Files
source/Editor/EditorItems.h
T
Wanne 14750c6903 **********************************************************
** Big Maps Projects code (incl. Multiplayer v1.5 **
**********************************************************
- Merged Big Maps Project code from BMP+MP trunk (Revision: 3340)
o Complete SVN Revision history: https://81.169.133.124/source/ja2/branches/Wanne/JA2%201.13%20MP
- Before THIS merge, I made a branch of the existing 1.13 source
o SVN Branch: https://81.169.133.124/source/ja2/branches/JA2_rev.3336/src
- Removed old VS 6.0 and VS 2003 project and solutions files, because compilation is broken long time ago
- I will add VS 2010 projects and solution file in the next few days

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3341 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-28 18:38:52 +00:00

73 lines
2.4 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;
INT16 sSaveWeaponsScrollIndex, sSaveAmmoScrollIndex, sSaveArmourScrollIndex, sSaveLBEScrollIndex,
sSaveExplosivesScrollIndex, sSaveEquipment1ScrollIndex, sSaveEquipment2ScrollIndex,
sSaveEquipment3ScrollIndex, sSaveTriggersScrollIndex, sSaveKeysScrollIndex;
INT16 sNumWeapons, sNumAmmo, sNumArmour, sLBEGear, sNumExplosives, sNumEquipment1, sNumEquipment2, sNumEquipment3,
sNumTriggers, sNumKeys;
}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