Files
source/Strategic/Map Screen Interface Map Inventory.h
T
Wanne 9e40cee476 - New Shortcuts (by Buggler)
New Hotkeys
o Strategic Screen:
Hotkey 'r': Mobile Milita Restrictions

o Sector Inventory (with popup text):
Hotkey ',': Previous Page
Hotkey '.': Next Page
Hotkey 'Esc': Exit Sector Inventory 

o Addtional Changes:
Bobby Ray's button text 'Punch. W.' changed to 'Blunt W.' - more appropriate & consistent with XML Item Class name

o Cosmetic Corrections in Sector Inventory

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@4647 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2011-09-12 17:44:05 +00:00

71 lines
2.3 KiB
C++

#ifndef _MAP_INTERFACE_MAP_INVEN_H
#define _MAP_INTERFACE_MAP_INVEN_H
#include "types.h"
#include "World Items.h"
// this is how close one has to be in the loaded sector to pickup an item
#define MAX_DISTANCE_TO_PICKUP_ITEM 5
// number of inventory slots
//#define MAP_INVENTORY_POOL_SLOT_COUNT 84 //45 //45
// whether we are showing the inventory pool graphic
extern BOOLEAN fShowMapInventoryPool;
// load inventory pool graphic
BOOLEAN LoadInventoryPoolGraphic( void );
// remove inventory pool graphic
void RemoveInventoryPoolGraphic( void );
// blit the inventory graphic
void BlitInventoryPoolGraphic( void );
// which buttons in map invneotyr panel?
void HandleButtonStatesWhileMapInventoryActive( void );
// handle creation and destruction of map inventory pool buttons
void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen );
// bail out of sector inventory mode if it is on
void CancelSectorInventoryDisplayIfOn( BOOLEAN fExitFromMapScreen );
INT32 GetSizeOfStashInSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ, BOOLEAN fCountStacksAsOne );
// get total number of items in sector
INT32 GetTotalNumberOfItems( void );
// handle flash of inventory items
void HandleFlashForHighLightedItem( void );
// the list for the inventory
extern std::vector<WORLDITEM> pInventoryPoolList;
// autoplace down object
BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo=0 );
// the current inventory item
extern INT32 iCurrentlyHighLightedItem;
extern BOOLEAN fFlashHighLightInventoryItemOnradarMap;
extern INT32 sObjectSourceGridNo;
extern INT32 iCurrentInventoryPoolPage;
extern INT32 iLastInventoryPoolPage;
extern BOOLEAN fMapInventoryItemCompatable[ ];
extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem );
//dnl ch51 081009
#define INVPOOLLISTNUM 10
BOOLEAN CopySectorInventoryToInventoryPoolQ(UINT8 idx);
BOOLEAN CopySectorInventoryToInventoryPoolQs(UINT8 idx);
BOOLEAN DisplaySectorItemsInfo(void);
BOOLEAN LoadInventoryPoolQ(UINT8 ubSaveGameID);
BOOLEAN MemFreeInventoryPoolQ(void);
BOOLEAN SaveInventoryPoolQ(UINT8 ubSaveGameID);
BOOLEAN SortInventoryPoolQ(void);
BOOLEAN SwitchToInventoryPoolQ(UINT8 newidx);
#endif