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