Files
source/Editor/Item Statistics.h
BeatAroundTheBuscherandGitHub ed00830202 Fixes Upper/Lower Casing for include paths (#487)
* Fixing upper/lower case for includes

types.h, zconf.h and zlib.h were renamed so that global includes like Types.h
are not used.
2025-08-16 22:01:12 -03:00

119 lines
3.2 KiB
C++

#include "builddefines.h"
#ifndef __ITEM_STATISTICS_H
#define __ITEM_STATISTICS_H
//enumerations for all of the different action items. Used by the popup menu for
//changing the type of action item. When modified, an equivalent text array must be
//changed as well.
enum
{
ACTIONITEM_TRIP_KLAXON,
ACTIONITEM_FLARE,
ACTIONITEM_TEARGAS,
ACTIONITEM_STUN,
ACTIONITEM_SMOKE,
ACTIONITEM_MUSTARD,
ACTIONITEM_MINE,
ACTIONITEM_OPEN,
ACTIONITEM_CLOSE,
ACTIONITEM_SMPIT,
ACTIONITEM_LGPIT,
ACTIONITEM_SMALL, //grenade
ACTIONITEM_MEDIUM, //TNT
ACTIONITEM_LARGE, //C4
ACTIONITEM_TOGGLE_DOOR,
ACTIONITEM_TOGGLE_ACTION1,
ACTIONITEM_TOGGLE_ACTION2,
ACTIONITEM_TOGGLE_ACTION3,
ACTIONITEM_TOGGLE_ACTION4,
ACTIONITEM_ENTER_BROTHEL,
ACTIONITEM_EXIT_BROTHEL,
ACTIONITEM_KINGPIN_ALARM,
ACTIONITEM_SEX,
ACTIONITEM_REVEAL_ROOM,
ACTIONITEM_LOCAL_ALARM,
ACTIONITEM_GLOBAL_ALARM,
ACTIONITEM_KLAXON,
ACTIONITEM_UNLOCK_DOOR,
ACTIONITEM_TOGGLE_LOCK,
ACTIONITEM_UNTRAP_DOOR,
ACTIONITEM_TOGGLE_PRESSURE_ITEMS,
ACTIONITEM_MUSEUM_ALARM,
ACTIONITEM_BLOODCAT_ALARM,
ACTIONITEM_BIG_TEAR_GAS,
#ifdef JA2UB
ACTIONITEM_BIGGENS_BOMBS,
ACTIONITEM_BIGGENS_WARNING,
ACTIONITEM_SEE_FORTIFIED_DOOR,
ACTIONITEM_OPEN_FORTIFED_DOOR,
ACTIONITEM_SEE_POWER_GEN_FAN,
ACTIONITEM_NEW = ACTIONITEM_SEE_POWER_GEN_FAN + 216,//dnl ch86 170214
#else
ACTIONITEM_NEW = ACTIONITEM_BIG_TEAR_GAS + 221,//dnl ch86 170214
#endif
NUM_ACTIONITEMS
};
#ifdef JA2EDITOR
//#include "Item Types.h"
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
//Handles the dynamic changing of text input fields and button modes depending on the currently edited
//item. Both the merc's inventory panel, and the items tab use the same code to accomplish this.
//Set if we are editing items from the items tab. Otherwise, it is assumed that we are
//editing items from the merc's inventory panel.
extern BOOLEAN gfItemEditingMode;
//Set if we need to update the panel.
extern BOOLEAN gfRenderItemStatsPanel;
void SpecifyItemToEdit( OBJECTTYPE *pItem, INT32 iMapIndex );
void ShowItemStatsPanel();
void HideItemStatsPanel();
void EnableItemStatsPanel();
void DisableItemStatsPanel();
//called from the taskbar renderer.
void UpdateItemStatsPanel();
enum
{
ITEMSTATS_APPLY,
ITEMSTATS_CANCEL,
ITEMSTATS_DEFAULT,
ITEMSTATS_DELETE,
ITEMSTATS_HIDE,
ITEMSTATS_SHOW,
};
void ExecuteItemStatsCmd( /*UINT8*/ UINT16 ubAction );
extern OBJECTTYPE *gpItem;
extern INT32 gsItemGridNo;
extern CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ];
//Returns a pointer to one of the above string array.
extern const STR16 GetActionItemName( OBJECTTYPE *pItem );
//Called by the popup menu, when a selection is made.
extern void UpdateActionItem( /*INT8*/ INT16 bActionItemIndex );
//Changes an action item into the type specified by the ACTIONITEM enumeration.
extern void ChangeActionItem( OBJECTTYPE *pItem, /*INT8*/ INT16 bActionItemIndex );
extern /*INT8*/ INT16 gbActionItemIndex;
extern INT8 gbDefaultBombTrapLevel;
extern void SetOwnershipGroup( UINT8 ubNewGroup );
//extern CHAR16 gszActionItemDesc[ NUM_ACTIONITEMS ][ 30 ];
#endif
#endif