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