Files
source/Tactical/Interface Items.h
T
BeatAroundTheBuscherandGitHub ed00830202 Fixes Upper/Lower Casing for include paths (#487)
* Fixing upper/lower case for includes

types.h, zconf.h and zlib.h were renamed so that global includes like Types.h
are not used.
2025-08-16 22:01:12 -03:00

373 lines
15 KiB
C++

#ifndef __INTERFACE_ITEMS_H
#define __INTERFACE_ITEMS_H
#include "Items.h"
#include "Handle Items.h"
#include "popup_class.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 ATTACH_SLOT_WIDTH 32
#define ATTACH_SLOT_BIG_WIDTH 64
#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
#define NUM_UDB_GEN_LINES 12
#define NUM_UDB_ADV_LINES 13 // Flugente FTW 1.1: 12->13
#define GEN_SEC_REGION_ENTRIES 24 // 6 lines x 4 icons
// HEADROCK HAM 4: These rectangle definitions are used in UDB to determine locations for icons, data, and tooltip
// regions. They replace the plethora of region data provided in EDB.
typedef struct
{
INT16 sLeft;
INT16 sTop;
INT16 sRight;
INT16 sBottom;
} INV_DESC_REGIONS;
extern INV_DESC_REGIONS gItemDescLBEBackground[4]; // Coordinates for displaying LBE background image
extern INV_DESC_REGIONS gItemDescGenHeaderRegions[3]; // Header text regions for various parts of the General Tab
extern INV_DESC_REGIONS gItemDescGenIndexRegions[3][4]; // Index text regions for various parts of the General Tab
extern INV_DESC_REGIONS gItemDescGenRegions[NUM_UDB_GEN_LINES * 2][4]; // Data regions, 4 sub-columns each
extern INV_DESC_REGIONS gItemDescGenSecondaryRegions[GEN_SEC_REGION_ENTRIES]; // Secondary data regions, 6 lines x 4 icons
extern INV_DESC_REGIONS gItemDescTextRegions[9]; // Main description regions
extern INV_DESC_REGIONS gItemDescAdvIndexRegions[1][4];
extern INV_DESC_REGIONS gItemDescAdvRegions[NUM_UDB_ADV_LINES][4]; // Advanced data regions, 4 sub-columns each
// ODB arrays
extern INV_DESC_REGIONS gODBItemDescRegions[4][8]; // Four regions of eight sub-regions each.
//CHRISL: moved from Interface Items.cpp
typedef struct
{
INT16 sX;
INT16 sY;
INT16 sValDx;
} INV_DESC_STATS;
typedef struct
{
INT16 sX;
INT16 sY;
INT16 sHeight;
INT16 sWidth;
INT16 sBarDx;
INT16 sBarDy;
} INV_ATTACHXY;
typedef struct
{
UINT32 uiTotalAmount;
UINT32 uiMoneyRemaining;
UINT32 uiMoneyRemoving;
} REMOVE_MONEY;
typedef struct
{
UINT16 x;
UINT16 y;
} MoneyLoc;
void ItemDescCallback( MOUSE_REGION * pRegion, INT32 iReason );
#define ITEMDESC_FONT BLOCKFONT2
#define INV_BAR_DX 5
#define INV_BAR_DY 21
#define ITEM_STATS_WIDTH 26
#define ITEM_STATS_HEIGHT 8
#define EXCEPTIONAL_GUN_DAMAGE 40
#define EXCEPTIONAL_MELEE_DAMAGE 40
#define EXCEPTIONAL_WEIGHT 20
#define EXCEPTIONAL_RANGE 400
#define EXCEPTIONAL_MAGAZINE 50
#define EXCEPTIONAL_AP_COST 5
#define EXCEPTIONAL_BURST_SIZE 5
#define EXCEPTIONAL_RELIABILITY 2
#define EXCEPTIONAL_REPAIR_EASE 2
#define EXCEPTIONAL_ACCURACY 4
#define ITEMDESC_FONTHIGHLIGHT FONT_MCOLOR_WHITE
#define ITEMDESC_FONTPOSITIVE FONT_MCOLOR_LTGREEN
#define ITEMDESC_FONTNEGATIVE FONT_MCOLOR_LTRED
//CHRISL: extern'd for EDB project
extern INT16 gsInvDescX;
extern INT16 gsInvDescY;
extern UINT8 gubItemDescStatusIndex;
extern INT16 BULLET_SING_X;
extern INT16 BULLET_SING_Y;
extern INT16 BULLET_BURST_X;
extern INT16 BULLET_BURST_Y;
extern INT16 ITEMDESC_CALIBER_X;
extern INT16 ITEMDESC_CALIBER_Y;
extern INT16 ITEMDESC_CALIBER_WIDTH;
extern INT16 ITEMDESC_NAME_X;
extern INT16 ITEMDESC_NAME_Y;
extern INT16 ITEMDESC_ITEM_X;
extern INT16 ITEMDESC_ITEM_Y;
extern INT16 ITEMDESC_ITEM_STATUS_X;
extern INT16 ITEMDESC_ITEM_STATUS_Y;
extern INT16 ITEMDESC_ITEM_STATUS_HEIGHT;
extern INT16 ITEMDESC_AMMO_X;
extern INT16 ITEMDESC_AMMO_Y;
extern INT16 ITEMDESC_DONE_X;
extern INT16 ITEMDESC_DONE_Y;
// 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;
class OLD_ITEM_CURSOR_SAVE_INFO_101
{
public:
OLD_OBJECTTYPE_101 ItemPointerInfo;
UINT8 ubSoldierID;
UINT8 ubInvSlot;
BOOLEAN fCursorActive;
INT8 bPadding[5];
};
class ITEM_CURSOR_SAVE_INFO
{
public:
ITEM_CURSOR_SAVE_INFO& operator=(OLD_ITEM_CURSOR_SAVE_INFO_101& src)
{
this->fCursorActive = src.fCursorActive;
this->ItemPointerInfo = src.ItemPointerInfo;
this->ubInvSlot = src.ubInvSlot;
this->ubSoldierID = src.ubSoldierID;
return *this;
}
//could use a little tidying up
BOOLEAN Save(HWFILE hFile);
BOOLEAN Load(HWFILE hFile);
UINT8 ubSoldierID;
UINT8 ubInvSlot;
BOOLEAN fCursorActive;
OBJECTTYPE ItemPointerInfo;
};
// HEADROCK HAM 5: Enums for big-item display attachment asterisks.
enum
{
ATTACHMENT_NONE,
ATTACHMENT_GENERAL,
ATTACHMENT_GL,
ATTACHMENT_RECOILREDUCTION,
ATTACHMENT_OPTICAL,
};
// HEADROCK HAM 5: Asterisks for use with big item images
extern UINT32 guiAttachmentAsterisks;
// Itempickup stuff
BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT32 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 RenderBulletIcon(OBJECTTYPE *pObject, UINT32 ubStatusIndex = 0);
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, UINT8 iter = 0 );
void INVRenderSteeringWheel( UINT32 uiBuffer, UINT32 uiSteeringWheelIndex, SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, UINT8 fDirtyLevel );
// HEADROCK HAM 5: Drawing a large item pic with extra data.
void MAPINVRenderItem( UINT32 uiBuffer, SOLDIERTYPE * pSoldier, OBJECTTYPE *pObject, UINT32 uiItemGraphicNum, INT16 sX, INT16 sY, INT16 sWidth, INT16 sHeight, BOOLEAN fOutline, INT16 sOutlineColor );
// CHRISL: Add a new function that will be used to render a pocket silhouette
void INVRenderSilhouette( UINT32 uiBugger, INT16 PocketIndex, INT16 SilIndex, INT16 sX, INT16 sY, INT16 sWideth, INT16 sHeight);
// CHRISL: New function to handle display of inventory quantities based on item current in cursor
void RenderPocketItemCapacity( UINT32 uiWhichBuffer, INT8 pCapacity, INT16 bPos, SOLDIERTYPE *pSoldier, OBJECTTYPE *pObj, INT16 sX, INT16 sY );
// CHRISL: New function to display items stored in an LBENODE
void RenderLBENODEItems( OBJECTTYPE *pObj, int subObject );
// CHRISL: New function to setup GSMInvData based on game options
void InitInvData(INV_REGIONS &InvData, BOOLEAN fBigPocket, INT16 sBarDx, INT16 sBarDy, INT16 sWidth, INT16 sHeight, INT16 sX, INT16 sY);
void InitInventoryOld();
void InitInventoryNew();
void InitInventoryVehicle(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity);
void InitInventoryRobot(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity);
void InitInventorySoldier(INV_REGION_DESC *pRegionDesc, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, BOOLEAN fSetHighestPrioity, BOOLEAN fNIVmode);
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, UINT8 ubPosition = NUM_INV_SLOTS );
void UpdateAttachmentTooltips( OBJECTTYPE *pObject, UINT8 ubStatusIndex );
BOOLEAN InitKeyItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex );
void RenderItemDescriptionBox( );
void HandleItemDescriptionBox( BOOLEAN *pfDirty );
void DeleteItemDescriptionBox( );
extern BOOLEAN UseNASDesc(OBJECTTYPE *pObject);
INT16 sNASXCorrection(OBJECTTYPE * pObject);
INT16 sNASYCorrection(OBJECTTYPE * pObject);
void HandleItemDescTabButton( );
BOOLEAN InItemStackPopup( );
BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight );
BOOLEAN InSectorStackPopup( );
BOOLEAN InitSectorStackPopup( SOLDIERTYPE *pSoldier, WORLDITEM *pInventoryPoolList, INT32 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 );
void ShutdownInventoryInterface( 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( INT32 usMapPos );
BOOLEAN HandleItemPointerClick( INT32 usMapPos );
UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem );
UINT16 GetTileGraphicForItem( INVTYPE *pItem );
BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo );
void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier, int subObject = -1 );
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( INT16 sX, INT16 sY );
INT16 CycleItems( UINT16 usOldItem );
BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, ITEM_POOL *pItemPool, UINT8 ubCount);
// BOB : quick attachment selection popups
extern POPUP* gItemDescAttachmentPopups[MAX_ATTACHMENTS]; // popup list for attachment slots
extern INT32 giActiveAttachmentPopup; // the attachment popup to display in mapscreen
// BOB : quick equip popups
extern POPUP* gEquipPopups[NUM_INV_SLOTS]; // popup list for attachment slots
extern INT32 giActiveEquipPopup; // the attachment popup to display in mapscreen
// HEADROCK HAM 5: Item Transformation Popup
extern POPUP* gItemDescTransformPopup;
extern BOOLEAN gfItemDescTransformPopupInitialized;
extern BOOLEAN gfItemDescTransformPopupVisible;
// BOB : duh...
void DoAttachment( UINT8 subObject, INT32 iItemPos );
// THE_BOB (AKA BOB): ammo box/mag popups
void PocketPopupFull( SOLDIERTYPE *pSoldier, INT16 sPocket ); // displays all suported options
void PocketPopupDefault( SOLDIERTYPE *pSoldier, INT16 sPocket ); // displays only pocket-specific (predefined) options
POPUP * createPopupForPocket( SOLDIERTYPE *pSoldier, INT16 sPocket ); // creates a popup positioned next to the pocket
// THE_BOB
extern UINT16 gsPocketUnderCursor;
void addArmorToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addLBEToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addWeaponsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addWeaponGroupsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addGrenadesToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addBombsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addFaceGearToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addRifleGrenadesToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addRocketAmmoToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addMiscToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
void addKitsToPocketPopup( SOLDIERTYPE *pSoldier, INT16 sPocket, POPUP* popup );
// Flugente: update merc info text on merc body silhouette in strategic view
void UpdateMercBodyRegionHelpText( );
#endif