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For more info, see http://thepit.ja-galaxy-forum.com/index.php?t=msg&th=23643&goto=352475&#msg_352475 Requires GameDir >= r2401. git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8522 3b4a5df2-a311-0410-b5c6-a8a6f20db521
312 lines
14 KiB
C++
312 lines
14 KiB
C++
#ifndef __HANDLE_ITEMS_H
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#define __HANDLE_ITEMS_H
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#include "World Items.h"
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#include "structure.h"
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#include "Soldier Control.h"
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#define ITEM_HANDLE_OK 1
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#define ITEM_HANDLE_RELOADING -1
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#define ITEM_HANDLE_UNCONSCIOUS -2
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#define ITEM_HANDLE_NOAPS -3
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#define ITEM_HANDLE_NOAMMO -4
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#define ITEM_HANDLE_CANNOT_GETTO_LOCATION -5
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#define ITEM_HANDLE_BROKEN -6
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#define ITEM_HANDLE_NOROOM -7
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#define ITEM_HANDLE_REFUSAL -8
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// Define for code to try and pickup all items....
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#define ITEM_PICKUP_ACTION_ALL 32000
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#define ITEM_PICKUP_SELECTION 31000
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#define ITEM_IGNORE_Z_LEVEL -1
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#define ITEMLIST_INIT_HANDLE 1
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#define ITEMLIST_DISPLAY 2
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#define ITEMLIST_HANDLE 3
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#define ITEMLIST_END_HANDLE 4
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#define ITEMLIST_HANDLE_SELECTION 5
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// visibility defines
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#define ANY_VISIBILITY_VALUE -10
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#define HIDDEN_ITEM -4
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#define BURIED -3
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#define HIDDEN_IN_OBJECT -2
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#define INVISIBLE -1
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#define VISIBLE 1
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#define ITEM_LOCATOR_DELAY 0x01
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#define ITEM_LOCATOR_LOCKED 0x02
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// MACRO FOR DEFINING OF ITEM IS VISIBLE
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#define ITEMPOOL_VISIBLE( pItemPool ) ( ( pItemPool->bVisible >= 1 ) || (gTacticalStatus.uiFlags&SHOW_ALL_ITEMS) )
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typedef void ( *ITEM_POOL_LOCATOR_HOOK )( void );
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class WORLDITEM;
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struct LEVELNODE;
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typedef struct TAG_ITEM_POOL
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{
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struct TAG_ITEM_POOL *pNext;
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struct TAG_ITEM_POOL *pPrev;
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INT32 iItemIndex;
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INT8 bVisible;
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INT8 bFlashColor;
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UINT32 uiTimerID;
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INT32 sGridNo;
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UINT8 ubLevel;
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UINT16 usFlags;
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INT8 bRenderZHeightAboveLevel;
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LEVELNODE *pLevelNode;
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} ITEM_POOL;
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typedef struct
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{
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ITEM_POOL *pItemPool;
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// Additional info for locators
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INT8 bRadioFrame;
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UINT32 uiLastFrameUpdate;
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ITEM_POOL_LOCATOR_HOOK Callback;
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BOOLEAN fAllocated;
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UINT8 ubFlags;
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} ITEM_POOL_LOCATOR;
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// silversurfer: added this to prevent tons of compiler warnings in VS2010 because of new behaviour for array initialization used in below structs
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// see https://msdn.microsoft.com/en-us/library/1ywe7hcy.aspx
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#pragma warning( disable : 4351 )
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// Flugente: we can construct and deconstruct map structures via items.
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typedef struct STRUCTURE_DECONSTRUCT {
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STRUCTURE_DECONSTRUCT()
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: usDeconstructItem( 0 ), usItemToCreate( 0 ), usCreatedItemStatus( 0 ), szTileSetDisplayName( ), szTileSetName( ), dCreationCost( 0 ) {}
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UINT16 usDeconstructItem; // the item that has to be used to deconstruct the structure
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UINT16 usItemToCreate; // the item that will be created when we deconstruct a structure
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UINT8 usCreatedItemStatus; // status of the item to create
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char szTileSetDisplayName[20]; // name of this structure to the player (tileset names are obscure)
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char szTileSetName[20]; // name of the tileset
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FLOAT dCreationCost; // assignment cost per structure built
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std::vector<UINT8> tilevector; // structures in the tileset that we can deconstruct
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} STRUCTURE_DECONSTRUCT;
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#define STRUCTURE_DECONSTRUCT_MAX 200
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extern STRUCTURE_DECONSTRUCT gStructureDeconstruct[STRUCTURE_DECONSTRUCT_MAX];
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typedef struct STRUCTURE_CONSTRUCT {
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STRUCTURE_CONSTRUCT()
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: usCreationItem( 0 ), usItemStatusLoss( 0 ), szTileSetDisplayName(), szTileSetName(), dCreationCost( 1.0 ), fFortifyAdjacentAdjustment( TRUE ) {}
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UINT16 usCreationItem; // the item that will be consumed when creating the structure
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UINT8 usItemStatusLoss; // item will lose this number of status points
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char szTileSetDisplayName[20]; // name of this structure to the player (tileset names are obscure)
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char szTileSetName[20]; // name of the tileset
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FLOAT dCreationCost; // assignment cost per structure built
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BOOLEAN fFortifyAdjacentAdjustment; // if true, try to fit adjacent fortifications
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std::vector<UINT8> northtilevector; // structures in the tileset we can create while facing north
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std::vector<UINT8> southtilevector; // structures in the tileset we can create while facing south
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std::vector<UINT8> easttilevector; // structures in the tileset we can create while facing east
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std::vector<UINT8> westtilevector; // structures in the tileset we can create while facing west
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} STRUCTURE_CONSTRUCT;
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#define STRUCTURE_CONSTRUCT_MAX 200
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extern STRUCTURE_CONSTRUCT gStructureConstruct[STRUCTURE_CONSTRUCT_MAX];
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// Flugente: we can define what structures we can interact with (example: we can hack computers or retrieve information from a file cabinet)
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typedef enum
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{
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INTERACTIVE_STRUCTURE_NO_ACTION,
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INTERACTIVE_STRUCTURE_HACKABLE,
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INTERACTIVE_STRUCTURE_READFILE,
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INTERACTIVE_STRUCTURE_WATERTAP,
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INTERACTIVE_STRUCTURE_SODAMACHINE,
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INTERACTIVE_STRUCTURE_MINIGAME,
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INTERACTIVE_STRUCTURE_TYPE_MAX,
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} INTERACTIVE_STRUCTURE_TYPE;
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typedef struct INTERACTIVE_STRUCTURE {
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INTERACTIVE_STRUCTURE()
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: sector( -1 ), sectorlevel( -1 ), sLevel( -1 ), sActionType( INTERACTIVE_STRUCTURE_NO_ACTION ), difficulty( 0 ), luaactionid( -1 ) {}
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INT16 sector;
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INT8 sectorlevel; // whether this is on the surface (0) or below (1-3)
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char szTileSetName[20]; // name of the tileset
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std::vector<UINT16> tileindexvector; // possible indizes in tileset
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// We can either specify a specific location, or simply leave this empty
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// in that case, this action will apply to all locations fitting the above criteria, but a specific location definition always takes preference
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std::vector<INT32> gridnovector; // possible gridnos
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INT8 sLevel;
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UINT16 sActionType; // one of INTERACTIVE_STRUCTURE_TYPE
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INT32 difficulty;
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INT32 luaactionid; // call lua with this ID after performing the usual action - perhaps something special has to happen
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} INTERACTIVE_STRUCTURE;
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#define INTERACTIVE_STRUCTURE_MAX 200
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extern INTERACTIVE_STRUCTURE gInteractiveStructure[INTERACTIVE_STRUCTURE_MAX];
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extern UINT32 gMaxInteractiveStructureRead;
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class SOLDIERTYPE;
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INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI );
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void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel );
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void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel );
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void HandleFlashingItems( );
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BOOLEAN SoldierDropItem( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj );
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void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier );
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void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier );
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void SoldierGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, OBJECTTYPE *pObject, INT8 bInvPos );
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void NotifySoldiersToLookforItems( );
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void AllSoldiersLookforItems( BOOLEAN RevealRoofsAndItems );
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void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
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OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID = -1 );
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OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
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OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
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INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
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BOOLEAN GetItemPoolFromGround( INT32 sMapPos, ITEM_POOL **ppItemPool );
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BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos );
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BOOLEAN RemoveItemFromPool( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
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BOOLEAN ItemExistsAtLocation( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
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BOOLEAN MoveItemPools( INT32 sStartPos, INT32 sEndPos, INT8 bStartLevel, INT8 bEndLevel );
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void SetItemPoolLocator( ITEM_POOL *pItemPool );
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void SetItemPoolLocatorWithCallback( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback );
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BOOLEAN SetItemPoolVisibilityOn( ITEM_POOL *pItemPool, INT8 bAllGreaterThan, BOOLEAN fSetLocator );
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void AdjustItemPoolVisibility( ITEM_POOL *pItemPool );
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void SetItemPoolVisibilityHiddenInObject( ITEM_POOL *pItemPool );
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void SetItemPoolVisibilityHidden( ITEM_POOL *pItemPool );
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INT32 GetItemOfClassTypeInPool( INT32 sGridNo, UINT32 uiItemClass, UINT8 ubLevel );
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void RemoveItemPool( INT32 sGridNo, UINT8 ubLevel );
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void RenderTopmostFlashingItems( );
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void RemoveAllUnburiedItems( INT32 sGridNo, UINT8 ubLevel );
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BOOLEAN DoesItemPoolContainAnyHiddenItems( ITEM_POOL *pItemPool );
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BOOLEAN DoesItemPoolContainAllHiddenItems( ITEM_POOL *pItemPool );
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void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT32 sGridNo );
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void HandleTacticalFunctionSelection( SOLDIERTYPE *pSoldier, INT32 sGridNo ); // Flugente: in tactical, open a selection box for different actions
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void HandleSoldierUseCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ); // Flugente: handle corpses
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void HandleSoldierDefuseTripwire( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT32 sItem ); // Flugente: defuse tripwire
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BOOLEAN ItemPoolOKForDisplay( ITEM_POOL *pItemPool, INT8 bZLevel );
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INT16 GetNumOkForDisplayItemsInPool( ITEM_POOL *pItemPool, INT8 bZLevel );
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void SoldierHandleDropItem( SOLDIERTYPE *pSoldier );
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BOOLEAN LookForHiddenItems( INT32 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, INT8 bZLevel );
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INT8 GetZLevelOfItemPoolGivenStructure( INT32 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure );
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INT8 GetLargestZLevelOfItemPool( ITEM_POOL *pItemPool );
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BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN fCheckAroundGridNo, INT32 * psProblemGridNo );
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void MineSpottedDialogueCallBack( void );
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extern INT32 gsBoobyTrapGridNo;
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extern SOLDIERTYPE * gpBoobyTrapSoldier;
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void AddBlueFlag( INT32 sGridNo, INT8 bLevel );
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void RemoveBlueFlag( INT32 sGridNo, INT8 bLevel );
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// check if item is booby trapped
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BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier );
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// set off the booby trap in mapscreen
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void SetOffBoobyTrapInMapScreen( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject );
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void RefreshItemPools( WORLDITEM* pItemList, INT32 iNumberOfItems );
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BOOLEAN HandItemWorks( SOLDIERTYPE *pSoldier, INT8 bSlot );
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BOOLEAN ItemTypeExistsAtLocation( INT32 sGridNo, UINT16 usItem, UINT8 ubLevel, INT32 * piItemIndex );
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INT32 FindNearestAvailableGridNoForItem( INT32 sSweetGridNo, INT8 ubRadius );
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BOOLEAN CanPlayerUseRocketRifle( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay );
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void MakeNPCGrumpyForMinorOffense( SOLDIERTYPE * pSoldier, SOLDIERTYPE *pOffendingSoldier );
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void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,ITEM_POOL *pItemPool, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
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UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet);
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BOOLEAN MarblesExistAtLocation( INT32 sGridNo, UINT8 ubLevel, INT32 * piItemIndex );
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// Flugente: build and deconstruct structures
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INT16 GetTileSetTindexToTileSetName( INT32 asTileSetId, std::string aTileSetName );
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BOOLEAN IsStructureConstructItem( UINT16 usItem, INT32 sGridNo, SOLDIERTYPE* pSoldier ); // can we construct a structure with this item?
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BOOLEAN IsStructureDeconstructItem( UINT16 usItem, INT32 sGridNo, SOLDIERTYPE* pSoldier ); // can we remove a structure with this item?
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BOOLEAN BuildFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ); // build a structure, return true if sucessful
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BOOLEAN RemoveFortification( INT32 sGridNo, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj ); // remove a structure, return true if sucessful
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// Flugente: functions for fortification
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UINT8 CheckBuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex );
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BOOLEAN BuildFortification( INT32 sGridNo, INT8 sLevel, UINT8 usIndex, UINT32 usStructureconstructindex );
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BOOLEAN CanRemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex );
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BOOLEAN RemoveFortification( INT32 sGridNo, INT8 sLevel, UINT32 usStructureconstructindex );
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void UpdateFortificationPossibleAmount();
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void HandleFortificationUpdate();
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// get a vector of all tilesets the current sector has
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std::vector<std::pair<INT16, STR16> > GetCurrentSectorTileSetVector();
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// get a vector of all tilesets that are allowed to be built in this sector (the above filtered by structure construct/deconstruct basically)
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std::vector<std::pair<INT16, STR16> > GetCurrentSectorAllowedFortificationTileSetVector( INT32 asTileSetId );
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// get all allowed indizes for a specific tileset. 'Allowed' as in: used in our structure construct entries
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std::vector<std::pair<INT16, STR16> > GetTileSetIndexVector( INT16 aKey );
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std::string GetNameToTileSet( UINT8 aIndex );
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INT16 GetStructureConstructIndexToTileset( INT16 aTileset );
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INT16 GetStructureDeConstructIndexToTileset( INT16 aTileset );
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std::set<UINT8> GetStructureConstructDirectionIndizes( INT16 aEntry, BOOLEAN afNorth, BOOLEAN afEast, BOOLEAN afSouth, BOOLEAN afWest );
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void AddFortificationPlanNode( INT32 sGridNo, INT8 sLevel, INT16 sFortificationStructure, UINT8 usFortificationTileLibraryIndex, BOOLEAN fAdd );
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void LoadSectorFortificationPlan( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ );
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void SaveSectorFortificationPlan( INT16 sSectorX, INT16 sSectorY, INT8 sSectorZ );
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std::vector< std::pair<INT16, std::pair<UINT8, INT8> > > GetAllForticationGridNo( );
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INT32 GetFirstObjectInSectorPosition( UINT16 ausItem );
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extern ITEM_POOL *gpItemPool;//dnl ch26 210909
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// Flugente: interactive actions
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void DoInteractiveAction( INT32 sGridNo, SOLDIERTYPE *pSoldier );
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void DoInteractiveActionDefaultResult( INT32 sGridNo, UINT8 ubID, BOOLEAN aSuccess );
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BOOLEAN SpendMoney( SOLDIERTYPE *pSoldier, UINT32 aAmount ); // character spends money - either from inventory or the account
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// Flugente: intel
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void TakePhoto( SOLDIERTYPE* pSoldier, INT32 sGridNo, INT8 bLevel );
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#endif |