#ifndef __INTERFACE_ITEMS_H #define __INTERFACE_ITEMS_H #include "items.h" #include "Handle Items.h" // DEFINES FOR ITEM SLOT SIZES IN PIXELS #define BIG_INV_SLOT_WIDTH 61 #define BIG_INV_SLOT_HEIGHT 22 #define SM_INV_SLOT_WIDTH 30 #define SM_INV_SLOT_HEIGHT 23 #define VEST_INV_SLOT_WIDTH 43 #define VEST_INV_SLOT_HEIGHT 24 #define LEGS_INV_SLOT_WIDTH 43 #define LEGS_INV_SLOT_HEIGHT 24 #define HEAD_INV_SLOT_WIDTH 43 #define HEAD_INV_SLOT_HEIGHT 24 // A STRUCT USED INTERNALLY FOR INV SLOT REGIONS typedef struct { BOOLEAN fBigPocket; INT16 sBarDx; INT16 sBarDy; INT16 sWidth; INT16 sHeight; INT16 sX; // starts at 0, gets set via InitInvSlotInterface() INT16 sY; // starts at 0, gets set via InitInvSlotInterface() } INV_REGIONS; // USED TO SETUP REGION POSITIONS, ETC typedef struct { INT16 sX; INT16 sY; } INV_REGION_DESC; class OLD_ITEM_CURSOR_SAVE_INFO_101 { public: OLD_OBJECTTYPE_101 ItemPointerInfo; UINT8 ubSoldierID; UINT8 ubInvSlot; BOOLEAN fCursorActive; INT8 bPadding[5]; }; class ITEM_CURSOR_SAVE_INFO { public: ITEM_CURSOR_SAVE_INFO& operator=(OLD_ITEM_CURSOR_SAVE_INFO_101& src) { this->fCursorActive = src.fCursorActive; this->ItemPointerInfo = src.ItemPointerInfo; this->ubInvSlot = src.ubInvSlot; this->ubSoldierID = src.ubSoldierID; return *this; } //could use a little tidying up BOOLEAN Save(HWFILE hFile); BOOLEAN Load(HWFILE hFile); UINT8 ubSoldierID; UINT8 ubInvSlot; BOOLEAN fCursorActive; OBJECTTYPE ItemPointerInfo; }; // Itempickup stuff BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel ); void RenderItemPickupMenu( ); void RemoveItemPickupMenu( ); void SetItemPickupMenuDirty( BOOLEAN fDirtyLevel ); BOOLEAN HandleItemPickupMenu( ); void SetPickUpMenuDirtyLevel( BOOLEAN fDirtyLevel ); // FUNCTIONS FOR INTERFACEING WITH ITEM PANEL STUFF void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLevel ); BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pCamoRegion, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, MOUSE_CALLBACK INVMoveCammoCallback, MOUSE_CALLBACK INVClickCammoCallback, BOOLEAN fSetHighestPrioity ); void ShutdownInvSlotInterface( ); void GetSlotInvXY( UINT8 ubPos, INT16 *psX, INT16 *psY ); void GetSlotInvHeightWidth( UINT8 ubPos, INT16 *psWidth, INT16 *psHeight ); void HandleRenderInvSlots( SOLDIERTYPE *pSoldier, UINT8 fDirtyLevel ); void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel ); void RenderInvBodyPanel( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY ); void DisableInvRegions( BOOLEAN fDisable ); void DegradeNewlyAddedItems( ); void CheckForAnyNewlyAddedItems( SOLDIERTYPE *pSoldier ); BOOLEAN HandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, INT8 bInvPos, BOOLEAN fOn ); // THIS FUNCTION IS CALLED TO RENDER AN ITEM. // uiBuffer - The Dest Video Surface - can only be FRAME_BUFFER or guiSAVEBUFFER // pSoldier - used for determining whether burst mode needs display // pObject - Usually taken from pSoldier->inv[HANDPOS] // sX, sY, Width, Height, - Will Center it in the Width // fDirtyLevel if == DIRTYLEVEL2 will render everything // if == DIRTYLEVEL1 will render bullets and status only // // pubHighlightCounter - if not null, and == 2 - will display name above item // - if == 1 will only dirty the name space and then set counter to 0 // Last parameter used mainly for when mouse is over item void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel, UINT8 *pubHighlightCounter, UINT8 ubStatusIndex, BOOLEAN fOutline, INT16 sOutlineColor, UINT8 iter = 0 ); // CHRISL: Add a new function that will be used to render a pocket silhouette void INVRenderSilhouette( UINT32 uiBugger, INT16 PocketIndex, INT16 SilIndex, INT16 sX, INT16 sY, INT16 sWideth, INT16 sHeight); // CHRISL: New function to handle display of inventory quantities based on item current in cursor void RenderPocketItemCapacity( UINT32 uiWhichBuffer, UINT8 pCapacity, INT16 bPos, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT16 sX, INT16 sY ); // CHRISL: New function to display items stored in an LBENODE void RenderLBENODEItems( OBJECTTYPE *pObj, int subObject ); // 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); void InitInventoryOld(); void InitInventoryNew(); void InitInventoryVehicle(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity); void InitInventorySoldier(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity, BOOLEAN fNIVmode); extern BOOLEAN gfInItemDescBox; BOOLEAN InItemDescriptionBox( ); BOOLEAN InitItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex ); BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier, UINT8 ubPosition = NUM_INV_SLOTS ); BOOLEAN InitKeyItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex ); void RenderItemDescriptionBox( ); void HandleItemDescriptionBox( BOOLEAN *pfDirty ); void DeleteItemDescriptionBox( ); BOOLEAN InItemStackPopup( ); BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ); BOOLEAN InSectorStackPopup( ); BOOLEAN InitSectorStackPopup( SOLDIERTYPE *pSoldier, WORLDITEM *pInventoryPoolList, INT32 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ); void RenderItemStackPopup( BOOLEAN fFullRender ); void HandleItemStackPopup( ); void DeleteItemStackPopup( ); void EndItemStackPopupWithItemInHand( ); // keyring handlers BOOLEAN InitKeyRingPopup( SOLDIERTYPE *pSoldier, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight ); void RenderKeyRingPopup( BOOLEAN fFullRender ); void InitKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback ); void InitMapKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback ); void DeleteKeyRingPopup( ); void ShutdownKeyRingInterface( void ); BOOLEAN InKeyRingPopup( void ); void BeginKeyRingItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubKeyRingPosition ); extern OBJECTTYPE *gpItemPointer; extern OBJECTTYPE gItemPointer; extern SOLDIERTYPE *gpItemPointerSoldier; extern UINT16 usItemSnapCursor; extern UINT16 us16BPPItemCyclePlacedItemColors[ 20 ]; extern BOOLEAN gfItemPointerDifferentThanDefault; void BeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos ); void InternalBeginItemPointer( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, INT8 bHandPos ); void EndItemPointer( ); void DrawItemFreeCursor( ); void DrawItemTileCursor( ); void HideItemTileCursor( ); void InitItemInterface( ); BOOLEAN ItemCursorInLobRange( INT16 sMapPos ); BOOLEAN HandleItemPointerClick( INT16 sMapPos ); UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem ); UINT16 GetTileGraphicForItem( INVTYPE *pItem ); BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo ); void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier, int subObject = -1 ); void CancelItemPointer( ); BOOLEAN LoadItemCursorFromSavedGame( HWFILE hFile ); BOOLEAN SaveItemCursorToSavedGame( HWFILE hFile ); void EnableKeyRing( BOOLEAN fEnable ); // handle compatable items for merc and map inventory BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos, BOOLEAN fOn, BOOLEAN fFromMerc ); BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInvPos, INT32 iStartSlotNumber, BOOLEAN fOn, BOOLEAN fFromMerc ); void ResetCompatibleItemArray( ); void CycleItemDescriptionItem( INT16 sX, INT16 sY ); INT16 CycleItems( INT16 usOldItem ); BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, ITEM_POOL *pItemPool, UINT8 ubCount); #endif