt < gubNumItemPopups; cnt++ ) { // (INT16)( gsItemPopupInvX + ( cnt % gsItemPopupInvWidth * usPopupWidth ) + sOffSetX ), // top left // (INT16)( sInvY + sOffSetY +( cnt / gsItemPopupInvWidth * usPopupHeight ) ), // top right // (INT16)( gsItemPopupInvX + ( ( cnt % gsItemPopupInvWidth ) + 1 ) * usPopupWidth + sOffSetX ), // bottom left // (INT16)( sInvY + ( (cnt / gsItemPopupInvWidth + 1) * usPopupHeight ) + sOffSetY ), // bottom right // sX = (INT16)(gsItemPopupX + ( cnt % sItemWidth * usWidth )); // sY = (INT16)(gsItemPopupY + sOffSetY + ( cnt / sItemWidth * usHeight )); // Build a mouse region here that is over any others..... MSYS_DefineRegion( &gItemPopupRegions[cnt], (INT16)( gsItemPopupInvX + ( cnt % sItemWidth * usPopupWidth ) + sOffSetX ), // top left (INT16)( sInvY + sOffSetY +( cnt / sItemWidth * usPopupHeight ) ), // top right (INT16)( gsItemPopupInvX + ( ( cnt % sItemWidth ) + 1 ) * usPopupWidth + sOffSetX ), // bottom left (INT16)( sInvY + ( (cnt / sItemWidth + 1) * usPopupHeight ) + sOffSetY ), // bottom right MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemPopupRegionCallback ); // Add region MSYS_AddRegion( &gItemPopupRegions[cnt]); MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 0, cnt ); //CHRISL: Include the pockets capacity as UserData 1 int cap = ItemSlotLimit( &pSoldier->inv[ubPosition], ubPosition, pSoldier ); MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 1, cap ); //CHRISL: Let's also include the ubID for this merc as UserData so we can find the merc again if needed MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 2, pSoldier->ubID); //CHRISL: Also include the pocket we're looking at so we can display the right graphic MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 3, ubPosition); //OK, for each item, set dirty text if applicable! //CHRISL: if(cnt < pSoldier->inv[ubPosition].ubNumberOfObjects && pSoldier->inv[ubPosition].exists() == true){ GetHelpTextForItem( pStr, &( pSoldier->inv[ ubPosition ] ), pSoldier, cnt ); SetRegionFastHelpText( &(gItemPopupRegions[ cnt ]), pStr ); } else{ SetRegionFastHelpText( &(gItemPopupRegions[ cnt ]), ItemNames[ pSoldier->inv[ ubPosition ].usItem ] ); } SetRegionHelpEndCallback( &(gItemPopupRegions[ cnt ]), HelpTextDoneCallback ); gfItemPopupRegionCallbackEndFix = FALSE; } // Build a mouse region here that is over any others..... MSYS_DefineRegion( &gItemPopupRegion, sInvX, sInvY ,(INT16)(sInvX + sInvWidth), (INT16)(sInvY + sInvHeight), MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemPopupFullRegionCallback ); // Add region MSYS_AddRegion( &gItemPopupRegion); //Disable all faces SetAllAutoFacesInactive( ); fInterfacePanelDirty = DIRTYLEVEL2; //guiTacticalInterfaceFlags |= INTERFACE_NORENDERBUTTONS; // if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) if( guiCurrentItemDescriptionScreen != MAP_SCREEN ) { EnableSMPanelButtons( FALSE, FALSE ); } gfInItemStackPopup = TRUE; //Reserict mouse cursor to panel aRect.iLeft = sInvX + xResOffset; aRect.iTop = sInvY + sOffSetY; aRect.iRight = aRect.iLeft + sItemWidth * usPopupWidth; aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sItemWidth)+1) * usPopupHeight; //aRect.iTop = sInvY; //aRect.iLeft = sInvX; //aRect.iBottom = sInvY + sInvHeight; //aRect.iRight = sInvX + sInvWidth; RestrictMouseCursor( &aRect ); return( TRUE ); } void EndItemStackPopupWithItemInHand( ) { if ( gpItemPointer != NULL ) { DeleteItemStackPopup( ); } } void ShadowNIVPanel() { // WANNE: Instead of blitting the sti overlap interface, shade the inventory. Looks much better and is the same than in OIV UINT16 startX1, startX2, startX3; UINT16 startY1, startY2, startY3; UINT16 endX1, endX2, endX3; UINT16 endY1, endY2, endY3; // First rectangle startX1 = gsItemPopupInvX; startY1 = gsItemPopupInvY; endX1 = SCREEN_WIDTH - xResOffset; endY1 = startY1 + 109; ShadowVideoSurfaceRect( FRAME_BUFFER, startX1, startY1, endX1 , endY1 ); // Second rectangle startX2 = startX1; startY2 = endY1; endX2 = SCREEN_WIDTH - xResOffset - 155; endY2 = SCREEN_HEIGHT; ShadowVideoSurfaceRect( FRAME_BUFFER, startX2, startY2, endX2 , endY2 ); // Third rectangle startX3 = startX1 - 140; startY3 = startY1 + 65; endX3 = startX3 + 140; endY3 = SCREEN_HEIGHT; ShadowVideoSurfaceRect( FRAME_BUFFER, startX3, startY3, endX3 , endY3 ); } void RenderItemStackPopup( BOOLEAN fFullRender ) { ETRLEObject *pTrav; UINT32 usHeight, usWidth; HVOBJECT hVObject; UINT32 cnt; INT16 sX, sY, sNewX, sNewY; INT16 sItemWidth = 0, sOffSetY = 0, sWidth = 29; INT8 ubPosition; UINT8 image = 0; int sID; // CHRISL: Setup witdh and offset to layer inventory boxes if necessary if( guiCurrentScreen == MAP_SCREEN ) { sItemWidth = MAP_INV_ITEM_ROW_WIDTH; sOffSetY = 120; } else { sItemWidth = INV_ITEM_ROW_WIDTH; } if ( gfInItemStackPopup ) { //Disable all faces SetAllAutoFacesInactive( ); // Shadow Area if ( fFullRender ) { if(UsingNewInventorySystem() == false || guiCurrentScreen == MAP_SCREEN) ShadowVideoSurfaceRect( FRAME_BUFFER, gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvX + gsItemPopupInvWidth , gsItemPopupInvY + gsItemPopupInvHeight ); else if(UsingNewInventorySystem() == true && iResolution >= _800x600 /* && guiItemDescBoxBackground != 0 */ && guiCurrentScreen != MAP_SCREEN) { ShadowNIVPanel(); /* if(iResolution >= _640x480 && iResolution < _800x600) BltVideoObjectFromIndex( FRAME_BUFFER, guiItemDescBoxBackground, 0, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); else if (iResolution < _1024x768) BltVideoObjectFromIndex( FRAME_BUFFER, guiItemDescBoxBackground, 1, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); else BltVideoObjectFromIndex( FRAME_BUFFER, guiItemDescBoxBackground, 2, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); */ } } } //CHRISL: Get ubPosition from mouse region sID = MSYS_GetRegionUserData(&gItemPopupRegions[0], 2); ubPosition = MSYS_GetRegionUserData(&gItemPopupRegions[0], 3); // TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER! GetVideoObject( &hVObject, guiItemPopupBoxes ); pTrav = &(hVObject->pETRLEObject[ 0 ] ); usHeight = (UINT32)pTrav->usHeight; usWidth = (UINT32)pTrav->usWidth; //CHRISL: resize usPopupWidth based on popup stack location if(UsingNewInventorySystem() == true || ubPosition == -1) { if(ubPosition == -1 || (ubPosition >=BIGPOCKSTART && ubPosition < BIGPOCKFINAL) || (gGameExternalOptions.fVehicleInventory && (MercPtrs[sID]->flags.uiStatusFlags & SOLDIER_VEHICLE))) { if(guiCurrentScreen != MAP_SCREEN) sItemWidth -= 2; else if(guiCurrentScreen == MAP_SCREEN) sItemWidth -= 1; usWidth = 75; sWidth = 60; image = 2; } else if(ubPosition >=MEDPOCKSTART && ubPosition < MEDPOCKFINAL) { if(guiCurrentScreen != MAP_SCREEN) sItemWidth -= 1; usWidth = 58; sWidth = 43; image = 1; } } for ( cnt = 0; cnt < gubNumItemPopups; cnt++ ) { // CHRISL: Layer item boxes if we have too many to display in a single row //BltVideoObjectFromIndex( FRAME_BUFFER, guiItemPopupBoxes, 0, gsItemPopupX + ( cnt * usWidth ), gsItemPopupY, VO_BLT_SRCTRANSPARENCY, NULL ); sX = (INT16)(gsItemPopupX + ( cnt % sItemWidth * usWidth )); sY = (INT16)(gsItemPopupY + sOffSetY + ( cnt / sItemWidth * usHeight )); BltVideoObjectFromIndex( FRAME_BUFFER, guiItemPopupBoxes, image, (INT16)sX, ( INT16 )sY, VO_BLT_SRCTRANSPARENCY, NULL ); if ( cnt < gpItemPopupObject->ubNumberOfObjects ) { // CHRISL: Coord updates to work with mutliple rows //sX = (INT16)(gsItemPopupX + ( cnt * usWidth ) + 11); //sY = (INT16)( gsItemPopupY + 3 ); INVRenderItem( FRAME_BUFFER, NULL, gpItemPopupObject, sX+11, sY+3, sWidth, 23, DIRTYLEVEL2, NULL, (UINT8)RENDER_ITEM_NOSTATUS, FALSE, 0, cnt ); // CHRISL: Coord updates to work with mutliple rows // Do status bar here... sNewX = (INT16)( gsItemPopupX + ( cnt * usWidth ) + 7 ); sNewY = gsItemPopupY + INV_BAR_DY + 3; DrawItemUIBarEx( gpItemPopupObject, (UINT8)cnt, sX+7, sY+INV_BAR_DY+3, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , FRAME_BUFFER, cnt ); } } //RestoreExternBackgroundRect( gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvWidth, gsItemPopupInvHeight ); InvalidateRegion( gsItemPopupInvX, INV_REGION_Y, gsItemPopupInvX + gsItemPopupInvWidth, INV_REGION_Y + gsItemPopupInvHeight ); } void HandleItemStackPopup( ) { } void DeleteItemStackPopup( ) { INT32 cnt; //CHRISL: if neither item or sector stack popups are open, just return. if(!gfInItemStackPopup && !gfInSectorStackPopup) return; //Remove DeleteVideoObjectFromIndex( guiItemPopupBoxes ); MSYS_RemoveRegion( &gItemPopupRegion); gfInItemStackPopup = FALSE; gfInSectorStackPopup = FALSE; for ( cnt = 0; cnt < gubNumItemPopups; cnt++ ) { MSYS_RemoveRegion( &gItemPopupRegions[cnt]); } fInterfacePanelDirty = DIRTYLEVEL2; fMapScreenBottomDirty = TRUE; //guiTacticalInterfaceFlags &= (~INTERFACE_NORENDERBUTTONS); // if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) if( guiCurrentItemDescriptionScreen != MAP_SCREEN ) { EnableSMPanelButtons( TRUE, FALSE ); } FreeMouseCursor( ); } BOOLEAN InitKeyRingPopup( SOLDIERTYPE *pSoldier, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ) { VOBJECT_DESC VObjectDesc; SGPRect aRect; ETRLEObject *pTrav; HVOBJECT hVObject; INT32 cnt; UINT16 usPopupWidth, usPopupHeight; INT16 sOffSetY = 0, sOffSetX = 0; INT16 sKeyRingItemWidth = 0; RenderBackpackButtons(DEACTIVATE_BUTTON); /* CHRISL: Needed for new inventory backpack buttons */ if( guiCurrentScreen == MAP_SCREEN ) { gsKeyRingPopupInvX = xResOffset; sKeyRingItemWidth = MAP_KEY_RING_ROW_WIDTH; sOffSetX = 40; sOffSetY = 15; } else { // Set some globals gsKeyRingPopupInvX = xResOffset + sInvX + TACTICAL_INVENTORY_KEYRING_GRAPHIC_OFFSET_X; sKeyRingItemWidth = KEY_RING_ROW_WIDTH; sOffSetY = 8; } gsKeyRingPopupInvY = sInvY; gsKeyRingPopupInvWidth = sInvWidth; gsKeyRingPopupInvHeight = sInvHeight; gpItemPopupSoldier = pSoldier; // Load graphics VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\extra_inventory.STI" ); CHECKF( AddVideoObject( &VObjectDesc, &guiItemPopupBoxes) ); if(UsingNewInventorySystem() == true) { /*VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; strcpy( VObjectDesc.ImageFile, "INTERFACE\\infobox_background.sti" ); CHECKF( AddVideoObject( &VObjectDesc, &guiItemDescBoxBackground) );*/ } else guiItemDescBoxBackground = 0; // Get size GetVideoObject( &hVObject, guiItemPopupBoxes ); pTrav = &(hVObject->pETRLEObject[ 0 ] ); usPopupWidth = pTrav->usWidth; usPopupHeight = pTrav->usHeight; // Determine position, height and width of mouse region, area //GetSlotInvHeightWidth( ubSlotSimilarToKeySlot, &sItemSlotWidth, &sItemSlotHeight ); for ( cnt = 0; cnt < NUMBER_KEYS_ON_KEYRING; cnt++ ) { // Build a mouse region here that is over any others..... MSYS_DefineRegion( &gKeyRingRegions[cnt], (INT16)( gsKeyRingPopupInvX + ( cnt % sKeyRingItemWidth * usPopupWidth ) + sOffSetX ), // top left (INT16)( sInvY + sOffSetY +( cnt / sKeyRingItemWidth * usPopupHeight ) ), // top right (INT16)( gsKeyRingPopupInvX + ( ( cnt % sKeyRingItemWidth ) + 1 ) * usPopupWidth + sOffSetX ), // bottom left (INT16)( sInvY + ( (cnt / sKeyRingItemWidth + 1) * usPopupHeight ) + sOffSetY ), // bottom right MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, KeyRingSlotInvClickCallback ); // Add region MSYS_AddRegion( &gKeyRingRegions[cnt]); MSYS_SetRegionUserData( &gKeyRingRegions[cnt], 0, cnt ); //gfItemPopupRegionCallbackEndFix = FALSE; } // Build a mouse region here that is over any others..... MSYS_DefineRegion( &gItemPopupRegion, sInvX, sInvY ,(INT16)(sInvX + sInvWidth), (INT16)(sInvY + sInvHeight), MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemPopupFullRegionCallback ); // Add region MSYS_AddRegion( &gItemPopupRegion); //Disable all faces SetAllAutoFacesInactive( ); fInterfacePanelDirty = DIRTYLEVEL2; //guiTacticalInterfaceFlags |= INTERFACE_NORENDERBUTTONS; // if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) if( guiCurrentItemDescriptionScreen != MAP_SCREEN ) { EnableSMPanelButtons( FALSE , FALSE ); } gfInKeyRingPopup = TRUE; //Reserict mouse cursor to panel aRect.iLeft = gsKeyRingPopupInvX + sOffSetX; aRect.iTop = sInvY + sOffSetY; aRect.iRight = aRect.iLeft + sKeyRingItemWidth * usPopupWidth; aRect.iBottom = aRect.iTop + (INT32)(ceil((float)cnt/(float)sKeyRingItemWidth)+1) * usPopupHeight; RestrictMouseCursor( &aRect ); return( TRUE ); } void RenderKeyRingPopup( BOOLEAN fFullRender ) { ETRLEObject *pTrav; UINT32 usHeight, usWidth; HVOBJECT hVObject; UINT32 cnt; INT16 sKeyRingItemWidth = 0; INT16 sOffSetY = 0, sOffSetX = 0; if( guiCurrentScreen != MAP_SCREEN ) { sOffSetY = 8; } else { sOffSetX = 40; sOffSetY = 15; } if ( gfInKeyRingPopup ) { //Disable all faces SetAllAutoFacesInactive( ); // Shadow Area if ( fFullRender ) { if(UsingNewInventorySystem() == false || guiCurrentScreen == MAP_SCREEN) ShadowVideoSurfaceRect( FRAME_BUFFER, 0, gsKeyRingPopupInvY, gsKeyRingPopupInvX + gsKeyRingPopupInvWidth , gsKeyRingPopupInvY + gsKeyRingPopupInvHeight ); else if(UsingNewInventorySystem() == true && iResolution >= _800x600 /* && guiItemDescBoxBackground != 0 */ && guiCurrentScreen != MAP_SCREEN) { ShadowNIVPanel(); /* if (iResolution >= _640x480 && iResolution < _800x600) BltVideoObjectFromIndex( FRAME_BUFFER, guiItemDescBoxBackground, 0, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); else if (iResolution < _1024x768) BltVideoObjectFromIndex( FRAME_BUFFER, guiItemDescBoxBackground, 1, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); else BltVideoObjectFromIndex( FRAME_BUFFER, guiItemDescBoxBackground, 2, SM_ITEMDESC_START_X, SM_ITEMDESC_START_Y, VO_BLT_SRCTRANSPARENCY, NULL ); */ } } } gTempObject.usItem = KEY_1; gTempObject[0]->data.objectStatus = 100; // TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER! GetVideoObject( &hVObject, guiItemPopupBoxes ); pTrav = &(hVObject->pETRLEObject[ 0 ] ); usHeight = (UINT32)pTrav->usHeight; usWidth = (UINT32)pTrav->usWidth; if( guiCurrentScreen == MAP_SCREEN ) { sKeyRingItemWidth = MAP_KEY_RING_ROW_WIDTH; } else { // Set some globals sKeyRingItemWidth = KEY_RING_ROW_WIDTH; } for ( cnt = 0; cnt < NUMBER_KEYS_ON_KEYRING; cnt++ ) { BltVideoObjectFromIndex( FRAME_BUFFER, guiItemPopupBoxes, 0, (INT16)(gsKeyRingPopupInvX + ( cnt % sKeyRingItemWidth * usWidth ) + sOffSetX ), ( INT16 )( gsKeyRingPopupInvY + sOffSetY + ( cnt / sKeyRingItemWidth * usHeight ) ), VO_BLT_SRCTRANSPARENCY, NULL ); // will want to draw key here.. if there is one if( ( gpItemPopupSoldier->pKeyRing[ cnt ].ubKeyID != INVALID_KEY_NUMBER ) && ( gpItemPopupSoldier->pKeyRing[ cnt ].ubNumber > 0 ) ) { gTempObject.ubNumberOfObjects = gpItemPopupSoldier->pKeyRing[ cnt ].ubNumber; // show 100% status for each DrawItemUIBarEx( &gTempObject, 0, (INT16)( gsKeyRingPopupInvX + sOffSetX + ( cnt % sKeyRingItemWidth * usWidth ) + 7 ), ( INT16 )( gsKeyRingPopupInvY + sOffSetY + ( cnt / sKeyRingItemWidth * usHeight ) + 24 ) , ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , FRAME_BUFFER ); // set item type gTempObject.usItem = FIRST_KEY + LockTable[ gpItemPopupSoldier->pKeyRing[ cnt].ubKeyID ].usKeyItem; // render the item INVRenderItem( FRAME_BUFFER, NULL, &gTempObject, (INT16)(gsKeyRingPopupInvX + sOffSetX +( cnt % sKeyRingItemWidth * usWidth ) + 8), ( INT16 )( gsKeyRingPopupInvY + sOffSetY + ( cnt / sKeyRingItemWidth * usHeight ) ), ( UINT16 )( usWidth - 8 ), ( UINT16 )( usHeight - 2 ) , DIRTYLEVEL2, NULL, 0, 0, 0 ); } //BltVideoObjectFromIndex( FRAME_BUFFER, guiItemPopupBoxes, 0, (INT16)(gsKeyRingPopupInvX + ( cnt % KEY_RING_ROW_WIDTH * usWidth ) ), ( INT16 )( gsKeyRingPopupInvY + ( cnt / KEY_RING_ROW_WIDTH * usHeight ) ), VO_BLT_SRCTRANSPARENCY, NULL ); } //RestoreExternBackgroundRect( gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvWidth, gsItemPopupInvHeight ); InvalidateRegion( gsKeyRingPopupInvX, gsKeyRingPopupInvY, gsKeyRingPopupInvX + gsKeyRingPopupInvWidth, gsKeyRingPopupInvY + gsKeyRingPopupInvHeight ); } void DeleteKeyRingPopup( ) { INT32 cnt; if( gfInKeyRingPopup == FALSE ) { // done, return; } //Remove DeleteVideoObjectFromIndex( guiItemPopupBoxes ); MSYS_RemoveRegion( &gItemPopupRegion); gfInKeyRingPopup = FALSE; for ( cnt = 0; cnt < NUMBER_KEYS_ON_KEYRING; cnt++ ) { MSYS_RemoveRegion( &gKeyRingRegions[cnt]); } fInterfacePanelDirty = DIRTYLEVEL2; //guiTacticalInterfaceFlags &= (~INTERFACE_NORENDERBUTTONS); // if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) if( guiCurrentItemDescriptionScreen != MAP_SCREEN ) { EnableSMPanelButtons( TRUE, FALSE ); } FreeMouseCursor( ); } UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem ) { UINT32 id; UINT8 ubGraphicType = pItem->ubGraphicType; // CHECK SUBCLASS if ( ubGraphicType == 0 ) { SGP_TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oGUNSM.getVObjectForItem(pItem->ubGraphicNum) : guiGUNSM, L"Failed to retrieve gun image" ); } else { SGP_TRYCATCH_RETHROW( id = g_bUsePngItemImages ? g_oPITEMS[ubGraphicType-1].getVObjectForItem(pItem->ubGraphicNum) : guiPITEMS[ubGraphicType-1], String("Failed to retrieve interface image, graphic type = %d",ubGraphicType) ); } return id; } UINT16 GetTileGraphicForItem( INVTYPE *pItem ) { UINT16 usIndex; if ( pItem->ubClassIndex >= M900 ) DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("GetTileGraphicForItem: item %d graphic %d",pItem->ubClassIndex, pItem->ubGraphicNum)); // CHECK SUBCLASS if ( pItem->ubGraphicType == 0 ) { GetTileIndexFromTypeSubIndex( GUNS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); } else if ( pItem->ubGraphicType == 1 ) { GetTileIndexFromTypeSubIndex( P1ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); } else if ( pItem->ubGraphicType == 2 ) { GetTileIndexFromTypeSubIndex( P2ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); } else if ( pItem->ubGraphicType == 3 ) { GetTileIndexFromTypeSubIndex( P3ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); } ////MM: New item tileslots start here //else if ( pItem->ubGraphicType == 4 ) //{ // GetTileIndexFromTypeSubIndex( P4ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); //} //else if ( pItem->ubGraphicType == 5 ) //{ // GetTileIndexFromTypeSubIndex( P5ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); //} //else if ( pItem->ubGraphicType == 6 ) //{ // GetTileIndexFromTypeSubIndex( P6ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); //} //else if ( pItem->ubGraphicType == 7 ) //{ // GetTileIndexFromTypeSubIndex( P7ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); //} //else if ( pItem->ubGraphicType == 8 ) //{ // GetTileIndexFromTypeSubIndex( P8ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); //} //else //{ // GetTileIndexFromTypeSubIndex( P9ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex ); //} if ( pItem->ubClassIndex >= M900 ) DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("GetTileGraphicForItem: db index %d",usIndex)); return( usIndex ); } BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo ) { CHAR8 zName[ 100 ]; UINT32 uiVo; VOBJECT_DESC VObjectDesc; UINT16 ubGraphic; UINT8 ubGraphicType; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("LoadTileGraphicForItem")); const char* ext = g_bUsePngItemImages ? ".png" : ".sti"; // CHECK SUBCLASS ubGraphic = pItem->ubGraphicNum; ubGraphicType = pItem->ubGraphicType; if ( pItem->ubGraphicType == 0 ) { // CHECK SUBCLASS //ubGraphic++; if ( ubGraphic < 10 ) { sprintf( zName, "gun0%d", ubGraphic ); } else { sprintf( zName, "gun%d", ubGraphic ); } } else { if ( ubGraphic < 10 ) { sprintf( zName, "p%ditem0%d", ubGraphicType, ubGraphic ); } else { sprintf( zName, "p%ditem%d", ubGraphicType, ubGraphic ); } } //Load item VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; sprintf( VObjectDesc.ImageFile, "BIGITEMS\\%s%s", zName, ext ); CHECKF( AddVideoObject( &VObjectDesc, &uiVo) ); *puiVo = uiVo; DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("LoadTileGraphicForItem: done")); return( TRUE ); } void ItemDescMoveCallback( MOUSE_REGION * pRegion, INT32 iReason ) { } void ItemDescCallback( MOUSE_REGION * pRegion, INT32 iReason ) { static BOOLEAN fRightDown = FALSE, fLeftDown = FALSE; if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN) { fLeftDown = TRUE; } else if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP) { if ( fLeftDown ) { fLeftDown = FALSE; //Only exit the screen if we are NOT in the money interface. Only the DONE button should exit the money interface. if( gpItemDescObject->usItem != MONEY ) { OBJECTTYPE *pTemp = gpItemDescPrevObject; DeleteItemDescriptionBox( ); if (pTemp != NULL) { InternalInitItemDescriptionBox( pTemp, gsInvDescX, gsInvDescY, 0, gpItemDescSoldier ); } } } } else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN) { fRightDown = TRUE; } else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) { if ( fRightDown ) { fRightDown = FALSE; //Only exit the screen if we are NOT in the money interface. Only the DONE button should exit the money interface. // if( gpItemDescObject->usItem != MONEY ) { OBJECTTYPE *pTemp = gpItemDescPrevObject; DeleteItemDescriptionBox( ); if (pTemp != NULL) { InternalInitItemDescriptionBox( pTemp, gsInvDescX, gsInvDescY, 0, gpItemDescSoldier ); } } } } } void ItemDescDoneButtonCallback( GUI_BUTTON *btn, INT32 reason ) { if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags|=(BUTTON_CLICKED_ON); } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { if (btn->uiFlags & BUTTON_CLICKED_ON) { btn->uiFlags&=~(BUTTON_CLICKED_ON); if( gpItemDescObject->usItem == MONEY ) { RemoveMoney(); } DeleteItemDescriptionBox( ); } } if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) { btn->uiFlags|=(BUTTON_CLICKED_ON); } else if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP ) { if (btn->uiFlags & BUTTON_CLICKED_ON) { btn->uiFlags&=~(BUTTON_CLICKED_ON); DeleteItemDescriptionBox( ); } } } void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason ) { UINT32 uiItemPos; UINT32 iItemCap; INT32 ubID; CHAR16 sString[ 128 ]; uiItemPos = MSYS_GetRegionUserData( pRegion, 0 ); iItemCap = MSYS_GetRegionUserData( pRegion, 1 ); ubID = MSYS_GetRegionUserData( pRegion, 2 ); // TO ALLOW ME TO DELETE REGIONS IN CALLBACKS! if ( gfItemPopupRegionCallbackEndFix ) { return; } if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN) { if( ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX != sSelMapX ) || ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY != sSelMapY ) || ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ != iCurrentMapSectorZ ) || ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].flags.fBetweenSectors ) ) { if ( gpItemPointer == NULL ) { swprintf( sString, pMapInventoryErrorString[ 2 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name ); } else { swprintf( sString, pMapInventoryErrorString[ 5 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name ); } DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL ); return; } //If something in our hand, see if it's ammo and if we are trying to reload a gun if ( gpItemPointer != NULL ) { //CHRISL: Since we can now stack guns, let's make it so we can reload guns in a stack if(CompatibleAmmoForGun(gpItemPointer, gpItemPopupObject) || ValidLaunchable(gpItemPointer->usItem, gpItemPopupObject->usItem)) { switch (Item[gpItemPopupObject->usItem].usItemClass) { case IC_GUN: if (Item[gpItemPointer->usItem].usItemClass == IC_AMMO) { if (Weapon[gpItemPopupObject->usItem].ubCalibre == Magazine[Item[gpItemPointer->usItem].ubClassIndex].ubCalibre) { ReloadGun( MercPtrs[ubID], gpItemPopupObject, gpItemPointer, uiItemPos ); } } break; case IC_LAUNCHER: if ( ValidLaunchable( gpItemPointer->usItem, gpItemPopupObject->usItem ) ) { ReloadGun( MercPtrs[ubID], gpItemPopupObject, gpItemPointer, uiItemPos ); } break; } } } //If one in our hand, place it if ( gpItemPointer != NULL ) { if ( !PlaceObjectAtObjectIndex( gpItemPointer, gpItemPopupObject, (UINT8)uiItemPos, iItemCap ) || gpItemPointer->ubNumberOfObjects == 0 ) { if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) { MAPEndItemPointer( ); } else { gpItemPointer = NULL; MSYS_ChangeRegionCursor( &gSMPanelRegion , CURSOR_NORMAL ); SetCurrentCursorFromDatabase( CURSOR_NORMAL ); if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { gMoveingItem.initialize(); SetSkiCursor( CURSOR_NORMAL ); } } // re-evaluate repairs gfReEvaluateEveryonesNothingToDo = TRUE; } else { guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum; MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR ); MSYS_SetCurrentCursor( EXTERN_CURSOR ); fMapInventoryItem=TRUE; fTeamPanelDirty=TRUE; // remember which gridno the object came from sObjectSourceGridNo = MercPtrs[ubID]->sGridNo; // and who owned it last gpItemPointerSoldier = MercPtrs[ubID]; ReevaluateItemHatches( MercPtrs[ubID], FALSE ); } //Dirty interface //fInterfacePanelDirty = DIRTYLEVEL2; //RenderItemStackPopup( FALSE ); } else { if ( uiItemPos < gpItemPopupObject->ubNumberOfObjects ) { // Here, grab an item and put in cursor to swap //RemoveObjFrom( OBJECTTYPE * pObj, UINT8 ubRemoveIndex ) if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) ) { // pick it up gpItemPopupObject->RemoveObjectAtIndex( uiItemPos, &gItemPointer ); InternalMAPBeginItemPointer( gpItemPopupSoldier ); } else { gpItemPopupObject->RemoveObjectAtIndex( uiItemPos, &gItemPointer ); gpItemPointer = &gItemPointer; gpItemPointerSoldier = gpItemPopupSoldier; } //if we are in the shop keeper interface if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { // pick up stacked item into cursor and try to sell it ( unless CTRL is held down ) BeginSkiItemPointer( PLAYERS_INVENTORY, -1, ( BOOLEAN )!gfKeyState[ CTRL ] ); } // if we've just removed the last one there if ( gpItemPopupObject->exists() == false ) { // we must immediately get out of item stack popup, because the item has been deleted (memset to 0), and // errors like a right bringing up an item description for item 0 could happen then. ARM. DeleteItemStackPopup( ); } // re-evaluate repairs gfReEvaluateEveryonesNothingToDo = TRUE; //Dirty interface //RenderItemStackPopup( FALSE ); //fInterfacePanelDirty = DIRTYLEVEL2; } } UpdateItemHatches(); } else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) { // Get Description.... // Some global stuff here - for esc, etc //Remove gfItemPopupRegionCallbackEndFix = TRUE; DeleteItemStackPopup( ); if ( gpItemPopupObject->ubNumberOfObjects <= uiItemPos ) fTeamPanelDirty = TRUE; else if ( !InItemDescriptionBox( ) ) { // RESTORE BACKGROUND RestoreExternBackgroundRect( gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvWidth, gsItemPopupInvHeight ); if ( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { // HEADROCK HAM 5: Sector Inventory Item Desc Box no longer accessible during combat. if( gTacticalStatus.uiFlags & INCOMBAT ) { DoScreenIndependantMessageBox( New113HAMMessage[ 22 ], MSG_BOX_FLAG_OK, NULL ); return; } else { MAPInternalInitItemDescriptionBox( gpItemPopupObject, (UINT8)uiItemPos, gpItemPopupSoldier ); } } else { InternalInitItemDescriptionBox( gpItemPopupObject, (INT16) ITEMDESC_START_X, (INT16) ITEMDESC_START_Y, (UINT8)uiItemPos, gpItemPopupSoldier ); } } } } void ItemPopupFullRegionCallback( MOUSE_REGION * pRegion, INT32 iReason ) { UINT32 uiItemPos; uiItemPos = MSYS_GetRegionUserData( pRegion, 0 ); if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP) { if ( InItemStackPopup( ) ) { // End stack popup and retain pointer EndItemStackPopupWithItemInHand( ); } else if( InKeyRingPopup() ) { // end pop up with key in hand DeleteKeyRingPopup( ); fTeamPanelDirty = TRUE; } } else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) { if ( InItemStackPopup( ) || InSectorStackPopup( ) ) { DeleteItemStackPopup( ); fTeamPanelDirty = TRUE; } else { DeleteKeyRingPopup( ); fTeamPanelDirty = TRUE; } } } #define NUM_PICKUP_SLOTS 6 #define SIZEOF_ITEM_PICKUP_MENU_STRUCT_POD offsetof(ITEM_PICKUP_MENU_STRUCT, endOfPod) class ITEM_PICKUP_MENU_STRUCT { public: ITEM_PICKUP_MENU_STRUCT() {initialize();}; void initialize() {memset(this, 0, SIZEOF_ITEM_PICKUP_MENU_STRUCT_POD); CompAmmoObject.initialize();}; ITEM_POOL *pItemPool; INT16 sX; INT16 sY; INT16 sWidth; INT16 sHeight; INT8 bScrollPage; INT32 ubScrollAnchor; INT32 ubTotalItems; INT32 bCurSelect; UINT8 bNumSlotsPerPage; UINT32 uiPanelVo; INT32 iUpButtonImages; INT32 iDownButtonImages; INT32 iAllButtonImages; INT32 iCancelButtonImages; INT32 iOKButtonImages; INT32 iUpButton; INT32 iDownButton; INT32 iAllButton; INT32 iOKButton; INT32 iCancelButton; BOOLEAN fCanScrollUp; BOOLEAN fCanScrollDown; BOOLEAN fDirtyLevel; INT32 iDirtyRect; BOOLEAN fHandled; INT32 sGridNo; INT8 bZLevel; INT16 sButtomPanelStartY; SOLDIERTYPE *pSoldier; ITEM_POOL *ItemPoolSlots[ NUM_PICKUP_SLOTS ]; MOUSE_REGION Regions[ NUM_PICKUP_SLOTS ]; MOUSE_REGION BackRegions; MOUSE_REGION BackRegion; BOOLEAN *pfSelectedArray; BOOLEAN fAtLeastOneSelected; BOOLEAN fAllSelected; char endOfPod; OBJECTTYPE CompAmmoObject; }; #define ITEMPICK_UP_X 55 #define ITEMPICK_UP_Y 5 #define ITEMPICK_DOWN_X 111 #define ITEMPICK_DOWN_Y 5 #define ITEMPICK_ALL_X 79 #define ITEMPICK_ALL_Y 6 #define ITEMPICK_OK_X 16 #define ITEMPICK_OK_Y 6 #define ITEMPICK_CANCEL_X 141 #define ITEMPICK_CANCEL_Y 6 #define ITEMPICK_START_X_OFFSET 10 #define ITEMPICK_START_Y_OFFSET 20 #define ITEMPICK_GRAPHIC_X 10 #define ITEMPICK_GRAPHIC_Y 12 #define ITEMPICK_GRAPHIC_YSPACE 26 #define ITEMPICK_TEXT_X 56 #define ITEMPICK_TEXT_Y 22 #define ITEMPICK_TEXT_YSPACE 26 #define ITEMPICK_TEXT_WIDTH 109 #define ITEMPICK_TEXT_HEIGHT 17 ITEM_PICKUP_MENU_STRUCT gItemPickupMenu; BOOLEAN gfInItemPickupMenu = FALSE; void ItemPickupScrollUp( GUI_BUTTON *btn, INT32 reason ); void ItemPickupScrollDown( GUI_BUTTON *btn, INT32 reason ); void ItemPickupAll( GUI_BUTTON *btn, INT32 reason ); void ItemPickupOK( GUI_BUTTON *btn, INT32 reason ); void ItemPickupCancel( GUI_BUTTON *btn, INT32 reason ); void SetupPickupPage( INT8 bPage ); void ItemPickMenuMouseMoveCallback( MOUSE_REGION * pRegion, INT32 iReason ); void ItemPickMenuMouseClickCallback( MOUSE_REGION * pRegion, INT32 iReason ); void CalculateItemPickupMenuDimensions( ); void ItemPickupBackgroundClick( MOUSE_REGION * pRegion, INT32 iReason ); // STUFF FOR POPUP ITEM INFO BOX void SetItemPickupMenuDirty( BOOLEAN fDirtyLevel ) { gItemPickupMenu.fDirtyLevel = fDirtyLevel; } BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT32 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel ) { VOBJECT_DESC VObjectDesc; CHAR8 ubString[48]; ITEM_POOL *pTempItemPool; INT32 cnt; INT16 sCenX, sCenY, sX, sY, sCenterYVal; gfStealing=FALSE; gpOpponent=NULL; // Erase other menus.... EraseInterfaceMenus( TRUE ); // Make sure menu is located if not on screen LocateSoldier( pSoldier->ubID, FALSE ); // memset values gItemPickupMenu.initialize(); //Set item pool value gItemPickupMenu.pItemPool = pItemPool; InterruptTime(); PauseGame(); LockPauseState( 18 ); // Pause timers as well.... PauseTime( TRUE ); // Alrighty, cancel lock UI if we havn't done so already UnSetUIBusy( pSoldier->ubID ); // Change to INV panel if not there already... gfSwitchPanel = TRUE; gbNewPanel = SM_PANEL; gubNewPanelParam = (UINT8)pSoldier->ubID; //Determine total # cnt = 0; pTempItemPool = pItemPool; while( pTempItemPool != NULL ) { if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) ) { cnt++; } pTempItemPool = pTempItemPool->pNext; } gItemPickupMenu.ubTotalItems = (UINT8)cnt; // Determine # of slots per page if ( gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS ) { gItemPickupMenu.bNumSlotsPerPage = NUM_PICKUP_SLOTS; } else { gItemPickupMenu.bNumSlotsPerPage = gItemPickupMenu.ubTotalItems; } VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\itembox.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(gItemPickupMenu.uiPanelVo) ) ); // Memalloc selection array... gItemPickupMenu.pfSelectedArray = (BOOLEAN *) MemAlloc(( sizeof( UINT8 ) * gItemPickupMenu.ubTotalItems ) ); // seto to 0 memset( gItemPickupMenu.pfSelectedArray, 0, ( sizeof( UINT8 ) * gItemPickupMenu.ubTotalItems ) ); // Calcualate dimensions CalculateItemPickupMenuDimensions( ); // Get XY { // First get mouse xy screen location if(!TileIsOutOfBounds(sGridNo)) { sX = gusMouseXPos; sY = gusMouseYPos; } else { sX = sScreenX; sY = sScreenY; } // CHECK FOR LEFT/RIGHT if ( ( sX + gItemPickupMenu.sWidth ) > SCREEN_WIDTH ) { sX = SCREEN_WIDTH - gItemPickupMenu.sWidth - ITEMPICK_START_X_OFFSET; } else { sX = sX + ITEMPICK_START_X_OFFSET; } // Now check for top // Center in the y sCenterYVal = gItemPickupMenu.sHeight / 2; sY -= sCenterYVal; if ( sY < gsVIEWPORT_WINDOW_START_Y ) { sY = gsVIEWPORT_WINDOW_START_Y; } // Check for bottom if ( ( sY + gItemPickupMenu.sHeight ) > INV_INTERFACE_START_Y ) { sY = INV_INTERFACE_START_Y - gItemPickupMenu.sHeight; } } // Set some values gItemPickupMenu.sX = sX; gItemPickupMenu.sY = sY; gItemPickupMenu.bCurSelect = 0; gItemPickupMenu.pSoldier = pSoldier; gItemPickupMenu.fHandled = FALSE; gItemPickupMenu.sGridNo = sGridNo; gItemPickupMenu.bZLevel = bZLevel; gItemPickupMenu.fAtLeastOneSelected = FALSE; gItemPickupMenu.fAllSelected = FALSE; //Load images for buttons FilenameForBPP("INTERFACE\\itembox.sti", ubString ); gItemPickupMenu.iUpButtonImages = LoadButtonImage( ubString, -1,5,-1,10,-1 ); gItemPickupMenu.iDownButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 7, -1, 12, -1 ); gItemPickupMenu.iAllButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 6, -1,11, -1 ); gItemPickupMenu.iCancelButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 8, -1, 13, -1 ); gItemPickupMenu.iOKButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 4, -1, 9, -1 ); /* This region definition must be checked and recalculated!!! * i didnt have time for that sorry * any questions? joker */ // Build a mouse region here that is over any others..... MSYS_DefineRegion( &(gItemPickupMenu.BackRegion ), (INT16)( SCREEN_WIDTH - 108 ), (INT16)( SCREEN_HEIGHT - 133 ), (INT16)( SCREEN_WIDTH ),(INT16)( SCREEN_HEIGHT ), MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); // Add region MSYS_AddRegion( &(gItemPickupMenu.BackRegion ) ); // Build a mouse region here that is over any others..... MSYS_DefineRegion( &(gItemPickupMenu.BackRegions ), (INT16)(gItemPickupMenu.sX ), (INT16)(gItemPickupMenu.sY), (INT16)(gItemPickupMenu.sX + gItemPickupMenu.sWidth ),(INT16)( gItemPickupMenu.sY + gItemPickupMenu.sHeight ), MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); // Add region MSYS_AddRegion( &(gItemPickupMenu.BackRegions ) ); // Create buttons if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS ) { gItemPickupMenu.iUpButton = QuickCreateButton( gItemPickupMenu.iUpButtonImages, (INT16)(sX + ITEMPICK_UP_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_UP_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupScrollUp ); SetButtonFastHelpText( gItemPickupMenu.iUpButton, ItemPickupHelpPopup[ 1 ] ); gItemPickupMenu.iDownButton = QuickCreateButton( gItemPickupMenu.iDownButtonImages, (INT16)(sX + ITEMPICK_DOWN_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_DOWN_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupScrollDown ); SetButtonFastHelpText( gItemPickupMenu.iDownButton, ItemPickupHelpPopup[ 3 ] ); } gItemPickupMenu.iOKButton = QuickCreateButton( gItemPickupMenu.iOKButtonImages, (INT16)(sX + ITEMPICK_OK_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_OK_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupOK ); SetButtonFastHelpText( gItemPickupMenu.iOKButton, ItemPickupHelpPopup[ 0 ] ); gItemPickupMenu.iAllButton = QuickCreateButton( gItemPickupMenu.iAllButtonImages, (INT16)(sX + ITEMPICK_ALL_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_ALL_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupAll ); SetButtonFastHelpText( gItemPickupMenu.iAllButton, ItemPickupHelpPopup[ 2 ] ); gItemPickupMenu.iCancelButton = QuickCreateButton( gItemPickupMenu.iCancelButtonImages, (INT16)(sX + ITEMPICK_CANCEL_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_CANCEL_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupCancel ); SetButtonFastHelpText( gItemPickupMenu.iCancelButton, ItemPickupHelpPopup[ 4 ] ); DisableButton( gItemPickupMenu.iOKButton ); // Create regions... sCenX = gItemPickupMenu.sX; sCenY = gItemPickupMenu.sY + ITEMPICK_GRAPHIC_Y; for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ ) { // Build a mouse region here that is over any others..... MSYS_DefineRegion( &(gItemPickupMenu.Regions[cnt]), (INT16)(sCenX ), (INT16)(sCenY + 1), (INT16)(sCenX + gItemPickupMenu.sWidth ),(INT16)( sCenY + ITEMPICK_GRAPHIC_YSPACE ), MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, ItemPickMenuMouseMoveCallback, ItemPickMenuMouseClickCallback ); // Add region MSYS_AddRegion( &(gItemPickupMenu.Regions[cnt]) ); MSYS_SetRegionUserData( &(gItemPickupMenu.Regions[cnt]), 0, cnt ); sCenY += ITEMPICK_GRAPHIC_YSPACE; } //Save dirty rect //gItemPickupMenu.iDirtyRect = RegisterBackgroundRect( BGND_FLAG_PERMANENT | BGND_FLAG_SAVERECT, NULL, gItemPickupMenu.sX, gItemPickupMenu.sY, (INT16)(gItemPickupMenu.sX + gItemPickupMenu.sWidth ) , (INT16)(gItemPickupMenu.sY + gItemPickupMenu.sHeight ) ); SetupPickupPage( 0 ); gfInItemPickupMenu = TRUE; // Ignore scrolling gfIgnoreScrolling = TRUE; HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE ); gubSelectSMPanelToMerc = pSoldier->ubID; ReEvaluateDisabledINVPanelButtons( ); DisableTacticalTeamPanelButtons( TRUE ); //gfSMDisableForItems = TRUE; return( TRUE ); } void SetupPickupPage( INT8 bPage ) { INT32 cnt, iStart, iEnd; ITEM_POOL *pTempItemPool; INT16 sValue; OBJECTTYPE *pObject; static CHAR16 pStr[ 200 ]; // Zero out page slots memset( gItemPickupMenu.ItemPoolSlots, 0, sizeof( gItemPickupMenu.ItemPoolSlots ) ); // Zero page flags gItemPickupMenu.fCanScrollUp = FALSE; gItemPickupMenu.fCanScrollDown = FALSE; // Get lower bound iStart = bPage * NUM_PICKUP_SLOTS; if ( iStart > gItemPickupMenu.ubTotalItems ) { return; } if ( bPage > 0 ) { gItemPickupMenu.fCanScrollUp = TRUE; } iEnd = iStart + NUM_PICKUP_SLOTS; if ( iEnd >= gItemPickupMenu.ubTotalItems ) { iEnd = gItemPickupMenu.ubTotalItems; } else { // We can go for more! gItemPickupMenu.fCanScrollDown = TRUE; } // Setup slots! // These slots contain an inventory pool pointer for each slot... pTempItemPool = gItemPickupMenu.pItemPool; // ATE: Patch fix here for crash :( // Clear help text! for ( cnt = 0; cnt < NUM_PICKUP_SLOTS; cnt++ ) { SetRegionFastHelpText( &(gItemPickupMenu.Regions[cnt]), L"" ); } for ( cnt = 0; cnt < iEnd; ) { // Move to the closest one that can be displayed.... if (!gfStealing) { while( !ItemPoolOKForDisplay( pTempItemPool, gItemPickupMenu.bZLevel ) ) { pTempItemPool = pTempItemPool->pNext; } } if ( cnt >= iStart ) { gItemPickupMenu.ItemPoolSlots[ cnt - iStart ] = pTempItemPool; pObject = (gfStealing)? &gpOpponent->inv[pTempItemPool->iItemIndex] :&(gWorldItems[ pTempItemPool->iItemIndex ].object ); sValue = (*pObject)[0]->data.objectStatus; // Adjust for ammo, other thingys.. if( Item[ pObject->usItem ].usItemClass & IC_AMMO || Item[ pObject->usItem ].usItemClass & IC_KEY ) { swprintf( pStr, L"" ); } else { #ifdef CHINESE swprintf( pStr, ChineseSpecString3, sValue ); #else swprintf( pStr, L"%d%%", sValue ); #endif } SetRegionFastHelpText( &(gItemPickupMenu.Regions[ cnt - iStart ]), pStr ); } cnt++; pTempItemPool = pTempItemPool->pNext; } gItemPickupMenu.bScrollPage = bPage; gItemPickupMenu.ubScrollAnchor = (UINT8)iStart; if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS ) { // Setup enabled/disabled buttons if ( gItemPickupMenu.fCanScrollUp ) { EnableButton( gItemPickupMenu.iUpButton ); } else { DisableButton( gItemPickupMenu.iUpButton ); } // Setup enabled/disabled buttons if ( gItemPickupMenu.fCanScrollDown ) { EnableButton( gItemPickupMenu.iDownButton ); } else { DisableButton( gItemPickupMenu.iDownButton ); } } SetItemPickupMenuDirty( DIRTYLEVEL2 ); } void CalculateItemPickupMenuDimensions( ) { INT32 cnt; INT16 sX, sY; UINT16 usSubRegion, usHeight, usWidth; // Build background sX = 0; sY = 0; for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ ) { if ( cnt == 0 ) { usSubRegion = 0; } else { usSubRegion = 1; } // Add hieght of object GetVideoObjectETRLESubregionProperties( gItemPickupMenu.uiPanelVo, usSubRegion, &usWidth, &usHeight ); sY += usHeight; } gItemPickupMenu.sButtomPanelStartY = sY; // Do end GetVideoObjectETRLESubregionProperties( gItemPickupMenu.uiPanelVo, 2, &usWidth, &usHeight ); sY += usHeight; // Set height, width gItemPickupMenu.sHeight = sY; gItemPickupMenu.sWidth = usWidth; } // set pick up menu dirty level void SetPickUpMenuDirtyLevel( BOOLEAN fDirtyLevel ) { gItemPickupMenu.fDirtyLevel = fDirtyLevel; return; } void RenderItemPickupMenu( ) { INT32 cnt; UINT16 usItemTileIndex; INT16 sX, sY, sCenX, sCenY, sFontX, sFontY, sNewX, sNewY; UINT32 uiDestPitchBYTES; UINT8 *pDestBuf; CHAR16 pStr[ 100 ]; UINT16 usSubRegion, usHeight, usWidth; INVTYPE *pItem; OBJECTTYPE *pObject; UINT16 uiStringLength; if ( !gfInItemPickupMenu ) { return; } // Do everything! if ( gItemPickupMenu.fDirtyLevel == DIRTYLEVEL2 ) { MarkButtonsDirty( ); // Build background sX = gItemPickupMenu.sX; sY = gItemPickupMenu.sY; for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ ) { if ( cnt == 0 ) { usSubRegion = 0; } else { usSubRegion = 1; } BltVideoObjectFromIndex( FRAME_BUFFER, gItemPickupMenu.uiPanelVo, usSubRegion, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); // Add hieght of object GetVideoObjectETRLESubregionProperties( gItemPickupMenu.uiPanelVo, usSubRegion, &usWidth, &usHeight ); sY += usHeight; } // Do end if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS ) { BltVideoObjectFromIndex( FRAME_BUFFER, gItemPickupMenu.uiPanelVo, 2, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); } else { BltVideoObjectFromIndex( FRAME_BUFFER, gItemPickupMenu.uiPanelVo, 3, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL ); } // Render items.... sX = ITEMPICK_GRAPHIC_X + gItemPickupMenu.sX; sY = ITEMPICK_GRAPHIC_Y + gItemPickupMenu.sY; pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES ); SetFont( ITEMDESC_FONT ); SetFontBackground( FONT_MCOLOR_BLACK ); SetFontShadow( ITEMDESC_FONTSHADOW2 ); for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ ) { if ( gItemPickupMenu.ItemPoolSlots[ cnt ] != NULL ) { // Get item to render pObject = (gfStealing)? &gpOpponent->inv[gItemPickupMenu.ItemPoolSlots[ cnt ]->iItemIndex] :&(gWorldItems[ gItemPickupMenu.ItemPoolSlots[ cnt ]->iItemIndex ].object ); pItem = &( Item[ pObject->usItem ] ); usItemTileIndex = GetTileGraphicForItem( pItem ); // Render sX = ITEMPICK_GRAPHIC_X + gItemPickupMenu.sX; sCenX = sX; sCenY = sY; // ATE: Adjust to basic shade..... gTileDatabase[ usItemTileIndex ].hTileSurface->pShadeCurrent=gTileDatabase[ usItemTileIndex ].hTileSurface->pShades[4]; //else { if ( gItemPickupMenu.pfSelectedArray[ cnt + gItemPickupMenu.ubScrollAnchor ] ) { //SetFontForeground( FONT_MCOLOR_LTYELLOW ); //SetFontShadow( ITEMDESC_FONTSHADOW2 ); Blt8BPPDataTo16BPPBufferOutline( (UINT16*)pDestBuf, uiDestPitchBYTES, gTileDatabase[ usItemTileIndex ].hTileSurface, sCenX, sCenY, gTileDatabase[ usItemTileIndex ].usRegionIndex, Get16BPPColor( FROMRGB( 255, 255, 0 ) ), TRUE ); } else { //SetFontForeground( FONT_BLACK ); //SetFontShadow( ITEMDESC_FONTSHADOW2 ); Blt8BPPDataTo16BPPBufferOutline( (UINT16*)pDestBuf, uiDestPitchBYTES, gTileDatabase[ usItemTileIndex ].hTileSurface, sCenX, sCenY, gTileDatabase[ usItemTileIndex ].usRegionIndex, 0, FALSE ); } } // Draw text..... SetFont( ITEM_FONT ); if ( pObject->ubNumberOfObjects > 1 ) { SetFontForeground( FONT_GRAY4 ); SetFontShadow( DEFAULT_SHADOW ); sCenX = sX - 4; sCenY = sY + 14; swprintf( pStr, L"%d", pObject->ubNumberOfObjects ); VarFindFontRightCoordinates( sCenX, sCenY, 42, 1 , ITEM_FONT, &sFontX, &sFontY, pStr ); mprintf_buffer( pDestBuf, uiDestPitchBYTES, ITEM_FONT, sFontX, sFontY, pStr ); } SetFont( ITEMDESC_FONT ); // Render attachment symbols if ( ItemHasAttachments( pObject ) ) { SetFontForeground( FONT_GREEN ); SetFontShadow( DEFAULT_SHADOW ); sNewY = sCenY + 2; swprintf( pStr, L"*" ); // Get length of string uiStringLength=StringPixLength( pStr, ITEM_FONT ); sNewX = sCenX + 43 - uiStringLength - 4; mprintf_buffer( pDestBuf, uiDestPitchBYTES, ITEMDESC_FONT, sNewX, sNewY, pStr ); //gprintfinvalidate( sNewX, sNewY, pStr ); } if((UsingNewInventorySystem() == true)) { // CHRISL: Show astrisk for active LBENODE if ( pObject->IsActiveLBE(0)) { SetFontForeground( FONT_BLUE ); SetFontShadow( DEFAULT_SHADOW ); sNewY = sCenY + 2; swprintf( pStr, L"*" ); // Get length of string uiStringLength=StringPixLength( pStr, ITEM_FONT ); sNewX = sCenX + 43 - uiStringLength - 4; mprintf_buffer( pDestBuf, uiDestPitchBYTES, ITEMDESC_FONT, sNewX, sNewY, pStr ); //gprintfinvalidate( sNewX, sNewY, pStr ); } } if ( gItemPickupMenu.bCurSelect == ( cnt + gItemPickupMenu.ubScrollAnchor ) ) { //SetFontForeground( ITEMDESC_FONTSHADOW2 ); //if ( gItemPickupMenu.pfSelectedArray[ cnt + gItemPickupMenu.ubScrollAnchor ] ) //{ // SetFontForeground( FONT_MCOLOR_LTYELLOW ); // SetFontShadow( ITEMDESC_FONTSHADOW2 ); //} //else //{ SetFontForeground( FONT_WHITE ); SetFontShadow( DEFAULT_SHADOW ); //} // Blt8BPPDataTo16BPPBufferOutline( (UINT16*)pDestBuf, uiDestPitchBYTES, gTileDatabase[ usItemTileIndex ].hTileSurface, sCenX, sCenY, gTileDatabase[ usItemTileIndex ].usRegionIndex, Get16BPPColor( FROMRGB( 255, 0, 0 ) ), TRUE ); // Blt8BPPDataTo16BPPBufferOutline( (UINT16*)pDestBuf, uiDestPitchBYTES, gTileDatabase[ usItemTileIndex ].hTileSurface, sCenX, sCenY, gTileDatabase[ usItemTileIndex ].usRegionIndex, Get16BPPColor( FROMRGB( 255, 0, 0 ) ), TRUE ); } else { SetFontForeground( FONT_BLACK ); SetFontShadow( ITEMDESC_FONTSHADOW2 ); } // Render name sCenX = ITEMPICK_TEXT_X + gItemPickupMenu.sX; sCenY = ITEMPICK_TEXT_Y + gItemPickupMenu.sY + ( ITEMPICK_TEXT_YSPACE * (INT16)cnt ); // If we are money... if ( Item[ pObject->usItem ].usItemClass == IC_MONEY ) { CHAR16 pStr2[20]; swprintf( pStr2, L"%ld", (*pObject)[0]->data.money.uiMoneyAmount ); InsertCommasForDollarFigure( pStr2 ); InsertDollarSignInToString( pStr2 ); swprintf( pStr, L"%s (%ls)", ItemNames[ pObject->usItem ], pStr2 ); } else { swprintf( pStr, L"%s", ShortItemNames[ pObject->usItem ] ); } VarFindFontCenterCoordinates( sCenX, sCenY, ITEMPICK_TEXT_WIDTH, 1 , ITEMDESC_FONT, &sFontX, &sFontY, pStr ); mprintf_buffer( pDestBuf, uiDestPitchBYTES, ITEMDESC_FONT, sFontX, sFontY, pStr ); sY += ITEMPICK_GRAPHIC_YSPACE; } } SetFontShadow( DEFAULT_SHADOW ); UnLockVideoSurface( FRAME_BUFFER ); InvalidateRegion( gItemPickupMenu.sX, gItemPickupMenu.sY, gItemPickupMenu.sX + gItemPickupMenu.sWidth, gItemPickupMenu.sY + gItemPickupMenu.sHeight ); gItemPickupMenu.fDirtyLevel = 0; } } void RemoveItemPickupMenu( ) { INT32 cnt; if ( gfInItemPickupMenu ) { gfSMDisableForItems = FALSE; HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE ); UnLockPauseState(); UnPauseGame(); // UnPause timers as well.... PauseTime( FALSE ); // Unfreese guy! gItemPickupMenu.pSoldier->flags.fPauseAllAnimation = FALSE; // Remove graphics! DeleteVideoObjectFromIndex( gItemPickupMenu.uiPanelVo ); // Remove buttons if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS ) { RemoveButton( gItemPickupMenu.iUpButton ); RemoveButton( gItemPickupMenu.iDownButton ); } RemoveButton( gItemPickupMenu.iAllButton ); RemoveButton( gItemPickupMenu.iOKButton ); RemoveButton( gItemPickupMenu.iCancelButton ); // Remove button images UnloadButtonImage( gItemPickupMenu.iUpButtonImages ); UnloadButtonImage( gItemPickupMenu.iDownButtonImages ); UnloadButtonImage( gItemPickupMenu.iAllButtonImages ); UnloadButtonImage( gItemPickupMenu.iCancelButtonImages ); UnloadButtonImage( gItemPickupMenu.iOKButtonImages ); MSYS_RemoveRegion( &(gItemPickupMenu.BackRegions ) ); MSYS_RemoveRegion( &(gItemPickupMenu.BackRegion ) ); // Remove regions for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ ) { MSYS_RemoveRegion( &(gItemPickupMenu.Regions[cnt])); } // Remove register rect if ( gItemPickupMenu.iDirtyRect != -1 ) { //FreeBackgroundRect( gItemPickupMenu.iDirtyRect ); } // Free selection list... MemFree( gItemPickupMenu.pfSelectedArray ); gItemPickupMenu.pfSelectedArray = NULL; // Set cursor back to normal mode... guiPendingOverrideEvent = A_CHANGE_TO_MOVE; // Rerender world SetRenderFlags( RENDER_FLAG_FULL ); gfInItemPickupMenu = FALSE; //gfSMDisableForItems = FALSE; //EnableButtonsForInItemBox( TRUE ); EnableSMPanelButtons( TRUE , TRUE ); gfSMDisableForItems = FALSE; fInterfacePanelDirty = DIRTYLEVEL2; // Turn off Ignore scrolling gfIgnoreScrolling = FALSE; DisableTacticalTeamPanelButtons( FALSE ); gubSelectSMPanelToMerc = gpSMCurrentMerc->ubID; } } void ItemPickupScrollUp( GUI_BUTTON *btn, INT32 reason ) { if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags |= BUTTON_CLICKED_ON; } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); SetupPickupPage( (UINT8)( gItemPickupMenu.bScrollPage - 1 ) ); } else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); } } void ItemPickupScrollDown( GUI_BUTTON *btn, INT32 reason ) { if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags |= BUTTON_CLICKED_ON; } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); SetupPickupPage( (UINT8)( gItemPickupMenu.bScrollPage + 1 ) ); } else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); } } void ItemPickupAll( GUI_BUTTON *btn, INT32 reason ) { INT32 cnt; if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags |= BUTTON_CLICKED_ON; } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); gItemPickupMenu.fAllSelected = !gItemPickupMenu.fAllSelected; // OK, pickup item.... //gItemPickupMenu.fHandled = TRUE; // Tell our soldier to pickup this item! //SoldierGetItemFromWorld( gItemPickupMenu.pSoldier, ITEM_PICKUP_ACTION_ALL, gItemPickupMenu.sGridNo, gItemPickupMenu.bZLevel, NULL ); for ( cnt = 0; cnt < gItemPickupMenu.ubTotalItems; cnt++ ) { gItemPickupMenu.pfSelectedArray[ cnt ] = gItemPickupMenu.fAllSelected; } if ( gItemPickupMenu.fAllSelected ) { EnableButton( gItemPickupMenu.iOKButton ); } else { DisableButton( gItemPickupMenu.iOKButton ); } } else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); } } void ItemPickupOK( GUI_BUTTON *btn, INT32 reason ) { UINT16 usLastItem; if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags |= BUTTON_CLICKED_ON; } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); // OK, pickup item.... gItemPickupMenu.fHandled = TRUE; if (gfStealing) //jackaians modif { usLastItem=gpOpponent->inv[HANDPOS].usItem; SoldierStealItemFromSoldier( gItemPickupMenu.pSoldier,gpOpponent,gItemPickupMenu.pItemPool, ITEM_PICKUP_SELECTION, gItemPickupMenu.sGridNo, gItemPickupMenu.bZLevel, gItemPickupMenu.pfSelectedArray ); DeletePool(gItemPickupMenu.pItemPool); if ((gpOpponent->inv[HANDPOS].exists() == false ) && (usLastItem!=NOTHING)) gpOpponent->ReLoadSoldierAnimationDueToHandItemChange( usLastItem, NOTHING ); // PreventFromTheFreezingBug(gItemPickupMenu.pSoldier); } else { // Tell our soldier to pickup this item! SoldierGetItemFromWorld( gItemPickupMenu.pSoldier, ITEM_PICKUP_SELECTION, gItemPickupMenu.sGridNo, gItemPickupMenu.bZLevel, gItemPickupMenu.pfSelectedArray ); } } else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); } } void ItemPickupCancel( GUI_BUTTON *btn, INT32 reason ) { if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags |= BUTTON_CLICKED_ON; } else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); // OK, pickup item.... gItemPickupMenu.fHandled = TRUE; // Nonomori: Fix crash-on-cancel by doing this here instead of on the ...LBUTTON_DWN event if (gfStealing) //jackaians modif { DeletePool(gItemPickupMenu.pItemPool); // PreventFromTheFreezingBug(gItemPickupMenu.pSoldier); } } else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE ) { btn->uiFlags &= (~BUTTON_CLICKED_ON ); } } void ItemPickMenuMouseMoveCallback( MOUSE_REGION * pRegion, INT32 iReason ) { UINT32 uiItemPos; //ITEM_POOL *pTempItemPool; INT32 bPos; static BOOLEAN bChecked = FALSE; uiItemPos = MSYS_GetRegionUserData( pRegion, 0 ); if (iReason & MSYS_CALLBACK_REASON_MOVE) { bPos = ( uiItemPos + gItemPickupMenu.ubScrollAnchor ); if ( bPos < gItemPickupMenu.ubTotalItems ) { // Set current selected guy.... gItemPickupMenu.bCurSelect = bPos; if ( !bChecked ) { // WANNE: There is a big bug in the stealing routine. /* // Show compatible ammo... pTempItemPool = gItemPickupMenu.ItemPoolSlots[ gItemPickupMenu.bCurSelect - gItemPickupMenu.ubScrollAnchor ]; // Nonomori: Fix crash caused by stealing ammo in a sector with no items loaded. // gItemPickupMenu.CompAmmoObject = gWorldItems[ pTempItemPool->iItemIndex ].object; if ( gWorldItems && gWorldItems[ pTempItemPool->iItemIndex ].fExists ) { gItemPickupMenu.CompAmmoObject = gWorldItems[ pTempItemPool->iItemIndex ].object ; } else { OBJECTTYPE pCompAmmoObject; CreateItem( pTempItemPool->iItemIndex, 100, &pCompAmmoObject); gItemPickupMenu.CompAmmoObject = pCompAmmoObject; } // Turn off first... HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE ); InternalHandleCompatibleAmmoUI( gpSMCurrentMerc, &( gItemPickupMenu.CompAmmoObject ), TRUE ); // Nonomori: Fix crash caused by stealing ammo in a sector with no items loaded. // HandleAnyMercInSquadHasCompatibleStuff( (INT8)CurrentSquad( ), &(gWorldItems[ pTempItemPool->iItemIndex ].object ), FALSE ); HandleAnyMercInSquadHasCompatibleStuff( (INT8)CurrentSquad( ), pCompAmmoObject, FALSE ); */ SetItemPickupMenuDirty( DIRTYLEVEL2 ); bChecked = TRUE; } } } else if( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE ) { gItemPickupMenu.bCurSelect = 255; InternalHandleCompatibleAmmoUI( gpSMCurrentMerc, &( gItemPickupMenu.CompAmmoObject ), FALSE ); HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE ); SetItemPickupMenuDirty( DIRTYLEVEL2 ); bChecked = FALSE; } } void ItemPickupBackgroundClick( MOUSE_REGION * pRegion, INT32 iReason ) { if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) { // OK, goto team panel.... ToggleTacticalPanels(); } } void ItemPickMenuMouseClickCallback( MOUSE_REGION * pRegion, INT32 iReason ) { INT32 uiItemPos; UINT8 cnt; BOOLEAN fEnable = FALSE; uiItemPos = MSYS_GetRegionUserData( pRegion, 0 ); if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP) { if ( uiItemPos + gItemPickupMenu.ubScrollAnchor < gItemPickupMenu.ubTotalItems ) { // Toggle selection... ONLY IF LEGAL!! gItemPickupMenu.pfSelectedArray[ uiItemPos + gItemPickupMenu.ubScrollAnchor ] = !gItemPickupMenu.pfSelectedArray[ uiItemPos + gItemPickupMenu.ubScrollAnchor ]; // OK, pickup item.... //gItemPickupMenu.fHandled = TRUE; //pTempItemPool = gItemPickupMenu.ItemPoolSlots[ gItemPickupMenu.bCurSelect - gItemPickupMenu.ubScrollAnchor ]; // Tell our soldier to pickup this item! //SoldierGetItemFromWorld( gItemPickupMenu.pSoldier, pTempItemPool->iItemIndex, gItemPickupMenu.sGridNo, gItemPickupMenu.bZLevel ); } // Loop through all and set /unset OK for ( cnt = 0; cnt < gItemPickupMenu.ubTotalItems; cnt++ ) { if ( gItemPickupMenu.pfSelectedArray[ cnt ] ) { fEnable = TRUE; break; } } if ( fEnable ) { EnableButton( gItemPickupMenu.iOKButton ); } else { DisableButton( gItemPickupMenu.iOKButton ); } } else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP) { } } BOOLEAN HandleItemPickupMenu( ) { if ( !gfInItemPickupMenu ) { return( FALSE ); } if ( gItemPickupMenu.fHandled ) { RemoveItemPickupMenu( ); } return( gItemPickupMenu.fHandled ); } void BtnMoneyButtonCallback(GUI_BUTTON *btn,INT32 reason) { INT8 i; if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN ) { btn->uiFlags |= BUTTON_CLICKED_ON; InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY); } if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN ) { btn->uiFlags |= BUTTON_CLICKED_ON; InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY); } if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP ) { UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 ); btn->uiFlags &= (~BUTTON_CLICKED_ON ); switch( ubButton ) { case M_1000: if( gRemoveMoney.uiMoneyRemaining >= 1000 ) { //if the player is removing money from their account, and they are removing more then $20,000 if( gfAddingMoneyToMercFromPlayersAccount && ( gRemoveMoney.uiMoneyRemoving + 1000 ) > MAX_MONEY_PER_SLOT ) { if( guiCurrentScreen == SHOPKEEPER_SCREEN ) DoMessageBox( MSG_BOX_BASIC_STYLE, gzMoneyWithdrawMessageText[ MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM ], SHOPKEEPER_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); else DoMessageBox( MSG_BOX_BASIC_STYLE, gzMoneyWithdrawMessageText[ MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); return; } gRemoveMoney.uiMoneyRemaining -= 1000; gRemoveMoney.uiMoneyRemoving += 1000; } break; case M_100: if( gRemoveMoney.uiMoneyRemaining >= 100 ) { //if the player is removing money from their account, and they are removing more then $20,000 if( gfAddingMoneyToMercFromPlayersAccount && ( gRemoveMoney.uiMoneyRemoving + 100 ) > MAX_MONEY_PER_SLOT ) { DoMessageBox( MSG_BOX_BASIC_STYLE, gzMoneyWithdrawMessageText[ MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); return; } gRemoveMoney.uiMoneyRemaining -= 100; gRemoveMoney.uiMoneyRemoving += 100; } break; case M_10: if( gRemoveMoney.uiMoneyRemaining >= 10 ) { //if the player is removing money from their account, and they are removing more then $20,000 if( gfAddingMoneyToMercFromPlayersAccount && ( gRemoveMoney.uiMoneyRemoving + 10 ) > MAX_MONEY_PER_SLOT ) { DoMessageBox( MSG_BOX_BASIC_STYLE, gzMoneyWithdrawMessageText[ MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL ); return; } gRemoveMoney.uiMoneyRemaining -= 10; gRemoveMoney.uiMoneyRemoving += 10; } break; case M_DONE: { RemoveMoney(); DeleteItemDescriptionBox( ); } break; } if( ubButton != M_DONE ) { RenderItemDescriptionBox( ); for( i=0; iArea.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY); } if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP ) { UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 ); btn->uiFlags &= (~BUTTON_CLICKED_ON ); switch( ubButton ) { case M_1000: if( gRemoveMoney.uiMoneyRemoving >= 1000 ) { gRemoveMoney.uiMoneyRemaining += 1000; gRemoveMoney.uiMoneyRemoving -= 1000; } break; case M_100: if( gRemoveMoney.uiMoneyRemoving >= 100 ) { gRemoveMoney.uiMoneyRemaining += 100; gRemoveMoney.uiMoneyRemoving -= 100; } break; case M_10: if( gRemoveMoney.uiMoneyRemoving >= 10 ) { gRemoveMoney.uiMoneyRemaining += 10; gRemoveMoney.uiMoneyRemoving -= 10; } break; } RenderItemDescriptionBox( ); for( i=0; iArea.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY); } } void RemoveMoney() { if( gRemoveMoney.uiMoneyRemoving != 0 ) { //CHRISL: If what we have in the cursor is more money, just add to what we have in the cursor. if (gpItemPointer != NULL && gpItemPointer->exists() == true && gpItemPointer->usItem != MONEY) { //ADB oops, let's not overwrite what's on the cursor! ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"Unable to split money due to having an item on your cursor." ); //after this returns it will call DeleteItemDescriptionBox which will totally destroy the remaining money //if the uiMoneyRemaining is 0, so reset it, because we aren't moving anything! gRemoveMoney.uiMoneyRemaining = gRemoveMoney.uiTotalAmount; gRemoveMoney.uiMoneyRemoving = 0; return; } //if we are in the shop keeper interface if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { INVENTORY_IN_SLOT InvSlot; InvSlot.fActive = TRUE; InvSlot.sItemIndex = MONEY; InvSlot.bSlotIdInOtherLocation = -1; //Create an item to get the money that is being removed CreateMoney(gRemoveMoney.uiMoneyRemoving, &InvSlot.ItemObject ); //Set the amount thast is being removed InvSlot.ubIdOfMercWhoOwnsTheItem = gpItemDescSoldier->ubProfile; //if we are removing money from the players account if( gfAddingMoneyToMercFromPlayersAccount ) { (*gpItemDescObject)[0]->data.money.uiMoneyAmount = gRemoveMoney.uiMoneyRemoving; //take the money from the player AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, gpSMCurrentMerc->ubProfile, GetWorldTotalMin() , -(INT32)( gRemoveMoney.uiMoneyRemoving ) ); } else { //Remove the money from the money in the pocket (*gpItemDescObject)[0]->data.money.uiMoneyAmount = gRemoveMoney.uiMoneyRemaining; } gMoveingItem = InvSlot; gItemPointer = InvSlot.ItemObject; gpItemPointer = &gItemPointer; gpItemPointerSoldier = gpSMCurrentMerc; // Set mouse SetSkiCursor( EXTERN_CURSOR ); //Restrict the cursor to the proper area RestrictSkiMouseCursor(); } else { if(gpItemPointer->exists() == true) { CreateMoney( gRemoveMoney.uiMoneyRemoving, &gTempObject ); gItemPointer.AddObjectsToStack(gTempObject, -1, 0, NUM_INV_SLOTS, MAX_OBJECTS_PER_SLOT); gpItemPointer = &gItemPointer; } else { CreateMoney( gRemoveMoney.uiMoneyRemoving, &gItemPointer ); gpItemPointer = &gItemPointer; } //Asign the soldier to be the currently selected soldier gpItemPointerSoldier = gpItemDescSoldier; //Remove the money from the money in the pocket //if we are removing money from the players account if( gfAddingMoneyToMercFromPlayersAccount ) { (*gpItemDescObject)[0]->data.money.uiMoneyAmount = gRemoveMoney.uiMoneyRemoving; //take the money from the player AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, gpSMCurrentMerc->ubProfile, GetWorldTotalMin() , -(INT32)(gRemoveMoney.uiMoneyRemoving) ); } else (*gpItemDescObject)[0]->data.money.uiMoneyAmount = gRemoveMoney.uiMoneyRemaining; if( guiCurrentItemDescriptionScreen == MAP_SCREEN ) { // Set mouse guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) ); gusExternVoSubIndex = g_bUsePngItemImages ? 0 : Item[ gpItemPointer->usItem ].ubGraphicNum; MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR ); MSYS_SetCurrentCursor( EXTERN_CURSOR ); fMapInventoryItem=TRUE; fTeamPanelDirty=TRUE; } } } // if( gfAddingMoneyToMercFromPlayersAccount ) // gfAddingMoneyToMercFromPlayersAccount = FALSE; } void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier, int subObject ) { CHAR16 pStr[ 500 ]; UINT16 usItem = pObject->usItem; INT32 iNumAttachments = 0; INT16 sValue; FLOAT fWeight; if( pSoldier != NULL ) { if ( pSoldier->flags.uiStatusFlags & SOLDIER_DEAD ) { swprintf( pStr, L"" ); swprintf( pzStr, L"%s", pStr ); return; } } /* 2007-05-27, Sergeant_Kolja: code temporarily added for tracking the SKI Tony inventory crash. Remove when fixed! */ # if defined( _DEBUG ) if ( ((*pObject)[0]->data.gun.ubGunAmmoType >= MAXITEMS) ) { DebugMsg(TOPIC_JA2, DBG_LEVEL_1, String( "corrupted pObject (%S) found in GetHelpTextForItem()", (usItemexists() == true ) { // Retrieve the status of the items //CHRISL: If looking at an item in stack popup, show just that item //CHRISL: Also, determine weight differently if we're looking at a single item in a stack if(subObject == -1){ // Find the minimum status value - not just the first one if(Item[pObject->usItem].usItemClass != IC_AMMO) (*pObject)[0]->data.objectStatus = __min((*pObject)[0]->data.objectStatus, 100); sValue = (*pObject)[0]->data.objectStatus; for(INT16 i = 1; i < pObject->ubNumberOfObjects; i++){ if(Item[pObject->usItem].usItemClass != IC_AMMO) (*pObject)[ i ]->data.objectStatus = __min((*pObject)[ i ]->data.objectStatus, 100); if((*pObject)[ i ]->data.objectStatus < sValue) { sValue = (*pObject)[ i ]->data.objectStatus; } } //get item weight fWeight = (float)(CalculateObjectWeight( pObject )) / 10; subObject = 0; } else { if(Item[pObject->usItem].usItemClass != IC_AMMO) (*pObject)[subObject]->data.objectStatus = __min((*pObject)[subObject]->data.objectStatus, 100); sValue = (*pObject)[subObject]->data.objectStatus; fWeight = (float)(pObject->GetWeightOfObjectInStack(subObject)) / 10; } if ( !gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] ) // metric units not enabled { fWeight = fWeight * 2.2f; } if ( fWeight < 0.1 ) { fWeight = 0.1f; } switch( Item[ usItem ].usItemClass ) { case MONEY: //Money { swprintf( pStr, L"%ld", (*pObject)[subObject]->data.money.uiMoneyAmount ); InsertCommasForDollarFigure( pStr ); InsertDollarSignInToString( pStr ); } break; case IC_MONEY: // alternate money like silver or gold //if ( Item[ usItem ].usItemClass == IC_MONEY ) { CHAR16 pStr2[20]; swprintf( pStr2, L"%ld", (*pObject)[subObject]->data.money.uiMoneyAmount ); InsertCommasForDollarFigure( pStr2 ); InsertDollarSignInToString( pStr2 ); swprintf( pStr, L"%s (%ls)", ItemNames[ usItem ], pStr2 ); } break; case IC_GUN: { //Calculate AP's CHAR16 apStr[20]; CHAR16 apStr2[20]; INT16 ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], pObject, pSoldier ); if ( Weapon[ usItem ].NoSemiAuto ) { swprintf( apStr, L"-" ); } else { swprintf( apStr, L"%d", ubAttackAPs ); } if (GetShotsPerBurst(pObject) > 0) { swprintf( apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( APBPConstants[DEFAULT_APS], pObject, NULL ) ); wcscat( apStr, apStr2 ); } else { wcscat( apStr, L" / -" ); } if (GetAutofireShotsPerFiveAPs(pObject) > 0) { swprintf( apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( APBPConstants[DEFAULT_APS], pObject, 3, NULL ) ); wcscat( apStr, apStr2 ); } else { wcscat( apStr, L" / -" ); } // Flugente: If overheating is allowed, an overheated gun receives a slight malus to accuracy FLOAT accuracyheatmultiplicator = 1.0; if ( gGameOptions.fWeaponOverheating ) { FLOAT overheatdamagepercentage = GetGunOverheatDamagePercentage( pObject ); FLOAT accuracymalus = (FLOAT)((max(1.0, overheatdamagepercentage) - 1.0) * 0.1); accuracyheatmultiplicator = (FLOAT)max(0.0, 1.0 - accuracymalus); } //Info for weapons //swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s", INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItem ].nAccuracy:Weapon[ usItem ].bAccuracy); accuracy *= accuracyheatmultiplicator; #ifdef CHINESE swprintf( pStr, ChineseSpecString4, #else swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s (%d) %s\n%s %1.1f %s", #endif ItemNames[ usItem ], AmmoCaliber[ Weapon[ usItem ].ubCalibre ], sValue, gWeaponStatsDesc[ 9 ], //Accuracy String accuracy, gWeaponStatsDesc[ 11 ], //Damage String GetDamage(pObject), gWeaponStatsDesc[ 10 ], //Range String gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range gWeaponStatsDesc[ 6 ], //AP String (Weapon[ usItem ].ubReadyTime * (100 - GetPercentReadyTimeAPReduction( pObject )) / 100), // Ready AP's apStr, //AP's gWeaponStatsDesc[ 12 ], //Weight String fWeight, //Weight GetWeightUnitString() //Weight units ); } break; case IC_LAUNCHER: { //Calculate AP's CHAR16 apStr[20]; CHAR16 apStr2[20]; INT16 ubAttackAPs = BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], pObject, pSoldier ); swprintf( apStr, L"%d", ubAttackAPs ); if (GetShotsPerBurst(pObject) > 0) { swprintf( apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( APBPConstants[DEFAULT_APS], pObject, NULL ) ); wcscat( apStr, apStr2 ); } else { wcscat( apStr, L" / -" ); } if (GetAutofireShotsPerFiveAPs(pObject) > 0) { swprintf( apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( APBPConstants[DEFAULT_APS], pObject, 3, NULL ) ); wcscat( apStr, apStr2 ); } else { wcscat( apStr, L" / -" ); } // Flugente: If overheating is allowed, an overheated gun receives a slight malus to accuracy FLOAT accuracyheatmultiplicator = 1.0; if ( gGameOptions.fWeaponOverheating ) { FLOAT overheatdamagepercentage = GetGunOverheatDamagePercentage( pObject ); FLOAT accuracymalus = (FLOAT)((max(1.0, overheatdamagepercentage) - 1.0) * 0.1); accuracyheatmultiplicator = (FLOAT)max(0.0, 1.0 - accuracymalus); } //Info for weapons INT8 accuracy = (UsingNewCTHSystem()==true?Weapon[ usItem ].nAccuracy:Weapon[ usItem ].bAccuracy); accuracy *= accuracyheatmultiplicator; #ifdef CHINESE swprintf( pStr, L"%s [%d%ге]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s", #else swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s", #endif ItemNames[ usItem ], sValue, gWeaponStatsDesc[ 9 ], //Accuracy String accuracy, gWeaponStatsDesc[ 11 ], //Damage String GetDamage(pObject), gWeaponStatsDesc[ 10 ], //Range String gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject, NULL )/10 : GunRange( pObject, NULL ), // SANDRO - added argument //Modified Range gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GetModifiedGunRange(usItem)/10 : GetModifiedGunRange(usItem), //Gun Range gWeaponStatsDesc[ 6 ], //AP String apStr, //AP's gWeaponStatsDesc[ 12 ], //Weight String fWeight, //Weight GetWeightUnitString() //Weight units ); } break; case IC_BLADE: case IC_THROWING_KNIFE: case IC_PUNCH: { #ifdef CHINESE swprintf( pStr, ChineseSpecString5, #else swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s", #endif ItemNames[ usItem ], sValue, gWeaponStatsDesc[ 11 ], //Damage String GetDamage(pObject), //Melee damage gWeaponStatsDesc[ 6 ], //AP String BaseAPsToShootOrStab( APBPConstants[DEFAULT_APS], APBPConstants[DEFAULT_AIMSKILL], pObject, pSoldier ), //AP's gWeaponStatsDesc[ 12 ], //Weight String fWeight, //Weight GetWeightUnitString() //Weight units ); } break; case IC_AMMO: { // The next is for ammunition which gets the measurement 'rnds' swprintf( pStr, New113Message[MSG113_AMMO_SPEC_STRING], ItemNames[ usItem ], //Item long name (*pObject)[subObject]->data.ubShotsLeft, //Shots left gWeaponStatsDesc[ 12 ], //Weight String fWeight, //Weight GetWeightUnitString() //Weight units ); //Lal: do not delete, commented out for next version //swprintf( pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s", // AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre // AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type // MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type // Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity // (*pObject)[0]->data.ubShotsLeft, //Shots left // gWeaponStatsDesc[ 12 ], //Weight String // fWeight, //Weight // GetWeightUnitString() //Weight units // ); } break; case IC_GRENADE: case IC_BOMB: // explosives { // HEADROCK HAM 3.6: Can now use negative modifier. //UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier ); //UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier ); UINT16 explDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItem ].ubClassIndex].ubDamage ); UINT16 explStunDamage = (UINT16) GetModifiedExplosiveDamage( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage ); #ifdef CHINESE swprintf( pStr, ChineseSpecString5, #else swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s", #endif ItemNames[ usItem ], sValue, gWeaponStatsDesc[ 11 ], //Damage String explDamage, gWeaponStatsDesc[ 13 ], //Stun Damage String explStunDamage, //Stun Damage gWeaponStatsDesc[ 12 ], //Weight String fWeight, //Weight GetWeightUnitString() //Weight units ); } break; case IC_ARMOUR: { //Armor INT32 iProtection = EffectiveArmour( pObject ); switch( Armour[ Item[ usItem ].ubClassIndex ].ubArmourClass ) { case( ARMOURCLASS_HELMET ): iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection; break; case( ARMOURCLASS_VEST ): iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection ); break; case( ARMOURCLASS_LEGGINGS ): iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection; break; case( ARMOURCLASS_PLATE ): iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection ); break; } #ifdef CHINESE swprintf( pStr, ChineseSpecString6, #else swprintf( pStr, L"%s [%d%%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s", #endif ItemNames[ usItem ], //Item long name sValue, //Item condition pInvPanelTitleStrings[ 4 ], //Protection string iProtection, //Protection rating in % based on best armor Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data) Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100, pInvPanelTitleStrings[ 3 ], //Camo string GetCamoBonus(pObject)+GetUrbanCamoBonus(pObject)+GetDesertCamoBonus(pObject)+GetSnowCamoBonus(pObject), //Camo bonus gWeaponStatsDesc[ 12 ], //Weight string fWeight, //Weight GetWeightUnitString() //Weight units ); } break; case IC_MISC: case IC_MEDKIT: case IC_KIT: case IC_FACE: default: { // The final, and typical case, is that of an item with a percent status #ifdef CHINESE swprintf( pStr, ChineseSpecString7, #else swprintf( pStr, L"%s [%d%%]\n%s %1.1f %s", #endif ItemNames[ usItem ], //Item long name sValue, //Item condition gWeaponStatsDesc[ 12 ], //Weight String fWeight, //Weight GetWeightUnitString() //Weight units ); } break; } // Fingerprint ID (Soldier Name) if ( ( Item[pObject->usItem].fingerprintid ) && (*pObject)[subObject]->data.ubImprintID < NO_PROFILE ) { CHAR16 pStr2[20]; swprintf( pStr2, L" [%s]", gMercProfiles[ (*pObject)[subObject]->data.ubImprintID ].zNickname ); wcscat( pStr, pStr2 ); } // Add attachment string.... CHAR16 attachString[ 300 ]; memset(attachString,0,sizeof(attachString)); for (attachmentList::iterator iter = (*pObject)[subObject]->attachments.begin(); iter != (*pObject)[subObject]->attachments.end(); ++iter) { if(iter->exists()){ //Break off if it's too long. if(wcslen(attachString)>270){ wcscat( attachString, L"\n...." ); break; } iNumAttachments++; if ( iNumAttachments == 1 ) { swprintf( attachString, L"\n \n%s:\n", Message[ STR_ATTACHMENTS ] ); } else { wcscat( attachString, L"\n" ); } wcscat( attachString, ItemNames[ iter->usItem ] ); } } if ( iNumAttachments > 0 ) { wcscat( pStr, attachString); //wcscat( pStr, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] ); } } else { swprintf( pStr, L"" ); } // Copy over... swprintf( pzStr, L"%s", pStr ); } void CancelItemPointer( ) { // ATE: If we have an item pointer end it! if ( gpItemPointer != NULL ) { if ( gbItemPointerSrcSlot != NO_SLOT ) { // Place it back in our hands! PlaceObject( gpItemPointerSoldier, gbItemPointerSrcSlot, gpItemPointer ); // ATE: This could potnetially swap! // Make sure # of items is 0, if not, auto place somewhere else... if ( gpItemPointer->exists() == true ) { if ( !AutoPlaceObject( gpItemPointerSoldier, gpItemPointer, FALSE ) ) { // Alright, place of the friggen ground! AddItemToPool( gpItemPointerSoldier->sGridNo, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 ); NotifySoldiersToLookforItems( ); } } } else { // We drop it here..... AddItemToPool( gpItemPointerSoldier->sGridNo, gpItemPointer, 1, gpItemPointerSoldier->pathing.bLevel, 0 , -1 ); NotifySoldiersToLookforItems( ); } EndItemPointer( ); } } BOOLEAN LoadItemCursorFromSavedGame( HWFILE hFile ) { ITEM_CURSOR_SAVE_INFO SaveStruct; // Load structure if ( !SaveStruct.Load(hFile) ) { return( FALSE ); } // Now set things up..... // Copy object gItemPointer = (SaveStruct.ItemPointerInfo); // Copy soldier ID if ( SaveStruct.ubSoldierID == NOBODY ) { gpItemPointerSoldier = NULL; } else { gpItemPointerSoldier = MercPtrs[ SaveStruct.ubSoldierID ]; } // Inv slot gbItemPointerSrcSlot = SaveStruct.ubInvSlot; // Boolean if ( SaveStruct.fCursorActive ) { gpItemPointer = &( gItemPointer ); ReEvaluateDisabledINVPanelButtons( ); } else { gpItemPointer = NULL; } return( TRUE ); } BOOLEAN SaveItemCursorToSavedGame( HWFILE hFile ) { ITEM_CURSOR_SAVE_INFO SaveStruct; // Setup structure; SaveStruct.ItemPointerInfo = gItemPointer; // Soldier if ( gpItemPointerSoldier != NULL ) { SaveStruct.ubSoldierID = gpItemPointerSoldier->ubID; } else { SaveStruct.ubSoldierID = NOBODY; } // INv slot SaveStruct.ubInvSlot = gbItemPointerSrcSlot; // Boolean if ( gpItemPointer != NULL ) { SaveStruct.fCursorActive = TRUE; } else { SaveStruct.fCursorActive = FALSE; } // save locations of watched points if( !SaveStruct.Save(hFile) ) { return( FALSE ); } // All done... return( TRUE ); } void UpdateItemHatches() { SOLDIERTYPE *pSoldier = NULL; if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) { if ( fShowInventoryFlag && bSelectedInfoChar >= 0 ) { pSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ]; } } else { pSoldier = gpSMCurrentMerc; } if ( pSoldier != NULL ) { ReevaluateItemHatches( pSoldier, ( BOOLEAN ) ( gpItemPointer == NULL ) ); } } /** * jackaians: copied from InitializeItemPickupMenu */ BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, ITEM_POOL *pItemPool, UINT8 ubCount) { VOBJECT_DESC VObjectDesc; CHAR8 ubString[48]; INT16 sCenX, sCenY, sX, sY, sCenterYVal; INT8 bZLevel =pOpponent->pathing.bLevel; INT32 sGridNo =pOpponent->sGridNo; INT32 cnt; gpOpponent =pOpponent; gfStealing =TRUE; // Erase other menus.... EraseInterfaceMenus( TRUE ); // Make sure menu is located if not on screen LocateSoldier( pOpponent->ubID, FALSE ); gItemPickupMenu.initialize(); //Set item pool value gItemPickupMenu.pItemPool = pItemPool; InterruptTime(); PauseGame(); LockPauseState( 18 ); // Pause timers as well.... PauseTime( TRUE ); // Alrighty, cancel lock UI if we havn't done so already UnSetUIBusy( pSoldier->ubID ); // Change to INV panel if not there already... gfSwitchPanel = TRUE; gbNewPanel = SM_PANEL; gubNewPanelParam = (UINT8)pSoldier->ubID; gItemPickupMenu.ubTotalItems = ubCount; // Determine # of slots per page if ( gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS ) { gItemPickupMenu.bNumSlotsPerPage = NUM_PICKUP_SLOTS; } else { gItemPickupMenu.bNumSlotsPerPage = gItemPickupMenu.ubTotalItems; } VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE; FilenameForBPP("INTERFACE\\itembox.sti", VObjectDesc.ImageFile); CHECKF( AddVideoObject( &VObjectDesc, &(gItemPickupMenu.uiPanelVo) ) ); // Memalloc selection array... gItemPickupMenu.pfSelectedArray = (BOOLEAN *)MemAlloc(( sizeof( UINT8 ) * gItemPickupMenu.ubTotalItems ) ); // seto to 0 memset( gItemPickupMenu.pfSelectedArray, 0, ( sizeof( UINT8 ) * gItemPickupMenu.ubTotalItems ) ); // Calcualate dimensions CalculateItemPickupMenuDimensions( ); // Get XY { // First get mouse xy screen location if(!TileIsOutOfBounds(sGridNo)) { sX = gusMouseXPos; sY = gusMouseYPos; } else { sX = 0; sY = 0; } // CHECK FOR LEFT/RIGHT if ( ( sX + gItemPickupMenu.sWidth ) > SCREEN_WIDTH ) { sX = SCREEN_WIDTH - gItemPickupMenu.sWidth - ITEMPICK_START_X_OFFSET; } else { sX = sX + ITEMPICK_START_X_OFFSET; } // Now check for top // Center in the y sCenterYVal = gItemPickupMenu.sHeight / 2; sY -= sCenterYVal; if ( sY < gsVIEWPORT_WINDOW_START_Y ) { sY = gsVIEWPORT_WINDOW_START_Y; } // Check for bottom if ( ( sY + gItemPickupMenu.sHeight ) > (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) ) { sY = (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) - gItemPickupMenu.sHeight; } } // Set some values gItemPickupMenu.sX = sX; gItemPickupMenu.sY = sY; gItemPickupMenu.bCurSelect = 0; gItemPickupMenu.pSoldier = pSoldier; gItemPickupMenu.fHandled = FALSE; gItemPickupMenu.sGridNo = sGridNo; gItemPickupMenu.bZLevel = bZLevel; gItemPickupMenu.fAtLeastOneSelected = FALSE; gItemPickupMenu.fAllSelected = FALSE; //Load images for buttons FilenameForBPP("INTERFACE\\itembox.sti", ubString ); gItemPickupMenu.iUpButtonImages = LoadButtonImage( ubString, -1,5,-1,10,-1 ); gItemPickupMenu.iDownButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 7, -1, 12, -1 ); gItemPickupMenu.iAllButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 6, -1,11, -1 ); gItemPickupMenu.iCancelButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 8, -1, 13, -1 ); gItemPickupMenu.iOKButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 4, -1, 9, -1 ); // Build a mouse region here that is over any others..... /*MSYS_DefineRegion( &(gItemPickupMenu.BackRegion ), (INT16)( 532 ), (INT16)( 367 ), (INT16)( 640 ),(INT16)( 480 ), MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); */ // Build a mouse region here that is over any others..... MSYS_DefineRegion( &(gItemPickupMenu.BackRegion ), (INT16)( iScreenWidthOffset + 532 ), (INT16)( iScreenHeightOffset + 367 ), (INT16)( SCREEN_WIDTH ),(INT16)( SCREEN_HEIGHT ), MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); // Add region MSYS_AddRegion( &(gItemPickupMenu.BackRegion ) ); // Build a mouse region here that is over any others..... MSYS_DefineRegion( &(gItemPickupMenu.BackRegions ), (INT16)(gItemPickupMenu.sX ), (INT16)(gItemPickupMenu.sY), (INT16)(gItemPickupMenu.sX + gItemPickupMenu.sWidth ),(INT16)( gItemPickupMenu.sY + gItemPickupMenu.sHeight ), MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); // Add region MSYS_AddRegion( &(gItemPickupMenu.BackRegions ) ); // Create buttons if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS ) { gItemPickupMenu.iUpButton = QuickCreateButton( gItemPickupMenu.iUpButtonImages, (INT16)(sX + ITEMPICK_UP_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_UP_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupScrollUp ); SetButtonFastHelpText( gItemPickupMenu.iUpButton, ItemPickupHelpPopup[ 1 ] ); gItemPickupMenu.iDownButton = QuickCreateButton( gItemPickupMenu.iDownButtonImages, (INT16)(sX + ITEMPICK_DOWN_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_DOWN_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupScrollDown ); SetButtonFastHelpText( gItemPickupMenu.iDownButton, ItemPickupHelpPopup[ 3 ] ); } gItemPickupMenu.iOKButton = QuickCreateButton( gItemPickupMenu.iOKButtonImages, (INT16)(sX + ITEMPICK_OK_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_OK_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupOK ); SetButtonFastHelpText( gItemPickupMenu.iOKButton, ItemPickupHelpPopup[ 0 ] ); gItemPickupMenu.iAllButton = QuickCreateButton( gItemPickupMenu.iAllButtonImages, (INT16)(sX + ITEMPICK_ALL_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_ALL_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupAll ); SetButtonFastHelpText( gItemPickupMenu.iAllButton, ItemPickupHelpPopup[ 2 ] ); gItemPickupMenu.iCancelButton = QuickCreateButton( gItemPickupMenu.iCancelButtonImages, (INT16)(sX + ITEMPICK_CANCEL_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_CANCEL_Y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST, DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupCancel ); SetButtonFastHelpText( gItemPickupMenu.iCancelButton, ItemPickupHelpPopup[ 4 ] ); DisableButton( gItemPickupMenu.iOKButton ); // Create regions... sCenX = gItemPickupMenu.sX; sCenY = gItemPickupMenu.sY + ITEMPICK_GRAPHIC_Y; for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ ) { // Build a mouse region here that is over any others..... MSYS_DefineRegion( &(gItemPickupMenu.Regions[cnt]), (INT16)(sCenX ), (INT16)(sCenY + 1), (INT16)(sCenX + gItemPickupMenu.sWidth ),(INT16)( sCenY + ITEMPICK_GRAPHIC_YSPACE ), MSYS_PRIORITY_HIGHEST, CURSOR_NORMAL, ItemPickMenuMouseMoveCallback, ItemPickMenuMouseClickCallback ); // Add region MSYS_AddRegion( &(gItemPickupMenu.Regions[cnt]) ); MSYS_SetRegionUserData( &(gItemPickupMenu.Regions[cnt]), 0, cnt ); sCenY += ITEMPICK_GRAPHIC_YSPACE; } //Save dirty rect //gItemPickupMenu.iDirtyRect = RegisterBackgroundRect( BGND_FLAG_PERMANENT | BGND_FLAG_SAVERECT, NULL, gItemPickupMenu.sX, gItemPickupMenu.sY, (INT16)(gItemPickupMenu.sX + gItemPickupMenu.sWidth ) , (INT16)(gItemPickupMenu.sY + gItemPickupMenu.sHeight ) ); SetupPickupPage(0); gfInItemPickupMenu = TRUE; // Ignore scrolling gfIgnoreScrolling = TRUE; HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE ); gubSelectSMPanelToMerc = pSoldier->ubID; ReEvaluateDisabledINVPanelButtons( ); DisableTacticalTeamPanelButtons( TRUE ); //gfSMDisableForItems = TRUE; return( TRUE ); } void DeletePool(ITEM_POOL *pItemPool) { ITEM_POOL *pItemPoolToDelete; while(pItemPool!=NULL) { pItemPoolToDelete=pItemPool; pItemPool=pItemPool->pNext; MemFree(pItemPoolToDelete); } } void ItemDescTabButtonCallback( GUI_BUTTON *btn, INT32 reason ) { switch (btn->UserData[0]) { case 0: gubDescBoxPage = 0; InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen ); RenderItemDescriptionBox(); if (giItemDescAmmoButton > -1) MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen ItemDescTabButtonOn( 0 ); ItemDescTabButtonOff( 1 ); ItemDescTabButtonOff( 2 ); break; case 1: gubDescBoxPage = 1; InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen ); RenderItemDescriptionBox(); if (giItemDescAmmoButton > -1) MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen ItemDescTabButtonOff( 0 ); ItemDescTabButtonOn( 1 ); ItemDescTabButtonOff( 2 ); break; case 2: gubDescBoxPage = 2; InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen ); RenderItemDescriptionBox(); if (giItemDescAmmoButton > -1) MarkAButtonDirty( giItemDescAmmoButton ); // Required for tactical screen ItemDescTabButtonOff( 0 ); ItemDescTabButtonOff( 1 ); ItemDescTabButtonOn( 2 ); break; } } void ItemDescTabButtonOn( UINT8 ubItemDescTabButtonIndex ) { Assert( ubItemDescTabButtonIndex < 3 ); // if button doesn't exist, return if ( giInvDescTabButton[ ubItemDescTabButtonIndex ] == -1 ) { return; } Assert( giInvDescTabButton[ ubItemDescTabButtonIndex ] < MAX_BUTTONS ); ButtonList[ giInvDescTabButton[ ubItemDescTabButtonIndex ] ]->uiFlags |= BUTTON_CLICKED_ON; MarkAButtonDirty( giInvDescTabButton[ ubItemDescTabButtonIndex ] ); } void ItemDescTabButtonOff( UINT8 ubItemDescTabButtonIndex ) { Assert( ubItemDescTabButtonIndex < 3 ); // if button doesn't exist, return if ( giInvDescTabButton[ ubItemDescTabButtonIndex ] == -1 ) { return; } Assert( giInvDescTabButton[ ubItemDescTabButtonIndex ] < MAX_BUTTONS ); ButtonList[ giInvDescTabButton[ ubItemDescTabButtonIndex ] ]->uiFlags &= ~(BUTTON_CLICKED_ON); MarkAButtonDirty( giInvDescTabButton[ ubItemDescTabButtonIndex ] ); } void ItemDescAdvButtonCallback( GUI_BUTTON *btn, INT32 reason ) { if (reason == MSYS_CALLBACK_REASON_LBUTTON_UP ) { switch (btn->UserData[0]) { case 0: gubDescBoxLine--; InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen ); RenderItemDescriptionBox(); // Required for tactical screen if (giItemDescAmmoButton > -1) MarkAButtonDirty( giItemDescAmmoButton ); for (INT8 x = 0; x < 3; x++) { if (giInvDescTabButton[x] != -1) { // HEADROCK HAM 4: Makes sure the Tab Buttons are always redrawn on top. MarkAButtonDirty( giInvDescTabButton[ x ] ); } } ItemDescAdvButtonOff( 0 ); ItemDescTabButtonOff( 1 ); ItemDescAdvButtonCheck(); break; case 1: gubDescBoxLine++; InternalInitEDBTooltipRegion( gpItemDescObject, guiCurrentItemDescriptionScreen ); RenderItemDescriptionBox(); // Required for tactical screen if (giItemDescAmmoButton > -1) MarkAButtonDirty( giItemDescAmmoButton ); for (INT8 x = 0; x < 3; x++) { if (giInvDescTabButton[x] != -1) { // HEADROCK HAM 4: Makes sure the Tab Buttons are always redrawn on top. MarkAButtonDirty( giInvDescTabButton[ x ] ); } } ItemDescTabButtonOff( 0 ); ItemDescTabButtonOff( 1 ); ItemDescAdvButtonCheck(); break; } } } void ItemDescAdvButtonOn( UINT8 ubItemDescAdvButtonIndex ) { Assert( ubItemDescAdvButtonIndex < 2 ); // if button doesn't exist, return if ( giInvDescAdvButton[ ubItemDescAdvButtonIndex ] == -1 ) { return; } Assert( giInvDescAdvButton[ ubItemDescAdvButtonIndex ] < MAX_BUTTONS ); ButtonList[ giInvDescAdvButton[ ubItemDescAdvButtonIndex ] ]->uiFlags |= BUTTON_CLICKED_ON; MarkAButtonDirty( giInvDescAdvButton[ 0 ] ); MarkAButtonDirty( giInvDescAdvButton[ 1 ] ); } void ItemDescAdvButtonOff( UINT8 ubItemDescAdvButtonIndex ) { Assert( ubItemDescAdvButtonIndex < 2 ); // if button doesn't exist, return if ( giInvDescAdvButton[ ubItemDescAdvButtonIndex ] == -1 ) { return; } Assert( giInvDescAdvButton[ ubItemDescAdvButtonIndex ] < MAX_BUTTONS ); ButtonList[ giInvDescAdvButton[ ubItemDescAdvButtonIndex ] ]->uiFlags &= ~(BUTTON_CLICKED_ON); MarkAButtonDirty( giInvDescAdvButton[ 0 ] ); MarkAButtonDirty( giInvDescAdvButton[ 1 ] ); } void ItemDescAdvButtonCheck( void ) { if (gubDescBoxLine <= 0) { DisableButton( giInvDescAdvButton[0] ); } else { EnableButton( giInvDescAdvButton[0] ); } if (NUM_UDB_ADV_LINES < gubDescBoxTotalAdvLines - gubDescBoxLine) { EnableButton( giInvDescAdvButton[1] ); } else { DisableButton( giInvDescAdvButton[1] ); } } // HEADROCK HAM 5: Item Transformations callback. The user has clicked on the Big Item // picture, possibly indicating that he wishes to transform this item into something else. void ItemDescTransformRegionCallback( MOUSE_REGION *pRegion, INT32 reason ) { if (reason == MSYS_CALLBACK_REASON_LBUTTON_UP ) { // A left-click triggers the Transformation Menu. The game scans memory for any Transformations // that can be performed on this item, and creates a menu with all the options listed. // HEADROCK HAM 5: Disable shopkeeper item transformations entirely. if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) { return; } /////////////////////////// // CONSTRUCT POPUP MENU /////////////////////////// // If we already have a popup, destroy it first. This ensures we get a fresh menu each time. if ( gfItemDescTransformPopupInitialized ) { delete(gItemDescTransformPopup); gItemDescTransformPopup = NULL; gfItemDescTransformPopupInitialized = FALSE; gfItemDescTransformPopupVisible = FALSE; gfSkipDestroyTransformPopup = FALSE; } // create a popup gItemDescTransformPopup = new POPUP("TRANSFORMATION MENU POPUP"); // at this point the name is used mainly for debug output // add a callback that lets the keyboard handler know we're done (and ready to pop up again) gItemDescTransformPopup->setCallback(POPUP_CALLBACK_HIDE, new popupCallbackFunction( &TransformationMenuPopup_Hide ) ); BOOLEAN fFoundTransformations = false; /* // Test the item for Gun Jams. If it's a gun and is jammed, add a Transformation Menu option to unjam it. if ( Item[gpItemDescObject->usItem].usItemClass == IC_GUN && !EXPLOSIVE_GUN( gpItemDescObject->usItem ) ) { // Check ammo status if ((*gpItemDescObject)[0]->data.gun.bGunAmmoStatus < 0) { // Add option POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( L"Unjam" ), new popupCallbackFunction( &TransformationMenuPopup_Unjam )); gItemDescTransformPopup->addOption( *pOption ); fFoundTransformations = true; } } */ // Ammocrates may be split into magazines of any size available in the game. But not in combat. if ( Item[gpItemDescObject->usItem].usItemClass == IC_AMMO && Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagType >= AMMO_BOX && !(gTacticalStatus.uiFlags & INCOMBAT) ) { BOOLEAN fCrateInPool = FALSE; // Before we continue, lets check whether our object is in the sector inventory. // Is the sector inventory open? if (fShowMapInventoryPool) { // Is our object currently in the pool? for (UINT32 x = 0; x < pInventoryPoolList.size(); x++) { if (pInventoryPoolList[x].object.exists()) { if (&(pInventoryPoolList[x].object) == gpItemDescObject) { // Aha! In that case, all transformations will be done directly at the sector pool, // with multiple results ending on the ground rather than in the inventory. fCrateInPool = TRUE; break; } } } } if (fCrateInPool) { for (UINT16 x = 0; x < MAXITEMS; x++) { if ( Item[x].usItemClass & IC_AMMO ) { // If this magazine has the same caliber and ammotype as the crate, has a smaller size, and is // not an ammo crate itself... if ( Magazine[Item[x].ubClassIndex].ubCalibre == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre && Magazine[Item[x].ubClassIndex].ubAmmoType == Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType && Magazine[Item[x].ubClassIndex].ubMagSize < Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubMagSize && Magazine[Item[x].ubClassIndex].ubMagType < AMMO_BOX ) { UINT16 usMagSize = Magazine[Item[x].ubClassIndex].ubMagSize; CHAR16 MenuRowText[300]; swprintf( MenuRowText, gzTransformationMessage[ 7 ], usMagSize ); // Generate a new option for the menu POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction( TransformationMenuPopup_SplitCrate, x ) ); // Add the option to the menu. gItemDescTransformPopup->addOption( *pOption ); // Set this flag so we know we have at least one Transformation available. fFoundTransformations = true; } } } } else { POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( gzTransformationMessage[ 6 ] ), new popupCallbackFunction( TransformationMenuPopup_SplitCrateInInventory ) ); gItemDescTransformPopup->addOption( *pOption ); fFoundTransformations = true; } } // Scan the Transformation list for the current item. Create pop-up options as required. INT32 iTransformIndex = -1; for (INT32 x = 0; x < MAXITEMS; x++) { if (Transform[x].usItem == -1) { break; } if (Transform[x].usItem == gpItemDescObject->usItem) { iTransformIndex++; CHAR16 MenuRowText[300]; if ( Transform[x].usAPCost > 0 && gTacticalStatus.uiFlags & INCOMBAT && gTacticalStatus.uiFlags & TURNBASED ) { swprintf (MenuRowText, L"%s (%d AP)", Transform[x].szMenuRowText, Transform[x].usAPCost ); } else { swprintf (MenuRowText, Transform[x].szMenuRowText); } // Generate a new option for the menu POPUP_OPTION *pOption = new POPUP_OPTION(&std::wstring( MenuRowText ), new popupCallbackFunction( &TransformationMenuPopup_Transform, &Transform[x] ) ); // Set the function that tests whether it's valid at the moment. pOption->setAvail(new popupCallbackFunction( &TransformationMenuPopup_TestValid, &Transform[x] )); // Add the option to the menu. gItemDescTransformPopup->addOption( *pOption ); // Set this flag so we know we have at least one Transformation available. fFoundTransformations = true; } } if (!fFoundTransformations) { POPUP_OPTION * pOption = new POPUP_OPTION( &std::wstring( gzTransformationMessage[ 0 ] ), new popupCallbackFunction( &TransformationMenuPopup_Transform, NULL ) ); pOption->setAvail(new popupCallbackFunction( &TransformationMenuPopup_TestValid, NULL )); gItemDescTransformPopup->addOption( *pOption ); } UINT16 usPosX = (UINT16)((ITEMDESC_ITEM_X + (ITEMDESC_ITEM_X + ITEMDESC_ITEM_WIDTH)) / 2); UINT16 usPosY = (UINT16)((ITEMDESC_ITEM_Y + (ITEMDESC_ITEM_Y + ITEMDESC_ITEM_HEIGHT)) / 2); if (pRegion->MouseXPos > ITEMDESC_ITEM_X && pRegion->MouseXPos < (ITEMDESC_ITEM_X + ITEMDESC_ITEM_WIDTH)) { usPosX = pRegion->MouseXPos; } if (pRegion->MouseYPos > ITEMDESC_ITEM_Y && pRegion->MouseYPos < (ITEMDESC_ITEM_Y + ITEMDESC_ITEM_HEIGHT)) { usPosY = pRegion->MouseYPos; } gItemDescTransformPopup->setPosition( usPosX, usPosY ); gfItemDescTransformPopupInitialized = TRUE; gfItemDescTransformPopupVisible = TRUE; // In compliance with current bugs, if there's a bullet icon, hide it to prevent overlaps. if (giItemDescAmmoButton > -1) { HideButton(giItemDescAmmoButton); } gItemDescTransformPopup->show(); // Now that the popup is initialized, lets set the help text for each line. Note that we have to do it here // (rather than before) because only now are the MOUSE_REGIONs ready to receive help text at all!! INT32 iNumOptions = 0; for (INT32 x = 0; x < MAXITEMS; x++) { if (Transform[x].usItem == -1) { break; } if (Transform[x].usItem == gpItemDescObject->usItem) { SetRegionFastHelpText( &(gItemDescTransformPopup->MenuRegion[iNumOptions]), Transform[x].szTooltipText ); iNumOptions++; } } } else if (reason == MSYS_CALLBACK_REASON_RBUTTON_UP ) { // Behave like the background region, closing the box. OBJECTTYPE *pTemp = gpItemDescPrevObject; DeleteItemDescriptionBox( ); if (pTemp != NULL) { InternalInitItemDescriptionBox( pTemp, gsInvDescX, gsInvDescY, 0, gpItemDescSoldier ); } } } ////////////////////////////////////////////////////////////////////// // HEADROCK HAM 5: Callback Functions for the Transformation Menu ////////////////////////////////////////////////////////////////////// // This function handles hiding the menu. void TransformationMenuPopup_Hide(void) { // If an Eject Ammo button exists for the current DB item, then restore it to view. if (giItemDescAmmoButton > -1) { ShowButton(giItemDescAmmoButton); } // Signal the renderer to stop drawing this menu. gfItemDescTransformPopupVisible = FALSE; fMapPanelDirty = TRUE; } // This function handles callback when one of the options on the Transformation menu is clicked. // This function takes care of all activity that is not directly related to the transformation data, the transformed // object, or the soldier performing the transformation. void TransformationMenuPopup_Transform( TransformInfoStruct * Transform) { // If the item is in a stack, ask for confirmation. if (gpItemDescObject->ubNumberOfObjects > 1) { //Ask for confirmation gTransformInProgress = Transform; guiTransformInProgressPrevScreen = guiCurrentScreen; CHAR16 pStr[500]; swprintf( pStr, gzTransformationMessage[ 5 ], gpItemDescObject->ubNumberOfObjects ); DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_YESNO, ConfirmTransformationMessageBoxCallBack ); } else { TransformFromItemDescBox( Transform ); } } BOOLEAN TransformationMenuPopup_TestValid(TransformInfoStruct * Transform) { if (Transform == NULL) { return false; } else { UINT16 usAPCost = Transform->usAPCost; INT32 iBPCost = Transform->iBPCost; if (EnoughPoints( gpItemDescSoldier, usAPCost, iBPCost, false )) { return true; } else { return false; } } } // HEADROCK HAM 5: This Transformation Menu Callback will attempt to unjam a jammed gun. If the // soldier lacks APs to do so, it will fail with a screen message. Otherwise the gun is unjammed, // causing the normal effects. void TransformationMenuPopup_Unjam() { /* if ( Item[gpItemDescObject->usItem].usItemClass != IC_GUN || EXPLOSIVE_GUN( gpItemDescObject->usItem ) || (*gpItemDescObject)[0]->data.gun.bGunAmmoStatus > 0) { AssertMsg( 0, "Transformation Menu allowed us to attempt to unjam an unjammed gun. This is illegal!" ); return; } if(EnoughPoints(gpItemDescSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM], FALSE)) { DeductPoints(gpItemDescSoldier, APBPConstants[AP_UNJAM], APBPConstants[BP_UNJAM]); INT8 bChanceMod; if ( Weapon[gpItemDescObject->usItem].EasyUnjam ) bChanceMod = 100; else bChanceMod = (INT8) (GetReliability( gpItemDescObject )* 4); int iResult = SkillCheck( gpItemDescSoldier, UNJAM_GUN_CHECK, bChanceMod); if (iResult > 0) { // yay! unjammed the gun (*gpItemDescObject)[0]->data.gun.bGunAmmoStatus *= -1; // MECHANICAL/DEXTERITY GAIN: Unjammed a gun if (bChanceMod < 100) // don't give exp for unjamming an easily unjammable gun { StatChange( gpItemDescSoldier, MECHANAMT, 5, FALSE ); StatChange( gpItemDescSoldier, DEXTAMT, 5, FALSE ); } RenderItemDescriptionBox(); return; } } else { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, L"%s does not have enough APs to unjam this weapon.", gpItemDescSoldier->name); } */ } // HEADROCK HAM 5: This is a handler for transforming an ammo crate into magazines. We get the itemnumber of the // magazine to create, and proceed to create one magazine after the other. They are placed either into the // carrying soldier's inventory, or into the sector inventory if it is there. void TransformationMenuPopup_SplitCrate( UINT16 usMagazineItem ) { if (gItemDescTransformPopup != NULL && gfItemDescTransformPopupInitialized == TRUE) { gItemDescTransformPopup->hide(); } OBJECTTYPE MagazineObject; UINT16 usShotsLeft = (*gpItemDescObject)[gubItemDescStatusIndex]->data.ubShotsLeft; UINT16 usMagazineSize = Magazine[Item[usMagazineItem].ubClassIndex].ubMagSize; UINT8 ubAmmoType = Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType; UINT8 ubCaliber = Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre; // Simple. Just create as many clips as you can, drop them all to the sector inventory. UINT32 uiNumMagazinesToCreate = (usShotsLeft / usMagazineSize) + ((usShotsLeft % usMagazineSize) > 0); for (UINT32 x = 0; x < uiNumMagazinesToCreate; x++) { UINT16 usBulletsInMag = __min( usShotsLeft, usMagazineSize ); MagazineObject.initialize(); CreateAmmo(usMagazineItem, &MagazineObject, usBulletsInMag); AutoPlaceObjectToWorld( gpItemDescSoldier, &MagazineObject, true ); if (&MagazineObject != NULL) { DeleteObj( &MagazineObject ); } usShotsLeft -= usBulletsInMag; } CHAR16 pStr[500]; swprintf( pStr, gzTransformationMessage[ 8 ], Item[gpItemDescObject->usItem].szItemName, uiNumMagazinesToCreate, usMagazineSize ); ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pStr ); OBJECTTYPE *gTempCrate = gpItemDescObject; gfSkipDestroyTransformPopup = TRUE; DeleteItemDescriptionBox(); gfSkipDestroyTransformPopup = FALSE; gTempCrate->RemoveObjectAtIndex(gubItemDescStatusIndex); } void TransformationMenuPopup_SplitCrateInInventory( ) { if (gItemDescTransformPopup != NULL && gfItemDescTransformPopupInitialized == TRUE) { gItemDescTransformPopup->hide(); } OBJECTTYPE MagazineObject; UINT16 usShotsLeft = (*gpItemDescObject)[gubItemDescStatusIndex]->data.ubShotsLeft; UINT16 usOrigShotsLeft = usShotsLeft; UINT8 ubAmmoType = Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubAmmoType; UINT8 ubCaliber = Magazine[Item[gpItemDescObject->usItem].ubClassIndex].ubCalibre; // Drop into the soldier's inventory. if (gpItemDescSoldier == NULL) { return; } for (INT16 sPocket = BIGPOCK1POS; sPocket < NUM_INV_SLOTS && usShotsLeft > 0; sPocket++) { // To cut down on processing time, skip any pockets containing an item that will not appear on the // possible splits list. BOOLEAN fEmptyPocketOk = FALSE; BOOLEAN fMagazineInPocketOk = FALSE; BOOLEAN fHalfEmptyMagazineInPocketOk = FALSE; //MM: changed this so that half empty magazines will be topped off. TODO: eventually apply similar logic to when a crate is clicked on a gun as well. UINT16 usMagazineToCreate = 0; OBJECTTYPE *pObjInPocket = &(gpItemDescSoldier->inv[sPocket]); if ( pObjInPocket->exists() == true ) { if (Magazine[Item[pObjInPocket->usItem].ubClassIndex].ubAmmoType == ubAmmoType && Magazine[Item[pObjInPocket->usItem].ubClassIndex].ubCalibre == ubCaliber && Magazine[Item[pObjInPocket->usItem].ubClassIndex].ubMagType < AMMO_BOX) { fMagazineInPocketOk = TRUE; usMagazineToCreate = pObjInPocket->usItem; for (INT8 cnt = 0; cnt < pObjInPocket->ubNumberOfObjects; ++cnt) { if ((*pObjInPocket)[cnt]->data.ubShotsLeft < Magazine[Item[pObjInPocket->usItem].ubClassIndex].ubMagSize) { fHalfEmptyMagazineInPocketOk = TRUE; break; } } } } else { fEmptyPocketOk = TRUE; } if (fMagazineInPocketOk) { UINT8 ubCapacity = ItemSlotLimit(pObjInPocket, sPocket, gpItemDescSoldier); ubCapacity -= pObjInPocket->ubNumberOfObjects; for ( UINT16 x = 0; x < ubCapacity && usShotsLeft > 0; x++) { UINT16 usBulletsInMag = __min( usShotsLeft, Magazine[Item[pObjInPocket->usItem].ubClassIndex].ubMagSize ); MagazineObject.initialize(); CreateAmmo(usMagazineToCreate, &MagazineObject, usBulletsInMag); PlaceObject( gpItemDescSoldier, (INT8)sPocket, &MagazineObject ); if (&MagazineObject != NULL) { DeleteObj( &MagazineObject ); } usShotsLeft -= usBulletsInMag; } if (fHalfEmptyMagazineInPocketOk && usShotsLeft > 0) { for (INT8 cnt = 0; cnt < pObjInPocket->ubNumberOfObjects ;++cnt) { if ((*pObjInPocket)[cnt]->data.ubShotsLeft < Magazine[Item[pObjInPocket->usItem].ubClassIndex].ubMagSize) { UINT16 bulletsToAdd = Magazine[Item[pObjInPocket->usItem].ubClassIndex].ubMagSize - (*pObjInPocket)[cnt]->data.ubShotsLeft; if ( usShotsLeft < bulletsToAdd ) bulletsToAdd = usShotsLeft; (*pObjInPocket)[cnt]->data.ubShotsLeft += bulletsToAdd; usShotsLeft -= bulletsToAdd; } } } } else if (fEmptyPocketOk) { // Check whether any magazine of any size can fit into this slot. Find the type that can fit the // most rounds in per slot. UINT8 ubBestStackCapacity = 0; UINT32 uiBestRoundCapacity = 0; UINT16 usBestItem = 0; for (UINT16 x = 0; x < MAXITEMS; x++) { if (Item[x].usItemClass & IC_AMMO) { if (Magazine[Item[x].ubClassIndex].ubAmmoType == ubAmmoType && Magazine[Item[x].ubClassIndex].ubCalibre == ubCaliber && Magazine[Item[x].ubClassIndex].ubMagType < AMMO_BOX ) { UINT16 usTempMagazineSize = Magazine[Item[x].ubClassIndex].ubMagSize; OBJECTTYPE TempMagObject; TempMagObject.initialize(); CreateAmmo(x, &TempMagObject, usTempMagazineSize); UINT8 ubCapacity = ItemSlotLimit(&TempMagObject, sPocket, gpItemDescSoldier); if ((UINT32)(ubCapacity * usTempMagazineSize) > uiBestRoundCapacity) { uiBestRoundCapacity = ubCapacity * usTempMagazineSize; ubBestStackCapacity = ubCapacity; usBestItem = x; } DeleteObj( &TempMagObject ); } } } if (usBestItem > 0) { UINT16 usMagazineSize = Magazine[Item[usBestItem].ubClassIndex].ubMagSize; for (UINT16 y = 0; y < ubBestStackCapacity && usShotsLeft > 0; y++) { UINT16 usBulletsInMag = __min( usShotsLeft, usMagazineSize ); MagazineObject.initialize(); CreateAmmo( usBestItem, &MagazineObject, usBulletsInMag ); PlaceObject( gpItemDescSoldier, (INT8)sPocket, &MagazineObject ); if (&MagazineObject != NULL) { DeleteObj( &MagazineObject ); } usShotsLeft -= usBulletsInMag; } } } } if (usOrigShotsLeft > usShotsLeft) { ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, gzTransformationMessage[ 9 ], Item[gpItemDescObject->usItem].szItemName, gpItemDescSoldier->name ); } else { // Until we determine whether a box would be better... ScreenMsg( FONT_ORANGE, MSG_INTERFACE, gzTransformationMessage[ 10 ], gpItemDescSoldier->name ); //CHAR16 pStr[300]; //swprintf( pStr, gzTransformationMessage[ 10 ], gpItemDescSoldier->name ); //DoScreenIndependantMessageBox( pStr, MSG_BOX_FLAG_OK, NULL ); } if (usShotsLeft > 0) { (*gpItemDescObject)[gubItemDescStatusIndex]->data.ubShotsLeft = usShotsLeft; RenderItemDescriptionBox(); } else { OBJECTTYPE *gTempCrate = gpItemDescObject; gfSkipDestroyTransformPopup = TRUE; DeleteItemDescriptionBox(); gfSkipDestroyTransformPopup = FALSE; gTempCrate->RemoveObjectAtIndex(gubItemDescStatusIndex); //DeleteObj( gTempCrate ); } } void TransformFromItemDescBox( TransformInfoStruct * Transform) { // Hide the Transform Popup menu, we don't need it anymore. It will be destroyed and rebuilt next time we click the // Transformation region anyway. if (gItemDescTransformPopup != NULL && gfItemDescTransformPopupInitialized == TRUE) { gItemDescTransformPopup->hide(); } // Record the item's original class. If it's a gun item, we may need to manually delete the // eject ammo button! UINT32 uiOrigClass = Item[gpItemDescObject->usItem].usItemClass; BOOLEAN fWasAttachment = gfItemDescObjectIsAttachment; // Carry out the transformation on this item, using the data we've received. gpItemDescObject->TransformObject( gpItemDescSoldier, gubItemDescStatusIndex, Transform, gpItemDescPrevObject ); // Check to see if we need to manually erase the ammo button. UINT32 uiNewClass = Item[gpItemDescObject->usItem].usItemClass; BOOLEAN fEraseAmmoButton = FALSE; if (uiOrigClass & IC_GUN && !(uiNewClass & IC_GUN)) { fEraseAmmoButton = TRUE; } // We're going to shut down and reinitialize the DescBox now, to ensure that we get the DescBox for the resulting // item instead of the old one. // Save previous ItemDesc-related parameters, before deleting the box (they get erased...) OBJECTTYPE *pTemp = gpItemDescObject; OBJECTTYPE *pTempParent = NULL; BOOLEAN fTempIsAttachment = FALSE; OBJECTTYPE *pTempAttachment = NULL; // If the object was attached and still is, we'll need to save the attachment details now before we destroy the // description box. That way we can reopen it with all the data intact. if (fWasAttachment && gfItemDescObjectIsAttachment) { pTempParent = gpItemDescPrevObject; fTempIsAttachment = gfItemDescObjectIsAttachment; pTempAttachment = gpItemDescOrigAttachmentObject; } // This flag tells the deletion function not to destroy the Transform Popup Menu - we need it to stay alive through // this. gfSkipDestroyTransformPopup = TRUE; // DELETE THE BOX! DeleteItemDescriptionBox( ); /*if (fEraseAmmoButton) { // Transformation from gun to non-gun. Erase ammo button manually. UnloadButtonImage( giItemDescAmmoButtonImages ); RemoveButton( giItemDescAmmoButton ); }*/ // Unflag. Next closure of the DescBox will destroy the menu as normal. gfSkipDestroyTransformPopup = FALSE; if (pTemp->usItem > 0 && // Open only if the item is still valid. !(fWasAttachment && !fTempIsAttachment)) // Do not reopen the box if the item was an attachment and has been removed from its gun. { // Restore previous settings gpItemDescObject = pTemp; gpItemDescPrevObject = pTempParent; gfItemDescObjectIsAttachment = fTempIsAttachment; gpItemDescOrigAttachmentObject = pTempAttachment; // RESTART THE BOX! InternalInitItemDescriptionBox( gpItemDescObject, gsInvDescX, gsInvDescY, 0, gpItemDescSoldier ); } } // This is a callback function for the box that asks you whether or not you want to transform all items // in a stack. void ConfirmTransformationMessageBoxCallBack( UINT8 bExitValue ) { if( bExitValue == MSG_BOX_RETURN_YES ) { UINT32 iTempScreen = guiCurrentScreen; guiCurrentScreen = guiTransformInProgressPrevScreen; TransformFromItemDescBox( gTransformInProgress ); guiCurrentScreen = iTempScreen; guiTransformInProgressPrevScreen = 0; } }