Files
source/Editor/EditorItems.h
T
Flugente e762c6b0f4 - new <usItemClass>: IC_RANDOMITEM (0x40000000 or 1073741824) is used for random items exclusively.
- increased ma number of Random Items to 1000
- fix: A certain key combination no longer spawns random NATO ARs

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@5618 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2012-10-10 20:10:49 +00:00

73 lines
2.5 KiB
C

#include "BuildDefines.h"
#ifdef JA2EDITOR
#ifndef __EDITORITEMS_H
#define __EDITORITEMS_H
typedef struct{
BOOLEAN fGameInit; //Used for initializing save variables the first time.
//This flag is initialize at
BOOLEAN fKill; //flagged for deallocation.
BOOLEAN fActive; //currently active
UINT16 *pusItemIndex; //a dynamic array of Item indices
UINT32 uiBuffer; //index of buffer
UINT32 uiItemType; //Weapons, ammo, armour, explosives, equipment
INT16 sWidth, sHeight; //width and height of buffer
//Kaiden: was previously INT16 - Fix for number of items capped by class
INT16 sNumItems; //total number of items in the current class of item.
INT16 sSelItemIndex; //currently selected item index.
INT16 sHilitedItemIndex;
INT16 sScrollIndex; //current scroll index (0 is far left, 1 is next tile to the right, ...)
INT16 sSaveSelWeaponsIndex, sSaveSelAmmoIndex, sSaveSelArmourIndex, sSaveSelLBEIndex, sSaveSelExplosivesIndex,
sSaveSelEquipment1Index, sSaveSelEquipment2Index, sSaveSelEquipment3Index,
sSaveSelTriggersIndex, sSaveSelKeysIndex, sSaveSelRandomItemIndex;
INT16 sSaveWeaponsScrollIndex, sSaveAmmoScrollIndex, sSaveArmourScrollIndex, sSaveLBEScrollIndex,
sSaveExplosivesScrollIndex, sSaveEquipment1ScrollIndex, sSaveEquipment2ScrollIndex,
sSaveEquipment3ScrollIndex, sSaveTriggersScrollIndex, sSaveKeysScrollIndex, sSaveRandomItemScrollIndex;
INT16 sNumWeapons, sNumAmmo, sNumArmour, sLBEGear, sNumExplosives, sNumEquipment1, sNumEquipment2, sNumEquipment3,
sNumTriggers, sNumKeys, sNumRandomItems;
}EditorItemsInfo;
extern EditorItemsInfo eInfo;
void InitEditorItemsToolbar();
void EntryInitEditorItemsInfo();
void InitEditorItemsInfo(UINT32 uiItemType);
void RenderEditorItemsInfo();
void ClearEditorItemsInfo();
void DisplayItemStatistics();
void DetermineItemsScrolling();
//User actions
void AddSelectedItemToWorld( INT32 sGridNo );
void HandleRightClickOnItem( INT32 sGridNo );
void DeleteSelectedItem();
void ShowSelectedItem();
void HideSelectedItem();
void SelectNextItemPool();
void SelectNextItemInPool();
void SelectPrevItemInPool();
void KillItemPoolList();
void BuildItemPoolList();
void HideItemCursor( INT32 iMapIndex );
void ShowItemCursor( INT32 iMapIndex );
void SetEditorItemsTaskbarMode( UINT16 usNewMode );
void HandleItemsPanel( UINT16 usScreenX, UINT16 usScreenY, INT8 bEvent );
extern INT32 giDefaultExistChance;
#endif
#endif