Files
source/Editor/EditorItems.h
T
00fb898600 Delete builddefines.h
Nothing was left in it but the include of profiler.h, and 132 translation units
were including it for that alone. Fifteen files were leaning on profiler.h to
drag in <set>, <vector> and <ostream> for them; those now include what they use.

This is the commit that moves line numbers. Removing an include line shifts
__LINE__ by one for everything below it, and __LINE__ is an immediate operand in
every Assert() and DebugMsg() call, so the four game executables differ from
their predecessors by roughly a thousand 32-bit constants each. Every one of
those is accounted for: each is a single immediate that moved by -1 where the
builddefines.h include went away, or +1 where a <set>/<vector> include was
added. Nothing else in .text, .rdata or .data moves, no object file's section
sizes change, and symbolize_crash and Ja2Export stay bit-identical.

The one non-immediate difference is that the 24 Editor translation units of the
non-editor apps stop emitting __Avx2WmemEnabledWeakValue, a 4-byte weak COMDAT
they only ever instantiated through profiler.h's <vector>. It is a UCRT weak
default that other translation units still provide.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-22 01:07:26 -03:00

65 lines
2.4 KiB
C

#ifdef JA2EDITOR
#ifndef __EDITORITEMS_H
#define __EDITORITEMS_H
typedef struct{
BOOLEAN fGameInit; //Used for initializing save variables the first time.
BOOLEAN fActive; //currently active
UINT16 *pusItemIndex; //a dynamic array of Item indices
UINT32 uiItemType; //Weapons, ammo, armour, explosives, equipment
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();
void ScrollEditorItemsInfo(BOOLEAN fForward);//dnl ch80 011213
//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;
//dnl ch86 120214
typedef struct TAG_ITEM_POOL ITEM_POOL;
BOOLEAN ItemPoolListMove(INT32 iOldGridNo, INT32 iNewGridNo, ITEM_POOL *pItemPool);
BOOLEAN DeleteItemNode(INT32 iMapIndex);
#endif
#endif