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For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23462&goto=350497&#msg_350497 Requires GameDir >= r2384 git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8440 3b4a5df2-a311-0410-b5c6-a8a6f20db521
91 lines
3.5 KiB
C++
91 lines
3.5 KiB
C++
#ifndef _MAP_INTERFACE_MAP_INVEN_H
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#define _MAP_INTERFACE_MAP_INVEN_H
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#include "types.h"
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#include "World Items.h"
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// this is how close one has to be in the loaded sector to pickup an item
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#define MAX_DISTANCE_TO_PICKUP_ITEM 5
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// Flugente: number of map inventory filter buttons
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#define MAP_INVENTORY_FILTER_BUTTONS 12 // Flugente: 9 -> 12
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// number of inventory slots
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//#define MAP_INVENTORY_POOL_SLOT_COUNT 84 //45 //45
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// whether we are showing the inventory pool graphic
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extern BOOLEAN fShowMapInventoryPool;
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// HEADROCK HAM 5: Flag telling us whether we've already redrawn the screen to show
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// sector inventory sale prices.
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extern UINT8 gubRenderedMapInventorySalePrices;
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// load inventory pool graphic
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BOOLEAN LoadInventoryPoolGraphic( void );
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// remove inventory pool graphic
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void RemoveInventoryPoolGraphic( void );
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// blit the inventory graphic
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void BlitInventoryPoolGraphic( void );
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// HEADROCK HAM 5: Blit map inventory slots
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void BlitInventoryPoolSlotGraphics( void );
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// which buttons in map invneotyr panel?
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void HandleButtonStatesWhileMapInventoryActive( void );
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// handle creation and destruction of map inventory pool buttons
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void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen );
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// bail out of sector inventory mode if it is on
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void CancelSectorInventoryDisplayIfOn( BOOLEAN fExitFromMapScreen );
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// get total number of items in sector
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INT32 GetTotalNumberOfItems( void );
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// handle flash of inventory items
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void HandleFlashForHighLightedItem( void );
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// the list for the inventory
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extern std::vector<WORLDITEM> pInventoryPoolList;
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// autoplace down object
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BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo=0, INT8 ubLevel=0 );
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// the current inventory item
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extern INT32 iCurrentlyHighLightedItem;
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extern BOOLEAN fFlashHighLightInventoryItemOnradarMap;
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extern INT32 sObjectSourceGridNo;
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extern INT32 iCurrentInventoryPoolPage;
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extern INT32 iLastInventoryPoolPage;
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extern BOOLEAN fMapInventoryItemCompatable[ ];
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// anv: extern'd this for use in Interface Enhanced.cpp
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extern BOOLEAN gfCheckForCursorOverMapSectorInventoryItem;
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// HEADROCK HAM 5: Same idea as above, this flags items as being candidates for appearing in Zoomed mode.
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extern BOOLEAN gfMapInventoryItemToZoom[ ];
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extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
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BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
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BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem );
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//dnl ch51 081009
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#define INVPOOLLISTNUM 10
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BOOLEAN CopySectorInventoryToInventoryPoolQ(UINT8 idx);
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BOOLEAN CopySectorInventoryToInventoryPoolQs(UINT8 idx);
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BOOLEAN DisplaySectorItemsInfo(void);
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BOOLEAN LoadInventoryPoolQ(UINT8 ubSaveGameID);
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BOOLEAN MemFreeInventoryPoolQ(void);
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BOOLEAN SaveInventoryPoolQ(UINT8 ubSaveGameID);
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BOOLEAN SortInventoryPoolQ(void);
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BOOLEAN SwitchToInventoryPoolQ(UINT8 newidx);
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#endif
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// Flugente: handle various cooldown functions in a sector
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//void SectorInventoryCooldownFunctions( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
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// Flugente: handle various cooldown functions over an array of items in a specific sector.
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// if fWithMinutes = true, adjust cooldown for time since sector was last entered
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// otherwise its used for a turn-precise cooldown
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void HandleSectorCooldownFunctions( INT16 sMapX, INT16 sMapY, INT8 sMapZ, std::vector<WORLDITEM>& pWorldItem, UINT32 size, BOOLEAN fWithMinutes, BOOLEAN fUndo = FALSE);//dnl ch75 271013
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void HandleItemCooldownFunctions( OBJECTTYPE* itemStack, INT32 deltaSeconds, BOOLEAN isUnderground = FALSE);
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