Files
source/Tactical/Interface Items.h
T

159 lines
6.3 KiB
C

#ifndef __INTERFACE_ITEMS_H
#define __INTERFACE_ITEMS_H
#include "items.h"
#include "Handle Items.h"
// DEFINES FOR ITEM SLOT SIZES IN PIXELS
#define BIG_INV_SLOT_WIDTH 61
#define BIG_INV_SLOT_HEIGHT 22
#define SM_INV_SLOT_WIDTH 30
#define SM_INV_SLOT_HEIGHT 23
#define VEST_INV_SLOT_WIDTH 43
#define VEST_INV_SLOT_HEIGHT 24
#define LEGS_INV_SLOT_WIDTH 43
#define LEGS_INV_SLOT_HEIGHT 24
#define HEAD_INV_SLOT_WIDTH 43
#define HEAD_INV_SLOT_HEIGHT 24
// A STRUCT USED INTERNALLY FOR INV SLOT REGIONS
typedef struct
{
BOOLEAN fBigPocket;
INT16 sBarDx;
INT16 sBarDy;
INT16 sWidth;
INT16 sHeight;
INT16 sX; // starts at 0, gets set via InitInvSlotInterface()
INT16 sY; // starts at 0, gets set via InitInvSlotInterface()
} INV_REGIONS;
// USED TO SETUP REGION POSITIONS, ETC
typedef struct
{
INT16 sX;
INT16 sY;
} INV_REGION_DESC;
// Itempickup stuff
BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel );
void RenderItemPickupMenu( );
void RemoveItemPickupMenu( );
void SetItemPickupMenuDirty( BOOLEAN fDirtyLevel );
BOOLEAN HandleItemPickupMenu( );
void SetPickUpMenuDirtyLevel( BOOLEAN fDirtyLevel );
// FUNCTIONS FOR INTERFACEING WITH ITEM PANEL STUFF
void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLevel );
BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pCamoRegion, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, MOUSE_CALLBACK INVMoveCammoCallback, MOUSE_CALLBACK INVClickCammoCallback, BOOLEAN fSetHighestPrioity );
void ShutdownInvSlotInterface( );
void GetSlotInvXY( UINT8 ubPos, INT16 *psX, INT16 *psY );
void GetSlotInvHeightWidth( UINT8 ubPos, INT16 *psWidth, INT16 *psHeight );
void HandleRenderInvSlots( SOLDIERTYPE *pSoldier, UINT8 fDirtyLevel );
void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel );
void RenderInvBodyPanel( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY );
void DisableInvRegions( BOOLEAN fDisable );
void DegradeNewlyAddedItems( );
void CheckForAnyNewlyAddedItems( SOLDIERTYPE *pSoldier );
BOOLEAN HandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, INT8 bInvPos, BOOLEAN fOn );
// THIS FUNCTION IS CALLED TO RENDER AN ITEM.
// uiBuffer - The Dest Video Surface - can only be FRAME_BUFFER or guiSAVEBUFFER
// pSoldier - used for determining whether burst mode needs display
// pObject - Usually taken from pSoldier->inv[HANDPOS]
// sX, sY, Width, Height, - Will Center it in the Width
// fDirtyLevel if == DIRTYLEVEL2 will render everything
// if == DIRTYLEVEL1 will render bullets and status only
//
// pubHighlightCounter - if not null, and == 2 - will display name above item
// - if == 1 will only dirty the name space and then set counter to 0
// Last parameter used mainly for when mouse is over item
void INVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel, UINT8 *pubHighlightCounter, UINT8 ubStatusIndex, BOOLEAN fOutline, INT16 sOutlineColor );
extern BOOLEAN gfInItemDescBox;
BOOLEAN InItemDescriptionBox( );
BOOLEAN InitItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier );
BOOLEAN InitKeyItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
void RenderItemDescriptionBox( );
void HandleItemDescriptionBox( BOOLEAN *pfDirty );
void DeleteItemDescriptionBox( );
BOOLEAN InItemStackPopup( );
BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
void RenderItemStackPopup( BOOLEAN fFullRender );
void HandleItemStackPopup( );
void DeleteItemStackPopup( );
void EndItemStackPopupWithItemInHand( );
// keyring handlers
BOOLEAN InitKeyRingPopup( SOLDIERTYPE *pSoldier, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
void RenderKeyRingPopup( BOOLEAN fFullRender );
void InitKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback );
void InitMapKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback );
void DeleteKeyRingPopup( );
void ShutdownKeyRingInterface( void );
BOOLEAN InKeyRingPopup( void );
void BeginKeyRingItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubKeyRingPosition );
extern OBJECTTYPE *gpItemPointer;
extern OBJECTTYPE gItemPointer;
extern SOLDIERTYPE *gpItemPointerSoldier;
extern UINT16 usItemSnapCursor;
extern UINT16 us16BPPItemCyclePlacedItemColors[ 20 ];
extern BOOLEAN gfItemPointerDifferentThanDefault;
void BeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos );
void InternalBeginItemPointer( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, INT8 bHandPos );
void EndItemPointer( );
void DrawItemFreeCursor( );
void DrawItemTileCursor( );
void HideItemTileCursor( );
void InitItemInterface( );
BOOLEAN ItemCursorInLobRange( UINT16 usMapPos );
BOOLEAN HandleItemPointerClick( UINT16 usMapPos );
UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem );
UINT16 GetTileGraphicForItem( INVTYPE *pItem );
BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo );
void GetHelpTextForItem( INT16 * pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier );
BOOLEAN AttemptToApplyCamo( SOLDIERTYPE *pSoldier, UINT16 usItemIndex );
UINT8 GetPrefferedItemSlotGraphicNum( UINT16 usItem );
void CancelItemPointer( );
BOOLEAN LoadItemCursorFromSavedGame( HWFILE hFile );
BOOLEAN SaveItemCursorToSavedGame( HWFILE hFile );
void EnableKeyRing( BOOLEAN fEnable );
// handle compatable items for merc and map inventory
BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos, BOOLEAN fOn, BOOLEAN fFromMerc );
BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInvPos, INT32 iStartSlotNumber, BOOLEAN fOn, BOOLEAN fFromMerc );
void ResetCompatibleItemArray( );
void CycleItemDescriptionItem( );
BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, ITEM_POOL *pItemPool, UINT8 ubCount);
#endif