Files
source/Tactical/Interface Items.cpp
T
Overhaul ffc70e9723 Fixed buffer overrun for LUA strings
Made direction variables more consistent as unsigned chars.  Several function prototypes updated for this.
Many memory leaks plugged:  External options, video overlays, laptop file lists, tactical message queue, strategic pathing, autobandage, merc hiring, detailed placements, crate in Drassen, tactical placement
New functions and attributes for soldiers in LUA (still for debugging at best): Soldier.APs (current APs), Soldier.changestance (changes stance, uses game heights)
File catalog ignores .SVN directories (game load speedup)
Fix CTD in mouse regions
JA2 window now refuses to move to negative coords
Checks to prevent DirectX-related infinite loops due to minimizing and task switching
Invading enemies should now appear on the borders even when reinforcements disabled in .ini
Suppression should no longer work on mercs in medium water
Infant/Young creatures use restored spit instead of Molotov
Creatures begin with their 'guns' (spit) 'locked and loaded' (cartridge in chamber)
Further fix to AXP and AlaarDB's weapon ready check:  Now 'firing' is always counted as 'ready'.
Prevent mercs from falling and flying back through obstacles
Check whether battle group is even set before testing its location for battle setup
Burst spread locations now limited to 6, the limit within the soldier struct
Extra burst spread locations zeroed out so that they aren't used unless necessary
Spread code now only shoots at locations in the spread, and will shoot at all 6
Only mercs in the sector where autobandage happens will be made to stand up after it's done
Throwing a grenade at the tail of the plane in Drassen should not result in a CTD
Reset attack busy count when loading a new sector


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1347 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-09-11 11:19:03 +00:00

8194 lines
247 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Tactical All.h"
#include "language defines.h"
#else
#include "builddefines.h"
#include <stdio.h>
#include <stdarg.h>
#include <time.h>
#include "sgp.h"
#include "gameloop.h"
#include "himage.h"
#include "vobject.h"
#include "sysutil.h"
#include "overhead.h"
#include "mousesystem.h"
#include "Button System.h"
#include "interface.h"
#include "vsurface.h"
#include "wcheck.h"
#include "input.h"
#include "Handle UI.h"
#include "renderworld.h"
#include "sys globals.h"
#include "cursors.h"
#include "radar screen.h"
#include "worldman.h"
#include "Font Control.h"
#include "render dirty.h"
#include "utilities.h"
#include "Sound Control.h"
#include "Interface Panels.h"
#include "Animation Control.h"
#include "Soldier Control.h"
#include "pathai.h"
#include "weapons.h"
#include "lighting.h"
#include "faces.h"
#include "mapscreen.h"
#include "message.h"
#include "text.h"
#include "Interface Items.h"
#include "Font Control.h"
#include "Cursor Control.h"
#include "interface cursors.h"
#include "interface utils.h"
#include "interface items.h"
#include "wordwrap.h"
#include "interface control.h"
#include "vobject_blitters.h"
#include "world items.h"
#include "points.h"
#include "physics.h"
#include "finances.h"
#include "ui cursors.h"
#include "handle ui.h"
#include "ShopKeeper Interface.h"
#include "dialogue control.h"
#include "english.h"
#include "keys.h"
#include "Strategicmap.h"
#include "Arms Dealer Init.h"
#include "soldier macros.h"
#include "game clock.h"
#include "squads.h"
#include "LaptopSave.h"
#include "MessageBoxScreen.h"
#include "Language Defines.h"
#include "GameSettings.h"
#include "Map Screen Interface Map Inventory.h"
#include "Quests.h"
#include "Map Screen Interface.h"
#include "Campaign Types.h"
#include "opplist.h"
#include "los.h"
#include "Map Screen Interface Map.h"
#endif
#define ITEMDESC_FONT BLOCKFONT2
#define ITEMDESC_FONTSHADOW1 MILITARY_SHADOW
#define ITEMDESC_FONTSHADOW2 32
#define ITEMDESC_FONTSHADOW3 34
#define ITEMDESC_FONTFORE1 33
#define ITEMDESC_FONTFORE2 32
#define ITEMDESC_FONTAPFORE 218
#define ITEMDESC_FONTHPFORE 24
#define ITEMDESC_FONTBSFORE 125
#define ITEMDESC_FONTHEFORE 75
#define ITEMDESC_FONTHEAPFORE 76
#define ITEMDESC_AMMO_FORE 209
#define ITEMDESC_FONTHIGHLIGHT FONT_MCOLOR_WHITE
#define STATUS_BAR_SHADOW FROMRGB( 140, 136, 119 )
#define STATUS_BAR FROMRGB( 201, 172, 133 )
#define DESC_STATUS_BAR_SHADOW STATUS_BAR_SHADOW
#define DESC_STATUS_BAR STATUS_BAR
#define MIN_LOB_RANGE 4
#define INV_BAR_DX 5
#define INV_BAR_DY 21
#define RENDER_ITEM_NOSTATUS 20
#define RENDER_ITEM_ATTACHMENT1 200
#define ITEM_STATS_WIDTH 26
#define ITEM_STATS_HEIGHT 8
#define ITEMDESC_START_X 214
#define ITEMDESC_START_Y 1 + INV_INTERFACE_START_Y
#define ITEMDESC_HEIGHT 133
#define ITEMDESC_WIDTH 320
#define MAP_ITEMDESC_HEIGHT 268
#define MAP_ITEMDESC_WIDTH 272
#define ITEMDESC_NAME_X (16 + gsInvDescX)
#define ITEMDESC_NAME_Y (67 + gsInvDescY)
#define ITEMDESC_CALIBER_X (162 + gsInvDescX)
#define ITEMDESC_CALIBER_Y (67 + gsInvDescY)
#define ITEMDESC_CALIBER_WIDTH 142
#define MAP_ITEMDESC_CALIBER_X (105 + gsInvDescX)
#define MAP_ITEMDESC_CALIBER_Y (66 + gsInvDescY)
#define MAP_ITEMDESC_CALIBER_WIDTH 149
#define ITEMDESC_ITEM_X (8 + gsInvDescX)
#define ITEMDESC_ITEM_Y (11 + gsInvDescY)
#define CAMO_REGION_HEIGHT 75
#define CAMO_REGION_WIDTH 75
#define BULLET_SING_X (222 + gsInvDescX)
#define BULLET_SING_Y (49 + gsInvDescY)
#define BULLET_BURST_X (263 + gsInvDescX)
#define BULLET_BURST_Y (49 + gsInvDescY)
#define BULLET_WIDTH 3
#define BULLET_GAP 5
#define MAP_BULLET_SING_X (77 + gsInvDescX)
#define MAP_BULLET_SING_Y (135 + gsInvDescY)
#define MAP_BULLET_BURST_X (117 + gsInvDescX)
#define MAP_BULLET_BURST_Y (135 + gsInvDescY)
#define MAP_ITEMDESC_NAME_X (7 + gsInvDescX)
#define MAP_ITEMDESC_NAME_Y (65 + gsInvDescY)
#define MAP_ITEMDESC_ITEM_X (25 + gsInvDescX)
#define MAP_ITEMDESC_ITEM_Y (6 + gsInvDescY)
#define ITEMDESC_DESC_START_X (11 + gsInvDescX)
#define ITEMDESC_DESC_START_Y (80 + gsInvDescY)
#define ITEMDESC_PROS_START_X ( 11 + gsInvDescX )
#define ITEMDESC_PROS_START_Y (110 + gsInvDescY)
#define ITEMDESC_CONS_START_X ( 11 + gsInvDescX )
#define ITEMDESC_CONS_START_Y (120 + gsInvDescY)
#define ITEMDESC_ITEM_STATUS_X ( 6 + gsInvDescX )
#define ITEMDESC_ITEM_STATUS_Y ( 60 + gsInvDescY )
#define DOTDOTDOT L"..."
#define COMMA_AND_SPACE L", "
#define ITEM_PROS_AND_CONS( usItem ) ( ( Item[ usItem ].usItemClass & IC_GUN && !Item[ usItem ].rocketlauncher ) )
#define MAP_ITEMDESC_DESC_START_X ( 23 + gsInvDescX )
#define MAP_ITEMDESC_DESC_START_Y (170 + gsInvDescY)
#define MAP_ITEMDESC_PROS_START_X ( 23 + gsInvDescX )
#define MAP_ITEMDESC_PROS_START_Y (230 + gsInvDescY)
#define MAP_ITEMDESC_CONS_START_X ( 23 + gsInvDescX )
#define MAP_ITEMDESC_CONS_START_Y (240 + gsInvDescY)
#define MAP_ITEMDESC_ITEM_STATUS_X ( 18 + gsInvDescX )
#define MAP_ITEMDESC_ITEM_STATUS_Y ( 53 + gsInvDescY )
#define ITEMDESC_ITEM_STATUS_WIDTH 2
#define ITEMDESC_ITEM_STATUS_HEIGHT 50
#define ITEMDESC_ITEM_STATUS_HEIGHT_MAP 40
#define ITEMDESC_DESC_WIDTH 301
#define MAP_ITEMDESC_DESC_WIDTH 220
#define ITEMDESC_ITEM_WIDTH 117
#define ITEMDESC_ITEM_HEIGHT 54
#define ITEMDESC_AMMO_X ( 10 + gsInvDescX )
#define ITEMDESC_AMMO_Y ( 50 + gsInvDescY )
#define MAP_ITEMDESC_AMMO_X ( 28 + gsInvDescX )
#define MAP_ITEMDESC_AMMO_Y ( 45 + gsInvDescY )
#define ITEMDESC_AMMO_TEXT_X 3
#define ITEMDESC_AMMO_TEXT_Y 1
#define ITEMDESC_AMMO_TEXT_WIDTH 31
#define WORD_WRAP_INV_WIDTH 58
#define ITEM_BAR_WIDTH 2
#define ITEM_BAR_HEIGHT 20
#define ITEM_FONT TINYFONT1
#define EXCEPTIONAL_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 BAD_DAMAGE 23
#define BAD_WEIGHT 45
#define BAD_RANGE 150
#define BAD_MAGAZINE 10
#define BAD_AP_COST 9
#define BAD_RELIABILITY -2
#define BAD_REPAIR_EASE -2
#define BAD_ACCURACY -1
#define KEYRING_X 487
#define KEYRING_Y (105 + INV_INTERFACE_START_Y)
#define MAP_KEYRING_X 217
#define MAP_KEYRING_Y 271
#define KEYRING_WIDTH 30
#define KEYRING_HEIGHT 24
#define TACTICAL_INVENTORY_KEYRING_GRAPHIC_OFFSET_X 215
//enum used for the money buttons
enum
{
M_1000,
M_100,
M_10,
M_DONE,
};
// AN ARRAY OF MOUSE REGIONS, ONE FOR EACH OBJECT POSITION ON BUDDY
MOUSE_REGION gInvRegions[ NUM_INV_SLOTS ];
extern MOUSE_REGION gMPanelRegion;
extern BOOLEAN fMapInventoryItem;
extern BOOLEAN gfAddingMoneyToMercFromPlayersAccount;
extern SOLDIERTYPE *gpSMCurrentMerc;
extern UINT8 gubSelectSMPanelToMerc;
extern MOUSE_REGION gSM_SELMERCMoneyRegion;
extern UINT32 guiMapInvSecondHandBlockout;
//jackaians: global variables added for the stealing pickup menu
BOOLEAN gfStealing = FALSE;
SOLDIERTYPE *gpOpponent = NULL;
MOUSE_REGION gInvDesc;
OBJECTTYPE *gpItemPointer = NULL;
extern OBJECTTYPE gItemPointer; // symbol already defined in mapscreen.cpp (jonathanl)
BOOLEAN gfItemPointerDifferentThanDefault = FALSE;
extern SOLDIERTYPE *gpItemPointerSoldier; // symbol already defined in mapscreen.cpp (jonathanl)
INT8 gbItemPointerSrcSlot;
UINT16 gusItemPointer = 255;
UINT16 usItemSnapCursor;
UINT32 guiNewlyPlacedItemTimer = 0;
BOOLEAN gfBadThrowItemCTGH;
BOOLEAN gfDontChargeAPsToPickup = FALSE;
BOOLEAN gbItemPointerLocateGood = FALSE;
// ITEM DESCRIPTION BOX STUFF
UINT32 guiItemDescBox;
UINT32 guiMapItemDescBox;
UINT32 guiItemGraphic;
UINT32 guiMoneyGraphicsForDescBox;
UINT32 guiBullet;
BOOLEAN gfInItemDescBox = FALSE;
UINT32 guiCurrentItemDescriptionScreen=0;
OBJECTTYPE *gpItemDescObject = NULL;
BOOLEAN gfItemDescObjectIsAttachment = FALSE;
CHAR16 gzItemName[ SIZE_ITEM_NAME ];
CHAR16 gzItemDesc[ SIZE_ITEM_INFO ];
CHAR16 gzItemPros[ SIZE_ITEM_PROS ];
CHAR16 gzItemCons[ SIZE_ITEM_CONS ];
CHAR16 gzFullItemPros[ SIZE_ITEM_PROS ];
CHAR16 gzFullItemCons[ SIZE_ITEM_PROS ];
CHAR16 gzFullItemTemp[ SIZE_ITEM_PROS ]; // necessary, unfortunately
void ItemDescCallback( MOUSE_REGION * pRegion, INT32 iReason );
INT16 gsInvDescX;
INT16 gsInvDescY;
UINT8 gubItemDescStatusIndex;
INT32 giItemDescAmmoButtonImages;
INT32 giItemDescAmmoButton;
BOOLEAN gfItemAmmoDown = FALSE;
SOLDIERTYPE *gpItemDescSoldier;
BOOLEAN fItemDescDelete = FALSE;
MOUSE_REGION gItemDescAttachmentRegions[4];
MOUSE_REGION gProsAndConsRegions[2];
void BtnMoneyButtonCallback(GUI_BUTTON *btn,INT32 reason);
UINT32 guiMoneyButtonBtn[MAX_ATTACHMENTS];
INT32 guiMoneyButtonImage;
INT32 guiMoneyDoneButtonImage;
UINT16 gusOriginalAttachItem[ MAX_ATTACHMENTS ];
UINT8 gbOriginalAttachStatus[ MAX_ATTACHMENTS ];
SOLDIERTYPE * gpAttachSoldier;
extern BOOLEAN gfSMDisableForItems;
typedef struct
{
UINT16 x;
UINT16 y;
} MoneyLoc;
/*
* Yes i know thats a little bit compicated but remeber that we have now only tactical screen
* a little bit dynamic and customizable.
* gMoneyButtonLoc its a location of money button
* we need to initialize it in run-time becouse we dona have constant initializer
* any questions? joker
*/
MoneyLoc gMoneyButtonLoc;// = { (343 + INTERFACE_START_Y), ( 11 + INV_INTERFACE_START_Y ) };
MoneyLoc gMoneyButtonOffsets[] = { 0,0, 34,0, 0,32, 34,32, 8,22 };
MoneyLoc gMapMoneyButtonLoc = { 174, 115 };
// show the description
extern BOOLEAN fShowDescriptionFlag;
extern BOOLEAN fShowInventoryFlag;
void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason );
void ItemDescAmmoCallback(GUI_BUTTON *btn,INT32 reason);
void DeletePool(ITEM_POOL *pItemPool);
// number of keys on keyring, temp for now
#define NUMBER_KEYS_ON_KEYRING 28
#define KEY_RING_ROW_WIDTH 7
#define MAP_KEY_RING_ROW_WIDTH 4
// ITEM STACK POPUP STUFF
BOOLEAN gfInItemStackPopup = FALSE;
UINT32 guiItemPopupBoxes;
OBJECTTYPE *gpItemPopupObject;
INT16 gsItemPopupWidth;
INT16 gsItemPopupHeight;
INT16 gsItemPopupX;
INT16 gsItemPopupY;
MOUSE_REGION gItemPopupRegions[8];
MOUSE_REGION gKeyRingRegions[ NUMBER_KEYS_ON_KEYRING ];
BOOLEAN gfInKeyRingPopup = FALSE;
UINT8 gubNumItemPopups = 0;
MOUSE_REGION gItemPopupRegion;
INT16 gsItemPopupInvX;
INT16 gsItemPopupInvY;
INT16 gsItemPopupInvWidth;
INT16 gsItemPopupInvHeight;
INT16 gsKeyRingPopupInvX;
INT16 gsKeyRingPopupInvY;
INT16 gsKeyRingPopupInvWidth;
INT16 gsKeyRingPopupInvHeight;
SOLDIERTYPE *gpItemPopupSoldier;
extern BOOLEAN fMapScreenBottomDirty;
// inventory description done button for mapscreen
INT32 giMapInvDescButtonImage;
INT32 giMapInvDescButton = -1;
// the done descrition button callback
void ItemDescDoneButtonCallback( GUI_BUTTON *btn, INT32 reason );
extern BOOLEAN fMapInventoryItem;
BOOLEAN gfItemPopupRegionCallbackEndFix = FALSE;
extern void InternalMAPBeginItemPointer( SOLDIERTYPE *pSoldier );
void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason );
void ItemPopupFullRegionCallback( MOUSE_REGION * pRegion, INT32 iReason );
BOOLEAN ReloadItemDesc( );
extern void HelpTextDoneCallback( void );
void RemoveMoney();
BOOLEAN CompatibleItemForApplyingOnMerc( OBJECTTYPE *pTestObject );
extern BOOLEAN MAPInternalInitItemDescriptionBox( OBJECTTYPE *pObject, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier );
extern void StartSKIDescriptionBox( void );
void UpdateItemHatches();
UINT8 ubRGBItemCyclePlacedItemColors[] =
{
25, 25, 25,
50, 50, 50,
75, 75, 75,
100, 100, 100,
125, 125, 125,
150, 150, 150,
175, 175, 175,
200, 200, 200,
225, 225, 225,
250, 250, 250,
250, 250, 250,
225, 225, 225,
200, 200, 200,
175, 175, 175,
150, 150, 150,
125, 125, 125,
100, 100, 100,
75, 75, 75,
50, 50, 50,
25, 25, 25
};
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;
#define NUM_INV_HELPTEXT_ENTRIES 1
typedef struct
{
INT32 iXPosition[NUM_INV_HELPTEXT_ENTRIES];
INT32 iYPosition[NUM_INV_HELPTEXT_ENTRIES];
INT32 iWidth[NUM_INV_HELPTEXT_ENTRIES];
STR16 sString1[NUM_INV_HELPTEXT_ENTRIES];
STR16 sString2[NUM_INV_HELPTEXT_ENTRIES];
} INV_HELPTEXT;
INV_DESC_STATS gWeaponStats[] =
{
202, 25, 83,
202, 15, 83,
202, 15, 83,
265, 40, 20,
202, 40, 32,
202, 50, 32,
265, 50, 20,
234, 50, 0,
290, 50, 0,
};
// displayed AFTER the mass/weight/"Kg" line
INV_DESC_STATS gMoneyStats[] =
{
202, 14, 78,
212, 25, 78,
202, 40, 78,
212, 51, 78,
};
// displayed AFTER the mass/weight/"Kg" line
INV_DESC_STATS gMapMoneyStats[] =
{
51, 97, 45,
61, 107, 75,
51, 125, 45,
61, 135, 70,
};
INV_DESC_STATS gMapWeaponStats[] =
{
72 - 20, 20+80+8, 80,
72 - 20, 20+80-2, 80,
72 - 20, 20+80-2, 80,
72+65 - 20, 40+80+4, 21,
72 - 20, 40+80+4, 30,
72 - 20, 53+80+2, 30,
72+65 - 20, 53+80+2, 25,
86, 53+80+2, 0,
145, 53+80+2, 0,
};
INV_ATTACHXY gItemDescAttachmentsXY[] =
{
129, 12, SM_INV_SLOT_HEIGHT, SM_INV_SLOT_WIDTH, INV_BAR_DX-1, INV_BAR_DY+1,
163, 12, SM_INV_SLOT_HEIGHT, SM_INV_SLOT_WIDTH, INV_BAR_DX-1, INV_BAR_DY+1,
129, 39, SM_INV_SLOT_HEIGHT, SM_INV_SLOT_WIDTH, INV_BAR_DX-1, INV_BAR_DY+1,
163, 39, SM_INV_SLOT_HEIGHT, SM_INV_SLOT_WIDTH, INV_BAR_DX-1, INV_BAR_DY+1
};
INV_ATTACHXY gMapItemDescAttachmentsXY[] =
{
173, 10, SM_INV_SLOT_HEIGHT, 26, INV_BAR_DX + 2, INV_BAR_DY,
211, 10, SM_INV_SLOT_HEIGHT, 26, INV_BAR_DX + 2, INV_BAR_DY,
173, 36, SM_INV_SLOT_HEIGHT, 26, INV_BAR_DX + 2, INV_BAR_DY,
211, 36, SM_INV_SLOT_HEIGHT, 26, INV_BAR_DX + 2, INV_BAR_DY
};
SGPRect gItemDescProsConsRects[] =
{// NB the left value is calculated based on the width of the 'pros' and 'cons' labels
0, 111, 313, 118,
0, 119, 313, 126
};
SGPRect gMapItemDescProsConsRects[] =
{
0, 231, 313, 238,
0, 239, 313, 246,
};
INV_HELPTEXT gItemDescHelpText =
{
{ 69 }, // x locations
{ 12 }, // y locations
{ 170 }, // widths
{ Message[STR_ATTACHMENT_HELP] },
{ Message[STR_ATTACHMENT_INVALID_HELP] },
};
BOOLEAN gfItemDescHelpTextOffset = FALSE;
// ARRAY FOR INV PANEL INTERFACE ITEM POSITIONS (sX,sY get set via InitInvSlotInterface() )
INV_REGIONS gSMInvData[] =
{
FALSE, INV_BAR_DX, INV_BAR_DY, HEAD_INV_SLOT_WIDTH, HEAD_INV_SLOT_HEIGHT, 0, 0, // HELMETPOS
FALSE, INV_BAR_DX, INV_BAR_DY, VEST_INV_SLOT_WIDTH, VEST_INV_SLOT_HEIGHT, 0, 0, // VESTPOS
FALSE, INV_BAR_DX, INV_BAR_DY, LEGS_INV_SLOT_WIDTH, LEGS_INV_SLOT_HEIGHT, 0, 0, // LEGPOS,
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // HEAD1POS
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // HEAD2POS
TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0, // HANDPOS,
TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0, // SECONDHANDPOS
TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0, // BIGPOCK1
TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0, // BIGPOCK2
TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0, // BIGPOCK3
TRUE, INV_BAR_DX, INV_BAR_DY, BIG_INV_SLOT_WIDTH, BIG_INV_SLOT_HEIGHT, 0, 0, // BIGPOCK4
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // SMALLPOCK1
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // SMALLPOCK2
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // SMALLPOCK3
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // SMALLPOCK4
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // SMALLPOCK5
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // SMALLPOCK6
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0, // SMALLPOCK7
FALSE, INV_BAR_DX, INV_BAR_DY, SM_INV_SLOT_WIDTH, SM_INV_SLOT_HEIGHT, 0, 0 // SMALLPOCK8
};
typedef struct
{
UINT32 uiTotalAmount;
UINT32 uiMoneyRemaining;
UINT32 uiMoneyRemoving;
} REMOVE_MONEY;
REMOVE_MONEY gRemoveMoney;
MOUSE_REGION gSMInvRegion[ NUM_INV_SLOTS ];
MOUSE_REGION gKeyRingPanel;
MOUSE_REGION gSMInvCamoRegion;
INT8 gbCompatibleAmmo[ NUM_INV_SLOTS ];
INT8 gbInvalidPlacementSlot[ NUM_INV_SLOTS ];
UINT16 us16BPPItemCyclePlacedItemColors[ 20 ];
// Kaiden: Vehicle Inventory change - Increase this from 4-2 to 5-2
UINT32 guiBodyInvVO[ 5 ][ 2 ];
UINT32 guiGoldKeyVO;
INT8 gbCompatibleApplyItem = FALSE;
BOOLEAN AttemptToAddSubstring( STR16 zDest, STR16 zTemp, UINT32 * puiStringLength, UINT32 uiPixLimit )
{
UINT32 uiRequiredStringLength, uiTempStringLength;
uiTempStringLength = StringPixLength( zTemp, ITEMDESC_FONT );
uiRequiredStringLength = *puiStringLength + uiTempStringLength;
if (zDest[0] != 0)
{
uiRequiredStringLength += StringPixLength( COMMA_AND_SPACE, ITEMDESC_FONT );
}
if (uiRequiredStringLength < uiPixLimit)
{
if (zDest[0] != 0)
{
wcscat( zDest, COMMA_AND_SPACE );
}
wcscat( zDest, zTemp );
*puiStringLength = uiRequiredStringLength;
return( TRUE );
}
else
{
wcscat( zDest, DOTDOTDOT );
return( FALSE );
}
}
void GenerateProsString( STR16 zItemPros, OBJECTTYPE * pObject, UINT32 uiPixLimit )
{
UINT32 uiStringLength = 0;
STR16 zTemp;
UINT16 usItem = pObject->usItem;
UINT8 ubWeight;
zItemPros[0] = 0;
ubWeight = Item[ usItem ].ubWeight;
if (Item[ usItem ].usItemClass == IC_GUN)
{
ubWeight += Item[ pObject->ItemData.Gun.usGunAmmoItem ].ubWeight;
}
if (Weapon[usItem].bAccuracy >= EXCEPTIONAL_ACCURACY )
{
zTemp = Message[STR_ACCURATE];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (Item[usItem].ubWeight <= EXCEPTIONAL_WEIGHT)
{
zTemp = Message[STR_LIGHT];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (Item[usItem].ubPerPocket >= 1) // fits in a small pocket
{
zTemp = Message[STR_SMALL];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( GunRange( pObject ) >= EXCEPTIONAL_RANGE )
{
zTemp = Message[STR_LONG_RANGE];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (GetDamage(pObject) >= EXCEPTIONAL_DAMAGE)
{
zTemp = Message[STR_HIGH_DAMAGE];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, gpItemDescObject ) <= EXCEPTIONAL_AP_COST)
{
zTemp = Message[STR_QUICK_FIRING];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (GetShotsPerBurst(pObject) >= EXCEPTIONAL_BURST_SIZE )//|| usItem == G11)
{
zTemp = Message[STR_FAST_BURST];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (GetMagSize(pObject) > EXCEPTIONAL_MAGAZINE)
{
zTemp = Message[STR_LARGE_AMMO_CAPACITY];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( Item[usItem].bReliability >= EXCEPTIONAL_RELIABILITY )
{
zTemp = Message[STR_RELIABLE];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( Item[usItem].bRepairEase >= EXCEPTIONAL_REPAIR_EASE )
{
zTemp = Message[STR_EASY_TO_REPAIR];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (GetAutofireShotsPerFiveAPs(pObject) > 0)
{
zTemp = Message[STR_AUTOFIRE];
if ( ! AttemptToAddSubstring( zItemPros, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( zItemPros[0] == 0 )
{
// empty string, so display "None"
if ( ! AttemptToAddSubstring( zItemPros, Message[ STR_NONE ], &uiStringLength, uiPixLimit ) )
{
return;
}
}
}
void GenerateConsString( STR16 zItemCons, OBJECTTYPE * pObject, UINT32 uiPixLimit )
{
UINT32 uiStringLength = 0;
STR16 zTemp;
UINT8 ubWeight;
UINT16 usItem = pObject->usItem;
zItemCons[0] = 0;
if (Weapon[usItem].bAccuracy <= BAD_ACCURACY)
{
zTemp = Message[STR_INACCURATE];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( Weapon[usItem].NoSemiAuto )
{
zTemp = Message[STR_NO_SEMI_AUTO];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
// calculate the weight of the item plus ammunition but not including any attachments
ubWeight = Item[ usItem ].ubWeight;
if (Item[ usItem ].usItemClass == IC_GUN)
{
ubWeight += Item[ pObject->ItemData.Gun.usGunAmmoItem ].ubWeight;
}
if (ubWeight >= BAD_WEIGHT)
{
zTemp = Message[STR_HEAVY];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( GunRange( pObject ) <= BAD_RANGE)
{
zTemp = Message[STR_SHORT_RANGE];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (GetDamage(pObject) <= BAD_DAMAGE)
{
zTemp = Message[STR_LOW_DAMAGE];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, gpItemDescObject ) >= BAD_AP_COST)
{
zTemp = Message[STR_SLOW_FIRING];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (GetShotsPerBurst(pObject) == 0)
{
zTemp = Message[STR_NO_BURST];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (GetAutofireShotsPerFiveAPs(pObject) == 0)
{
zTemp = Message[STR_NO_AUTOFIRE];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if (GetMagSize(pObject) < BAD_MAGAZINE)
{
zTemp = Message[STR_SMALL_AMMO_CAPACITY];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( Item[usItem].bReliability <= BAD_RELIABILITY )
{
zTemp = Message[STR_UNRELIABLE];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( Item[usItem].bRepairEase <= BAD_REPAIR_EASE )
{
zTemp = Message[STR_HARD_TO_REPAIR];
if ( ! AttemptToAddSubstring( zItemCons, zTemp, &uiStringLength, uiPixLimit ) )
{
return;
}
}
if ( zItemCons[0] == 0 )
{
// empty string, so display "None"
if ( ! AttemptToAddSubstring( zItemCons, Message[ STR_NONE ], &uiStringLength, uiPixLimit ) )
{
return;
}
}
}
BOOLEAN InitInvSlotInterface( INV_REGION_DESC *pRegionDesc , INV_REGION_DESC *pCamoRegion, MOUSE_CALLBACK INVMoveCallback, MOUSE_CALLBACK INVClickCallback, MOUSE_CALLBACK INVMoveCammoCallback, MOUSE_CALLBACK INVClickCammoCallback, BOOLEAN fSetHighestPrioity )
{
INT32 cnt;
VOBJECT_DESC VObjectDesc;
/*
* Ok i think that here the money button and window is initialized
* so we also will initialize here coord of button
* this function is called in tactical screen when SMPanel is initialized
* and also in StrategicScreen i think i didnt check it.
* any questions? joker
*/
gMoneyButtonLoc.x = (343 + INTERFACE_START_X);
gMoneyButtonLoc.y = ( 11 + INV_INTERFACE_START_Y );
// Load all four body type images
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_figure_large_male.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 1 ][ 0 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_figure_large_male_H.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 1 ][ 1 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_normal_male.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 0 ][ 0 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_normal_male_H.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 0 ][ 1 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_normal_male.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 2 ][ 0 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_normal_male.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 2 ][ 1 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_figure_female.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 3 ][ 0 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_figure_female_H.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 3 ][ 1 ] ) ) );
// Kaiden: Vehicle Inventory change - Added two new STI's for Vehicle Inventory
// Feel free to change them to more appropriate pictures, I just blanked out
// the body image for now, I'm no graphics artist.
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_figure_Vehicle.sti",
VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 0 ] ) ) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\inventory_figure_Vehicle_h.sti",
VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(guiBodyInvVO[ 4 ][ 1 ] ) ) );
// add gold key graphic
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\gold_key_button.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &guiGoldKeyVO ) );
// Add cammo region
MSYS_DefineRegion( &gSMInvCamoRegion, pCamoRegion->sX, pCamoRegion->sY, (INT16)(pCamoRegion->sX + CAMO_REGION_WIDTH ), (INT16)(pCamoRegion->sY + CAMO_REGION_HEIGHT ), MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, INVMoveCammoCallback, INVClickCammoCallback );
// Add region
MSYS_AddRegion( &gSMInvCamoRegion );
// Add regions for inventory slots
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
// set inventory pocket coordinates from the table passed in
gSMInvData[ cnt ].sX = pRegionDesc[ cnt ].sX;
gSMInvData[ cnt ].sY = pRegionDesc[ cnt ].sY;
MSYS_DefineRegion( &gSMInvRegion[ cnt ], gSMInvData[ cnt ].sX, gSMInvData[ cnt ].sY, (INT16)(gSMInvData[ cnt ].sX + gSMInvData[ cnt ].sWidth), (INT16)(gSMInvData[ cnt ].sY + gSMInvData[ cnt ].sHeight), ( INT8 )( fSetHighestPrioity ? MSYS_PRIORITY_HIGHEST : MSYS_PRIORITY_HIGH ),
MSYS_NO_CURSOR, INVMoveCallback, INVClickCallback );
// Add region
MSYS_AddRegion( &gSMInvRegion[ cnt ] );
MSYS_SetRegionUserData( &gSMInvRegion[ cnt ], 0, cnt );
}
memset( gbCompatibleAmmo, 0, sizeof( gbCompatibleAmmo ) );
return( TRUE );
}
void InitKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback )
{
MSYS_DefineRegion( &gKeyRingPanel, KEYRING_X, KEYRING_Y, KEYRING_X + KEYRING_WIDTH, KEYRING_Y + KEYRING_HEIGHT, MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, KeyRingClickCallback );
SetRegionFastHelpText( &(gKeyRingPanel), TacticalStr[ KEYRING_HELP_TEXT ] );
}
void InitMapKeyRingInterface( MOUSE_CALLBACK KeyRingClickCallback )
{
MSYS_DefineRegion( &gKeyRingPanel, MAP_KEYRING_X, MAP_KEYRING_Y, MAP_KEYRING_X + KEYRING_WIDTH, MAP_KEYRING_Y + KEYRING_HEIGHT, MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, KeyRingClickCallback );
SetRegionFastHelpText( &(gKeyRingPanel), TacticalStr[ KEYRING_HELP_TEXT ] );
}
void EnableKeyRing( BOOLEAN fEnable )
{
if ( fEnable )
{
MSYS_EnableRegion( &gKeyRingPanel );
}
else
{
MSYS_DisableRegion( &gKeyRingPanel );
}
}
void ShutdownKeyRingInterface( void )
{
MSYS_RemoveRegion( &gKeyRingPanel );
return;
}
void DisableInvRegions( BOOLEAN fDisable )
{
INT32 cnt;
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( fDisable )
{
MSYS_DisableRegion( &gSMInvRegion[ cnt ] );
}
else
{
MSYS_EnableRegion( &gSMInvRegion[ cnt ] );
}
}
if ( fDisable )
{
MSYS_DisableRegion( &gSMInvCamoRegion );
MSYS_DisableRegion( &gSM_SELMERCMoneyRegion );
EnableKeyRing( FALSE );
}
else
{
MSYS_EnableRegion( &gSMInvCamoRegion );
MSYS_EnableRegion( &gSM_SELMERCMoneyRegion );
EnableKeyRing( TRUE );
}
}
void ShutdownInvSlotInterface( )
{
UINT32 cnt;
// Kaiden: Vehicle Inventory change - Added 4-0 and 4-1
// to be deleted as well.
// Remove all body type panels
DeleteVideoObjectFromIndex( guiBodyInvVO[ 0 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 2 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 1 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 3 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 0 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 0 ][ 1 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 2 ][ 1 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 1 ][ 1 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 3 ][ 1 ] );
DeleteVideoObjectFromIndex( guiBodyInvVO[ 4 ][ 1 ] );
DeleteVideoObjectFromIndex( guiGoldKeyVO );
// Remove regions
// Add regions for inventory slots
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
// Remove region
MSYS_RemoveRegion( &gSMInvRegion[ cnt ] );
}
// Remove cammo
MSYS_RemoveRegion( &gSMInvCamoRegion );
}
void RenderInvBodyPanel( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY )
{
// Blit body inv, based on body type
INT8 bSubImageIndex = gbCompatibleApplyItem;
// Kaiden: Vehicle Inventory change - Added IF Test, Else function call was
// the original statement
if ( (gGameExternalOptions.fVehicleInventory) && (pSoldier->uiStatusFlags & SOLDIER_VEHICLE) )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[4][0], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBodyInvVO[ pSoldier->ubBodyType ][ bSubImageIndex ], 0, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
void HandleRenderInvSlots( SOLDIERTYPE *pSoldier, UINT8 fDirtyLevel )
{
INT32 cnt;
static CHAR16 pStr[ 512 ];
if ( InItemDescriptionBox( ) || InItemStackPopup( ) || InKeyRingPopup( ) )
{
}
else
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( fDirtyLevel == DIRTYLEVEL2 )
{
# if defined( _DEBUG ) /* Sergeant_Kolja, to be removed later again */
if( pSoldier->inv[ cnt ].ItemData.Gun.ubGunAmmoType >= MAXITEMS )
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_1, String("pObject (%s) corrupted! GetHelpTextForItem() can crash.", (pSoldier->inv[ cnt ].usItem<MAXITEMS) ? Item[pSoldier->inv[ cnt ].usItem].szItemName : "???" ));
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"pObject (%S) corrupted! GetHelpTextForItem() can crash.", (pSoldier->inv[ cnt ].usItem<MAXITEMS) ? Item[pSoldier->inv[ cnt ].usItem].szItemName : "???" );
DebugBreak();
AssertMsg( 0, "pObject corrupted! GetHelpTextForItem() can crash." );
}
# endif
GetHelpTextForItem( pStr, &( pSoldier->inv[ cnt ] ), pSoldier );
SetRegionFastHelpText( &(gSMInvRegion[ cnt ]), pStr );
}
INVRenderINVPanelItem( pSoldier, (INT16)cnt, fDirtyLevel );
}
if ( KeyExistsInKeyRing( pSoldier, ANYKEY, NULL ) )
{
// blit gold key here?
if ( guiCurrentItemDescriptionScreen != MAP_SCREEN )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiGoldKeyVO, 0, 496, KEYRING_Y + 1, VO_BLT_SRCTRANSPARENCY, NULL );
RestoreExternBackgroundRect( 496, KEYRING_Y + 1, 29, 23 );
}
else
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiGoldKeyVO, 0, 217, 271, VO_BLT_SRCTRANSPARENCY, NULL );
RestoreExternBackgroundRect( 217, 271, 29, 23 );
}
}
}
}
void INVRenderINVPanelItem( SOLDIERTYPE *pSoldier, INT16 sPocket, UINT8 fDirtyLevel )
{
INT16 sX, sY;
INT16 sBarX, sBarY;
OBJECTTYPE *pObject;
BOOLEAN fOutline = FALSE;
INT16 sOutlineColor = 0;
UINT8 fRenderDirtyLevel;
BOOLEAN fHatchItOut = FALSE;
//Assign the screen
guiCurrentItemDescriptionScreen = guiCurrentScreen;
pObject = &(pSoldier->inv[ sPocket ]);
sX = gSMInvData[ sPocket ].sX;
sY = gSMInvData[ sPocket ].sY;
if ( fDirtyLevel == DIRTYLEVEL2 )
{
// CHECK FOR COMPATIBILITY WITH MAGAZINES
/* OLD VERSION OF GUN/AMMO MATCH HIGHLIGHTING
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
UINT16 usLineColor;
if ( ( Item [ pSoldier->inv[ HANDPOS ].usItem ].usItemClass & IC_GUN ) && ( Item[ pObject->usItem ].usItemClass & IC_AMMO ) )
{
// CHECK
if (Weapon[pSoldier->inv[ HANDPOS ].usItem].ubCalibre == Magazine[Item[pObject->usItem].ubClassIndex].ubCalibre )
{
// IT's an OK calibre ammo, do something!
// Render Item with specific color
//fOutline = TRUE;
//sOutlineColor = Get16BPPColor( FROMRGB( 96, 104, 128 ) );
//sOutlineColor = Get16BPPColor( FROMRGB( 20, 20, 120 ) );
// Draw rectangle!
pDestBuf = LockVideoSurface( guiSAVEBUFFER, &uiDestPitchBYTES );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, 640, 480 );
//usLineColor = Get16BPPColor( FROMRGB( 255, 255, 0 ) );
usLineColor = Get16BPPColor( FROMRGB( 230, 215, 196 ) );
RectangleDraw( TRUE, (sX+1), (sY+1), (sX + gSMInvData[ sPocket ].sWidth - 2 ),( sY + gSMInvData[ sPocket ].sHeight - 2 ), usLineColor, pDestBuf );
SetClippingRegionAndImageWidth( uiDestPitchBYTES, 0, 0, 640, 480 );
UnLockVideoSurface( guiSAVEBUFFER );
}
}
*/
if ( gbCompatibleAmmo[ sPocket ] )
{
fOutline = TRUE;
sOutlineColor = Get16BPPColor( FROMRGB( 255, 255, 255 ) );
}
// IF it's the second hand and this hand cannot contain anything, remove the second hand position graphic
// if (sPocket == SECONDHANDPOS && Item[pSoldier->inv[HANDPOS].usItem].fFlags & ITEM_TWO_HANDED)
if (sPocket == SECONDHANDPOS && Item[pSoldier->inv[HANDPOS].usItem].twohanded )
{
// if( guiCurrentScreen != MAP_SCREEN )
if( guiCurrentItemDescriptionScreen != MAP_SCREEN )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiSecItemHiddenVO, 0, 217, sY, VO_BLT_SRCTRANSPARENCY, NULL );
RestoreExternBackgroundRect( 217, sY, 72, 28 );
}
else
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiMapInvSecondHandBlockout, 0, 14, 218, VO_BLT_SRCTRANSPARENCY, NULL );
RestoreExternBackgroundRect( 14, 218, 102, 24 );
}
}
}
// If we have a new item and we are in the right panel...
if ( pSoldier->bNewItemCount[ sPocket ] > 0 && gsCurInterfacePanel == SM_PANEL && fInterfacePanelDirty != DIRTYLEVEL2 )
{
fRenderDirtyLevel = DIRTYLEVEL0;
//fRenderDirtyLevel = fDirtyLevel;
}
else
{
fRenderDirtyLevel = fDirtyLevel;
}
//Now render as normal
//INVRenderItem( guiSAVEBUFFER, pObject, (INT16)(sX + gSMInvData[ sPocket ].sSubX), (INT16)(sY + gSMInvData[ sPocket ].sSubY), gSMInvData[ sPocket ].sWidth, gSMInvData[ sPocket ].sHeight, fDirtyLevel, &(gfSM_HandInvDispText[ sPocket ] ) );
INVRenderItem( guiSAVEBUFFER, pSoldier, pObject, sX, sY, gSMInvData[ sPocket ].sWidth, gSMInvData[ sPocket ].sHeight, fRenderDirtyLevel, NULL, 0, fOutline, sOutlineColor );
if ( gbInvalidPlacementSlot[ sPocket ] )
{
if ( sPocket != SECONDHANDPOS )
{
// If we are in inv panel and our guy is not = cursor guy...
if ( !gfSMDisableForItems )
{
fHatchItOut = TRUE;
}
}
}
//if we are in the shop keeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
if( ShouldSoldierDisplayHatchOnItem( pSoldier->ubProfile, sPocket ) && !gbInvalidPlacementSlot[ sPocket ] )
{
fHatchItOut = TRUE;
}
}
if ( fHatchItOut )
{
UINT32 uiWhichBuffer = ( guiCurrentItemDescriptionScreen == MAP_SCREEN ) ? guiSAVEBUFFER : guiRENDERBUFFER;
DrawHatchOnInventory( uiWhichBuffer, sX, sY, (UINT16)(gSMInvData[ sPocket ].sWidth-1), (UINT16)(gSMInvData[ sPocket ].sHeight-1) );
}
// if there's an item in there
if ( pObject->usItem != NOTHING )
{
// Add item status bar
sBarX = sX - gSMInvData[ sPocket ].sBarDx;
sBarY = sY + gSMInvData[ sPocket ].sBarDy;
DrawItemUIBarEx( pObject, 0, sBarX, sBarY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , guiSAVEBUFFER);
}
}
BOOLEAN CompatibleAmmoForGun( OBJECTTYPE *pTryObject, OBJECTTYPE *pTestObject )
{
if ( ( Item[ pTryObject->usItem ].usItemClass & IC_AMMO ) )
{
// CHECK
if (Weapon[ pTestObject->usItem ].ubCalibre == Magazine[Item[pTryObject->usItem].ubClassIndex].ubCalibre )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN CompatibleGunForAmmo( OBJECTTYPE *pTryObject, OBJECTTYPE *pTestObject )
{
if ( ( Item[ pTryObject->usItem ].usItemClass & IC_GUN ) )
{
// CHECK
if (Weapon[ pTryObject->usItem ].ubCalibre == Magazine[Item[pTestObject->usItem].ubClassIndex].ubCalibre )
{
return( TRUE );
}
}
return( FALSE );
}
BOOLEAN CompatibleItemForApplyingOnMerc( OBJECTTYPE *pTestObject )
{
UINT16 usItem = pTestObject->usItem;
// ATE: If in mapscreen, return false always....
if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
return( FALSE );
}
// ATE: Would be nice to have flag here to check for these types....
if ( Item[usItem].camouflagekit || usItem == ADRENALINE_BOOSTER || usItem == REGEN_BOOSTER ||
usItem == SYRINGE_3 || usItem == SYRINGE_4 || usItem == SYRINGE_5 ||
Item[usItem].alcohol || Item[usItem].canteen || usItem == JAR_ELIXIR )
{
return( TRUE );
}
else
{
return( FALSE );
}
}
BOOLEAN SoldierContainsAnyCompatibleStuff( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTestObject )
{
INT32 cnt;
OBJECTTYPE *pObject;
if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
if ( CompatibleAmmoForGun( pObject, pTestObject ) )
{
return( TRUE );
}
}
}
if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
if ( CompatibleGunForAmmo( pObject, pTestObject ) )
{
return( TRUE );
}
}
}
// ATE: Put attachment checking here.....
return( FALSE );
}
void HandleAnyMercInSquadHasCompatibleStuff( UINT8 ubSquad, OBJECTTYPE *pObject, BOOLEAN fReset )
{
INT32 iCounter = 0;
if ( ubSquad == NUMBER_OF_SQUADS )
{
return;
}
for( iCounter = 0; iCounter < NUMBER_OF_SOLDIERS_PER_SQUAD; iCounter++ )
{
if( Squad[ iCurrentTacticalSquad ][ iCounter ] != NULL )
{
if ( !fReset )
{
if ( SoldierContainsAnyCompatibleStuff( Squad[ iCurrentTacticalSquad ][ iCounter ], pObject ) )
{
// Get face and set value....
gFacesData[ Squad[ iCurrentTacticalSquad ][ iCounter ]->iFaceIndex ].fCompatibleItems = TRUE;
}
}
else
{
gFacesData[ Squad[ iCurrentTacticalSquad ][ iCounter ]->iFaceIndex ].fCompatibleItems = FALSE;
}
}
}
}
BOOLEAN HandleCompatibleAmmoUIForMapScreen( SOLDIERTYPE *pSoldier, INT32 bInvPos, BOOLEAN fOn, BOOLEAN fFromMerc )
{
BOOLEAN fFound = FALSE;
INT32 cnt;
OBJECTTYPE *pObject, *pTestObject ;
BOOLEAN fFoundAttachment = FALSE;
if( fFromMerc == FALSE )
{
pTestObject = &( pInventoryPoolList[ bInvPos ].o );
}
else
{
if ( bInvPos == NO_SLOT )
{
pTestObject = NULL;
}
else
{
pTestObject = &(pSoldier->inv[ bInvPos ]);
}
}
// ATE: If pTest object is NULL, test only for existence of syringes, etc...
if ( pTestObject == NULL )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
if ( CompatibleItemForApplyingOnMerc( pObject ) )
{
if ( fOn != gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
gbCompatibleAmmo[ cnt ] = fOn;
}
}
if ( gpItemPointer != NULL )
{
if ( CompatibleItemForApplyingOnMerc( gpItemPointer ) )
{
// OK, Light up portrait as well.....
if ( fOn )
{
gbCompatibleApplyItem = TRUE;
}
else
{
gbCompatibleApplyItem = FALSE;
}
fFound = TRUE;
}
}
if ( fFound )
{
fInterfacePanelDirty = DIRTYLEVEL2;
//HandleRenderInvSlots( pSoldier, DIRTYLEVEL2 );
}
return( fFound );
}
// if ( !(Item[ pTestObject->usItem ].fFlags & ITEM_HIDDEN_ADDON) )
if ( !(Item[ pTestObject->usItem ].hiddenaddon ) )
{
// First test attachments, which almost any type of item can have....
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
// if ( Item[ pObject->usItem ].fFlags & ITEM_HIDDEN_ADDON )
if ( Item[ pObject->usItem ].hiddenaddon )
{
// don't consider for UI purposes
continue;
}
if ( ValidAttachment( pObject->usItem, pTestObject->usItem ) ||
ValidAttachment( pTestObject->usItem, pObject->usItem ) ||
ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
ValidLaunchable( pObject->usItem, pTestObject->usItem ) )
{
fFoundAttachment = TRUE;
if ( fOn != gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
gbCompatibleAmmo[ cnt ] = fOn;
}
}
}
if ( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
if ( CompatibleAmmoForGun( pObject, pTestObject ) )
{
if ( fOn != gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
gbCompatibleAmmo[ cnt ] = fOn;
}
}
}
else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
if ( CompatibleGunForAmmo( pObject, pTestObject ) )
{
if ( fOn != gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
gbCompatibleAmmo[ cnt ] = fOn;
}
}
}
return( fFound );
}
BOOLEAN HandleCompatibleAmmoUIForMapInventory( SOLDIERTYPE *pSoldier, INT32 bInvPos, INT32 iStartSlotNumber, BOOLEAN fOn, BOOLEAN fFromMerc )
{
// CJC: ATE, needs fixing here!
BOOLEAN fFound = FALSE;
INT32 cnt;
OBJECTTYPE *pObject, *pTestObject ;
BOOLEAN fFoundAttachment = FALSE;
if( fFromMerc == FALSE )
{
pTestObject = &( pInventoryPoolList[ iStartSlotNumber + bInvPos ].o);
}
else
{
if ( bInvPos == NO_SLOT )
{
pTestObject = NULL;
}
else
{
pTestObject = &(pSoldier->inv[ bInvPos ]);
}
}
// First test attachments, which almost any type of item can have....
for ( cnt = 0; cnt < MAP_INVENTORY_POOL_SLOT_COUNT; cnt++ )
{
pObject = &( pInventoryPoolList[ iStartSlotNumber + cnt ].o );
// if ( Item[ pObject->usItem ].fFlags & ITEM_HIDDEN_ADDON )
if ( Item[ pObject->usItem ].hiddenaddon )
{
// don't consider for UI purposes
continue;
}
if ( ValidAttachment( pObject->usItem, pTestObject->usItem ) ||
ValidAttachment( pTestObject->usItem, pObject->usItem ) ||
ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
ValidLaunchable( pObject->usItem, pTestObject->usItem ) )
{
fFoundAttachment = TRUE;
if ( fOn != fMapInventoryItemCompatable[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
fMapInventoryItemCompatable[ cnt ] = fOn;
}
}
if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < MAP_INVENTORY_POOL_SLOT_COUNT; cnt++ )
{
pObject = &( pInventoryPoolList[ iStartSlotNumber + cnt ].o );
if ( CompatibleAmmoForGun( pObject, pTestObject ) )
{
if ( fOn != fMapInventoryItemCompatable[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
fMapInventoryItemCompatable[ cnt ] = fOn;
}
}
}
else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < MAP_INVENTORY_POOL_SLOT_COUNT; cnt++ )
{
pObject = &( pInventoryPoolList[ iStartSlotNumber + cnt ].o );
if ( CompatibleGunForAmmo( pObject, pTestObject ) )
{
if ( fOn != fMapInventoryItemCompatable[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
fMapInventoryItemCompatable[ cnt ] = fOn;
}
}
}
return( fFound );
}
BOOLEAN InternalHandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, OBJECTTYPE *pTestObject, BOOLEAN fOn )
{
BOOLEAN fFound = FALSE;
INT32 cnt;
OBJECTTYPE *pObject;
BOOLEAN fFoundAttachment = FALSE;
// ATE: If pTest object is NULL, test only for existence of syringes, etc...
if ( pTestObject == NULL )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
if ( CompatibleItemForApplyingOnMerc( pObject ) )
{
if ( fOn != gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
gbCompatibleAmmo[ cnt ] = fOn;
}
}
if ( gpItemPointer != NULL )
{
if ( CompatibleItemForApplyingOnMerc( gpItemPointer ) )
{
// OK, Light up portrait as well.....
if ( fOn )
{
gbCompatibleApplyItem = TRUE;
}
else
{
gbCompatibleApplyItem = FALSE;
}
fFound = TRUE;
}
}
if ( fFound )
{
fInterfacePanelDirty = DIRTYLEVEL2;
//HandleRenderInvSlots( pSoldier, DIRTYLEVEL2 );
}
return( fFound );
}
// First test attachments, which almost any type of item can have....
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
// if ( Item[ pObject->usItem ].fFlags & ITEM_HIDDEN_ADDON )
if ( Item[ pObject->usItem ].hiddenaddon )
{
// don't consider for UI purposes
continue;
}
if ( ValidAttachment( pObject->usItem, pTestObject->usItem ) ||
ValidAttachment( pTestObject->usItem, pObject->usItem ) ||
ValidLaunchable( pTestObject->usItem, pObject->usItem ) ||
ValidLaunchable( pObject->usItem, pTestObject->usItem ) )
{
fFoundAttachment = TRUE;
if ( fOn != gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
gbCompatibleAmmo[ cnt ] = fOn;
}
}
//if ( !fFoundAttachment )
//{
if( ( Item [ pTestObject->usItem ].usItemClass & IC_GUN ) )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
if ( CompatibleAmmoForGun( pObject, pTestObject ) )
{
if ( fOn != gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
gbCompatibleAmmo[ cnt ] = fOn;
}
}
}
else if( ( Item [ pTestObject->usItem ].usItemClass & IC_AMMO ) )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
pObject = &(pSoldier->inv[ cnt ]);
if ( CompatibleGunForAmmo( pObject, pTestObject ) )
{
if ( fOn != gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
}
// IT's an OK calibere ammo, do something!
// Render Item with specific color
gbCompatibleAmmo[ cnt ] = fOn;
}
}
}
else if ( CompatibleItemForApplyingOnMerc( pTestObject ) )
{
//If we are currently NOT in the Shopkeeper interface
if( !( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) )
{
fFound = TRUE;
gbCompatibleApplyItem = fOn;
}
}
//}
if ( !fFound )
{
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
gbCompatibleAmmo[ cnt ] = FALSE;
}
if ( gbCompatibleApplyItem )
{
fFound = TRUE;
gbCompatibleApplyItem = FALSE;
}
}
}
if ( fFound )
{
fInterfacePanelDirty = DIRTYLEVEL2;
//HandleRenderInvSlots( pSoldier, DIRTYLEVEL2 );
}
return( fFound );
}
void ResetCompatibleItemArray( )
{
INT32 cnt = 0;
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( gbCompatibleAmmo[ cnt ] )
{
gbCompatibleAmmo[ cnt ] = FALSE;
}
}
}
BOOLEAN HandleCompatibleAmmoUI( SOLDIERTYPE *pSoldier, INT8 bInvPos, BOOLEAN fOn )
{
INT32 cnt;
OBJECTTYPE *pTestObject;
BOOLEAN fFound = FALSE;
//if we are in the shopkeeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
// if the inventory position is -1, this is a flag from the Shopkeeper interface screen
//indicating that we are to use a different object to do the search
if( bInvPos == -1 )
{
if( fOn )
{
if( gpHighLightedItemObject )
{
pTestObject = gpHighLightedItemObject;
// gubSkiDirtyLevel = SKI_DIRTY_LEVEL2;
}
else
return( FALSE );
}
else
{
gpHighLightedItemObject = NULL;
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( gbCompatibleAmmo[ cnt ] )
{
fFound = TRUE;
gbCompatibleAmmo[ cnt ] = FALSE;
}
}
gubSkiDirtyLevel = SKI_DIRTY_LEVEL1;
return( TRUE );
}
}
else
{
if( fOn )
{
pTestObject = &(pSoldier->inv[ bInvPos ]);
gpHighLightedItemObject = pTestObject;
}
else
{
pTestObject = &(pSoldier->inv[ bInvPos ]);
gpHighLightedItemObject = NULL;
gubSkiDirtyLevel = SKI_DIRTY_LEVEL1;
}
}
}
else
{
// if( fOn )
if ( bInvPos == NO_SLOT )
{
pTestObject = NULL;
}
else
{
pTestObject = &(pSoldier->inv[ bInvPos ]);
}
}
return( InternalHandleCompatibleAmmoUI( pSoldier, pTestObject, fOn ) );
}
void GetSlotInvXY( UINT8 ubPos, INT16 *psX, INT16 *psY )
{
*psX = gSMInvData[ ubPos ].sX;
*psY = gSMInvData[ ubPos ].sY;
}
void GetSlotInvHeightWidth( UINT8 ubPos, INT16 *psWidth, INT16 *psHeight )
{
*psWidth = gSMInvData[ ubPos ].sWidth;
*psHeight = gSMInvData[ ubPos ].sHeight;
}
void HandleNewlyAddedItems( SOLDIERTYPE *pSoldier, BOOLEAN *fDirtyLevel )
{
UINT32 cnt;
INT16 sX, sY;
OBJECTTYPE *pObject;
// If item description up.... stop
if ( gfInItemDescBox )
{
return;
}
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( pSoldier->bNewItemCount[ cnt ] == -2 )
{
// Stop
*fDirtyLevel = DIRTYLEVEL2;
pSoldier->bNewItemCount[ cnt ] = 0;
}
if ( pSoldier->bNewItemCount[ cnt ] > 0 )
{
sX = gSMInvData[ cnt ].sX;
sY = gSMInvData[ cnt ].sY;
pObject = &(pSoldier->inv[ cnt ]);
if ( pObject->usItem == NOTHING )
{
gbNewItem[ cnt ] = 0;
continue;
}
INVRenderItem( guiSAVEBUFFER, pSoldier, pObject, sX, sY, gSMInvData[ cnt ].sWidth, gSMInvData[ cnt ].sHeight, DIRTYLEVEL2, NULL, 0, TRUE, us16BPPItemCyclePlacedItemColors[ pSoldier->bNewItemCycleCount[ cnt ] ] );
}
}
}
void CheckForAnyNewlyAddedItems( SOLDIERTYPE *pSoldier )
{
UINT32 cnt;
// OK, l0ok for any new...
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( pSoldier->bNewItemCount[ cnt ] == -1 )
{
pSoldier->bNewItemCount[ cnt ] = NEW_ITEM_CYCLES - 1;
}
}
}
void DegradeNewlyAddedItems( )
{
UINT32 uiTime;
UINT32 cnt, cnt2;
SOLDIERTYPE *pSoldier;
// If time done
uiTime = GetJA2Clock();
if ( ( uiTime - guiNewlyPlacedItemTimer ) > 100 )
{
guiNewlyPlacedItemTimer = uiTime;
for ( cnt2 = 0; cnt2 < NUM_TEAM_SLOTS; cnt2++ )
{
// GET SOLDIER
if ( gTeamPanel[ cnt2 ].fOccupied )
{
pSoldier = MercPtrs[ gTeamPanel[ cnt2 ].ubID ];
for ( cnt = 0; cnt < NUM_INV_SLOTS; cnt++ )
{
if ( pSoldier->bNewItemCount[ cnt ] > 0 )
{
// Decrement all the time!
pSoldier->bNewItemCycleCount[ cnt ]--;
if ( pSoldier->bNewItemCycleCount[ cnt ] == 0 )
{
// OK, cycle down....
pSoldier->bNewItemCount[ cnt ]--;
if ( pSoldier->bNewItemCount[ cnt ] == 0 )
{
// Stop...
pSoldier->bNewItemCount[ cnt ] = -2;
}
else
{
// Reset!
pSoldier->bNewItemCycleCount[ cnt ] = NEW_ITEM_CYCLE_COUNT;
continue;
}
}
}
}
}
}
}
}
void InitItemInterface( )
{
UINT32 cnt, cnt2;
for ( cnt = 0, cnt2 = 0; cnt2 < 20; cnt+=3, cnt2++ )
{
us16BPPItemCyclePlacedItemColors[ cnt2 ] = Get16BPPColor( FROMRGB( ubRGBItemCyclePlacedItemColors[ cnt ], ubRGBItemCyclePlacedItemColors[ cnt + 1 ], ubRGBItemCyclePlacedItemColors[ cnt + 2] ) );
}
}
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 )
{
UINT16 uiStringLength;
INVTYPE *pItem;
ETRLEObject *pTrav;
UINT32 usHeight, usWidth;
INT16 sCenX, sCenY, sNewY, sNewX;
HVOBJECT hVObject;
BOOLEAN fLineSplit = FALSE;
INT16 sFontX2, sFontY2;
INT16 sFontX, sFontY;
static CHAR16 pStr[ 100 ], pStr2[ 100 ];
if ( pObject->usItem == NOTHING )
{
return;
}
if ( ubStatusIndex < RENDER_ITEM_ATTACHMENT1 )
{
pItem = &Item[ pObject->usItem ];
}
else
{
pItem = &Item[ pObject->usAttachItem[ ubStatusIndex - RENDER_ITEM_ATTACHMENT1 ] ];
}
if ( fDirtyLevel == DIRTYLEVEL2 )
{
// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
GetVideoObject( &hVObject, GetInterfaceGraphicForItem( pItem ) );
pTrav = &(hVObject->pETRLEObject[ pItem->ubGraphicNum ] );
usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth;
// CENTER IN SLOT!
// CANCEL OFFSETS!
sCenX = sX + (INT16)( abs( sWidth - (double)usWidth ) / 2 ) - pTrav->sOffsetX;
sCenY = sY + (INT16)( abs( sHeight - (double)usHeight ) / 2 ) - pTrav->sOffsetY;
// Shadow area
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX - 2, sCenY + 2 );
BltVideoObjectOutlineFromIndex( uiBuffer, GetInterfaceGraphicForItem( pItem ), pItem->ubGraphicNum, sCenX, sCenY, sOutlineColor, fOutline );
if ( uiBuffer == FRAME_BUFFER )
{
InvalidateRegion( sX, sY, (INT16)(sX + sWidth), (INT16)(sY + sHeight ) );
}
else
{
RestoreExternBackgroundRect( sX, sY, sWidth, sHeight );
}
}
SetFont( ITEM_FONT );
if ( fDirtyLevel != DIRTYLEVEL0 )
{
if ( ubStatusIndex < RENDER_ITEM_ATTACHMENT1 )
{
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_DKGRAY );
// FIRST DISPLAY FREE ROUNDS REMIANING
if ( pItem->usItemClass == IC_GUN && !Item[pObject->usItem].rocketlauncher )
{
sNewY = sY + sHeight - 10;
sNewX = sX + 1;
SetFontForeground ( AmmoTypes[pObject->ItemData.Gun.ubGunAmmoType].fontColour );
//switch (pObject->ubGunAmmoType)
//{
// case AMMO_AP:
// case AMMO_SUPER_AP:
// SetFontForeground( ITEMDESC_FONTAPFORE );
// break;
// case AMMO_HP:
// SetFontForeground( ITEMDESC_FONTHPFORE );
// break;
// case AMMO_BUCKSHOT:
// SetFontForeground( ITEMDESC_FONTBSFORE );
// break;
// case AMMO_HE:
// case AMMO_GRENADE:
// SetFontForeground( ITEMDESC_FONTHEFORE );
// break;
// case AMMO_HEAT:
// SetFontForeground( ITEMDESC_FONTHEAPFORE );
// break;
// default:
// SetFontForeground( FONT_MCOLOR_DKGRAY );
// break;
//}
swprintf( pStr, L"%d", pObject->ItemData.Gun.ubGunShotsLeft );
if ( uiBuffer == guiSAVEBUFFER )
{
RestoreExternBackgroundRect( sNewX, sNewY, 20, 15 );
}
mprintf( sNewX, sNewY, pStr );
gprintfinvalidate( sNewX, sNewY, pStr );
SetFontForeground( FONT_MCOLOR_DKGRAY );
// Display 'JAMMED' if we are jammed
if ( pObject->ItemData.Gun.bGunAmmoStatus < 0 )
{
SetFontForeground( FONT_MCOLOR_RED );
if ( sWidth >= ( BIG_INV_SLOT_WIDTH - 10 ) )
{
swprintf( pStr, TacticalStr[ JAMMED_ITEM_STR ] );
}
else
{
swprintf( pStr, TacticalStr[ SHORT_JAMMED_GUN ] );
}
VarFindFontCenterCoordinates( sX, sY, sWidth, sHeight , ITEM_FONT, &sNewX, &sNewY, pStr );
mprintf( sNewX, sNewY, pStr );
gprintfinvalidate( sNewX, sNewY, pStr );
}
}
else
{
if ( ubStatusIndex != RENDER_ITEM_NOSTATUS )
{
// Now display # of items
if ( pObject->ubNumberOfObjects > 1 )
{
SetFontForeground( FONT_GRAY4 );
sNewY = sY + sHeight - 10;
swprintf( pStr, L"%d", pObject->ubNumberOfObjects );
// Get length of string
uiStringLength=StringPixLength(pStr, ITEM_FONT );
sNewX = sX + sWidth - uiStringLength - 4;
if ( uiBuffer == guiSAVEBUFFER )
{
RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
}
mprintf( sNewX, sNewY, pStr );
gprintfinvalidate( sNewX, sNewY, pStr );
}
}
}
if ( ItemHasAttachments( pObject ) )
{
if ( !IsGrenadeLauncherAttached( pObject ) )
{
SetFontForeground( FONT_GREEN );
}
else
{
SetFontForeground( FONT_YELLOW );
}
sNewY = sY;
swprintf( pStr, L"*" );
// Get length of string
uiStringLength=StringPixLength(pStr, ITEM_FONT );
sNewX = sX + sWidth - uiStringLength - 4;
if ( uiBuffer == guiSAVEBUFFER )
{
RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
}
mprintf( sNewX, sNewY, pStr );
gprintfinvalidate( sNewX, sNewY, pStr );
}
if ( pSoldier && pObject == &(pSoldier->inv[HANDPOS] ) && pSoldier->bWeaponMode != WM_NORMAL )
{
sNewY = sY + 13; // rather arbitrary
if ( pSoldier->bWeaponMode == WM_BURST )
{
swprintf( pStr, L"BRST" );
SetFontForeground( FONT_RED );
}
else if(pSoldier->bWeaponMode == WM_AUTOFIRE)
{
swprintf( pStr, L"AUTO" );
SetFontForeground( FONT_RED );
}
else if(pSoldier->bWeaponMode == WM_ATTACHED_GL)
{
swprintf( pStr, L"GL" );
SetFontForeground( FONT_YELLOW );
}
else if(pSoldier->bWeaponMode == WM_ATTACHED_GL_BURST)
{
swprintf( pStr, L"GL BRST" );
SetFontForeground( FONT_YELLOW );
}
else if(pSoldier->bWeaponMode == WM_ATTACHED_GL_AUTO)
{
swprintf( pStr, L"GL AUTO" );
SetFontForeground( FONT_YELLOW );
}
// Get length of string
uiStringLength=StringPixLength(pStr, ITEM_FONT );
sNewX = sX + sWidth - uiStringLength - 4;
if ( uiBuffer == guiSAVEBUFFER )
{
RestoreExternBackgroundRect( sNewX, sNewY, 15, 15 );
}
mprintf( sNewX, sNewY, pStr );
gprintfinvalidate( sNewX, sNewY, pStr );
}
}
}
if ( pubHighlightCounter != NULL )
{
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_MCOLOR_LTGRAY );
// DO HIGHLIGHT
if ( *pubHighlightCounter )
{
// Set string
if ( ubStatusIndex < RENDER_ITEM_ATTACHMENT1 )
{
swprintf( pStr, L"%s", ShortItemNames[ pObject->usItem ] );
}
else
{
swprintf( pStr, L"%s", ShortItemNames[ pObject->usAttachItem[ ubStatusIndex - RENDER_ITEM_ATTACHMENT1 ] ] );
}
fLineSplit = WrapString( pStr, pStr2, WORD_WRAP_INV_WIDTH, ITEM_FONT );
VarFindFontCenterCoordinates( sX, sY, sWidth, sHeight , ITEM_FONT, &sFontX, &sFontY, pStr );
sFontY = sY + 1;
gprintfinvalidate( sFontX, sFontY, pStr );
// Squelch the compiler warnings
sFontX2 = sX;
sFontY2 = sY;
if ( fLineSplit )
{
VarFindFontCenterCoordinates( sX, sY, sWidth, sHeight , ITEM_FONT, &sFontX2, &sFontY2, pStr2 );
sFontY2 = sY + 13;
gprintfinvalidate( sFontX2, sFontY2, pStr2 );
}
if ( *pubHighlightCounter == 2 )
{
mprintf( sFontX, sFontY, pStr );
if ( fLineSplit )
{
mprintf( sFontX2, sFontY2, pStr2 );
}
}
else if ( *pubHighlightCounter == 1 )
{
*pubHighlightCounter = 0;
gprintfRestore( sFontX, sFontY, pStr );
if ( fLineSplit )
{
gprintfRestore( sFontX2, sFontY2, pStr2 );
}
}
}
}
}
BOOLEAN InItemDescriptionBox( )
{
return( gfInItemDescBox );
}
void CycleItemDescriptionItem( )
{
INT16 usOldItem;
// Delete old box...
DeleteItemDescriptionBox( );
// Make new item....
usOldItem = gpItemDescSoldier->inv[ HANDPOS ].usItem;
if ( _KeyDown( SHIFT ) )
{
usOldItem--;
while ( usOldItem > 0 && ( Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 ))
{
usOldItem--;
}
if ( usOldItem < 0 )
{
usOldItem = MAXITEMS-1;
}
}
else
{
usOldItem++;
if ( usOldItem > MAXITEMS )
{
usOldItem = 0;
}
while (usOldItem < MAXITEMS && (Item[usOldItem].usItemClass == IC_NONE || Item[usOldItem].usItemClass == 0 ))
{
usOldItem++;
}
}
CreateItem( (UINT16)usOldItem, 100, &( gpItemDescSoldier->inv[ HANDPOS ] ) );
InternalInitItemDescriptionBox( &( gpItemDescSoldier->inv[ HANDPOS ] ), 214, (INT16)(INV_INTERFACE_START_Y + 1 ), gubItemDescStatusIndex, gpItemDescSoldier );
}
BOOLEAN InitItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex )
{
OBJECTTYPE *pObject;
//DEF:
//if we are in the shopkeeper screen, and we are to use the
if( guiCurrentScreen == SHOPKEEPER_SCREEN && ubPosition == 255 )
{
pObject = pShopKeeperItemDescObject;
}
//else use item from the hand position
else
{
pObject = &(pSoldier->inv[ ubPosition ] );
}
return( InternalInitItemDescriptionBox( pObject, sX, sY, ubStatusIndex, pSoldier ) );
}
BOOLEAN InitKeyItemDescriptionBox( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sX, INT16 sY, UINT8 ubStatusIndex )
{
OBJECTTYPE *pObject;
AllocateObject( &pObject );
CreateKeyObject( pObject, pSoldier->pKeyRing[ ubPosition ].ubNumber ,pSoldier->pKeyRing[ ubPosition ].ubKeyID );
return( InternalInitItemDescriptionBox( pObject, sX, sY, ubStatusIndex, pSoldier ) );
}
BOOLEAN InternalInitItemDescriptionBox( OBJECTTYPE *pObject, INT16 sX, INT16 sY, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier )
{
VOBJECT_DESC VObjectDesc;
CHAR8 ubString[48];
INT32 cnt;
CHAR16 pStr[10];
INT16 usX, usY;
INT16 sForeColour;
INT16 sProsConsIndent;
//Set the current screen
guiCurrentItemDescriptionScreen = guiCurrentScreen;
// Set X, Y
gsInvDescX = sX;
gsInvDescY = sY;
gpItemDescObject = pObject;
gubItemDescStatusIndex = ubStatusIndex;
gpItemDescSoldier = pSoldier;
fItemDescDelete = FALSE;
// Build a mouse region here that is over any others.....
if (guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
//return( FALSE );
MSYS_DefineRegion( &gInvDesc, (UINT16)gsInvDescX, (UINT16)gsInvDescY ,(UINT16)(gsInvDescX + MAP_ITEMDESC_WIDTH), (UINT16)(gsInvDescY + MAP_ITEMDESC_HEIGHT), MSYS_PRIORITY_HIGHEST - 2,
CURSOR_NORMAL, MSYS_NO_CALLBACK, ItemDescCallback );
MSYS_AddRegion( &gInvDesc);
giMapInvDescButtonImage= LoadButtonImage( "INTERFACE\\itemdescdonebutton.sti" ,-1,0,-1,1,-1 );
// create button
giMapInvDescButton= QuickCreateButton( giMapInvDescButtonImage, (UINT16)( gsInvDescX + 204 ), (UINT16)( gsInvDescY + 107 ),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
( GUI_CALLBACK )BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)ItemDescDoneButtonCallback );
fShowDescriptionFlag = TRUE;
}
else
{
MSYS_DefineRegion( &gInvDesc, (UINT16)gsInvDescX, (UINT16)gsInvDescY ,(UINT16)(gsInvDescX + ITEMDESC_WIDTH), (UINT16)(gsInvDescY + ITEMDESC_HEIGHT), MSYS_PRIORITY_HIGHEST,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback );
MSYS_AddRegion( &gInvDesc);
}
// Add region
if ( (Item[ pObject->usItem ].usItemClass & IC_GUN) && !Item[pObject->usItem].rocketlauncher )
{
// Add button
// if( guiCurrentScreen != MAP_SCREEN )
//if( guiCurrentItemDescriptionScreen != MAP_SCREEN )
if ( GetMagSize(gpItemDescObject) <= 99 )
swprintf( pStr, L"%d/%d", gpItemDescObject->ItemData.Gun.ubGunShotsLeft, GetMagSize(gpItemDescObject));
else
swprintf( pStr, L"%d", gpItemDescObject->ItemData.Gun.ubGunShotsLeft );
FilenameForBPP("INTERFACE\\infobox.sti", ubString);
sForeColour = ITEMDESC_AMMO_FORE;
giItemDescAmmoButtonImages = LoadButtonImage(ubString,AmmoTypes[pObject->ItemData.Gun.ubGunAmmoType].grayed,AmmoTypes[pObject->ItemData.Gun.ubGunAmmoType].offNormal,-1,AmmoTypes[pObject->ItemData.Gun.ubGunAmmoType].onNormal,-1 );
//switch( pObject->ubGunAmmoType )
//{
// case AMMO_AP:
// case AMMO_SUPER_AP:
// //sForeColour = ITEMDESC_FONTAPFORE;
// giItemDescAmmoButtonImages = LoadButtonImage(ubString,8,5,-1,7,-1 );
// break;
// case AMMO_HP:
// //sForeColour = ITEMDESC_FONTHPFORE;
//
// giItemDescAmmoButtonImages = LoadButtonImage(ubString,12,9,-1,11,-1 );
// break;
// default:
// //sForeColour = FONT_MCOLOR_WHITE;
// giItemDescAmmoButtonImages = LoadButtonImage(ubString,4,1,-1,3,-1 );
// break;
//}
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
// in mapscreen, move over a bit
giItemDescAmmoButton = CreateIconAndTextButton( giItemDescAmmoButtonImages, pStr, TINYFONT1,
sForeColour, FONT_MCOLOR_BLACK,
sForeColour, FONT_MCOLOR_BLACK,
TEXT_CJUSTIFIED,
(INT16)(ITEMDESC_AMMO_X + 18), (INT16)(ITEMDESC_AMMO_Y - 5), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescAmmoCallback );
}
else
{
// not in mapscreen
giItemDescAmmoButton = CreateIconAndTextButton( giItemDescAmmoButtonImages, pStr, TINYFONT1,
sForeColour, FONT_MCOLOR_BLACK,
sForeColour, FONT_MCOLOR_BLACK,
TEXT_CJUSTIFIED,
(INT16)(ITEMDESC_AMMO_X), (INT16)(ITEMDESC_AMMO_Y), BUTTON_TOGGLE ,MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemDescAmmoCallback );
//if we are being called from the
}
//if we are being init from the shop keeper screen and this is a dealer item we are getting info from
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE && pShopKeeperItemDescObject != NULL )
{
//disable the eject button
SpecifyDisabledButtonStyle( giItemDescAmmoButton, DISABLED_STYLE_HATCHED );
DisableButton( giItemDescAmmoButton );
SetButtonFastHelpText( giItemDescAmmoButton, L"\0" );
}
else
SetButtonFastHelpText( giItemDescAmmoButton, Message[ STR_EJECT_AMMO ] );
FindFontCenterCoordinates( (INT16)ITEMDESC_AMMO_TEXT_X, (INT16)ITEMDESC_AMMO_TEXT_Y, ITEMDESC_AMMO_TEXT_WIDTH, GetFontHeight( TINYFONT1 ), pStr, TINYFONT1, &usX, &usY);
SpecifyButtonTextOffsets( giItemDescAmmoButton, (UINT8) usX, (UINT8) usY, TRUE );
gfItemAmmoDown = FALSE;
}
if ( ITEM_PROS_AND_CONS( gpItemDescObject->usItem ) )
{
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
sProsConsIndent = __max( StringPixLength( gzProsLabel, ITEMDESC_FONT ), StringPixLength( gzConsLabel, ITEMDESC_FONT ) ) + 10;
for ( cnt = 0; cnt < 2; cnt++ )
{
// Add region for pros/cons help text
MSYS_DefineRegion( &gProsAndConsRegions[ cnt ],
(INT16)(ITEMDESC_PROS_START_X + sProsConsIndent),
(INT16)(gsInvDescY + gMapItemDescProsConsRects[ cnt ].iTop),
(INT16)(gsInvDescX + gMapItemDescProsConsRects[ cnt ].iRight),
(INT16)(gsInvDescY + gMapItemDescProsConsRects[ cnt ].iBottom),
MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback );
MSYS_AddRegion( &gProsAndConsRegions[cnt]);
if (cnt == 0)
{
wcscpy( gzFullItemPros, gzProsLabel );
wcscat( gzFullItemPros, L" " );
// use temp variable to prevent an initial comma from being displayed
GenerateProsString( gzFullItemTemp, gpItemDescObject, 1000 );
wcscat( gzFullItemPros, gzFullItemTemp );
SetRegionFastHelpText( &(gProsAndConsRegions[ cnt ]), gzFullItemPros );
}
else
{
wcscpy( gzFullItemCons, gzConsLabel );
wcscat( gzFullItemCons, L" " );
// use temp variable to prevent an initial comma from being displayed
GenerateConsString( gzFullItemTemp, gpItemDescObject, 1000 );
wcscat( gzFullItemCons, gzFullItemTemp );
SetRegionFastHelpText( &(gProsAndConsRegions[ cnt ]), gzFullItemCons );
}
SetRegionHelpEndCallback( &(gProsAndConsRegions[ cnt ]), HelpTextDoneCallback );
}
}
else
{
sProsConsIndent = __max( StringPixLength( gzProsLabel, ITEMDESC_FONT ), StringPixLength( gzConsLabel, ITEMDESC_FONT ) ) + 10;
for ( cnt = 0; cnt < 2; cnt++ )
{
// Add region for pros/cons help text
MSYS_DefineRegion( &gProsAndConsRegions[ cnt ],
(INT16)(ITEMDESC_PROS_START_X + sProsConsIndent),
(INT16)(gsInvDescY + gItemDescProsConsRects[ cnt ].iTop),
(INT16)(gsInvDescX + gItemDescProsConsRects[ cnt ].iRight),
(INT16)(gsInvDescY + gItemDescProsConsRects[ cnt ].iBottom),
MSYS_PRIORITY_HIGHEST, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescCallback );
MSYS_AddRegion( &gProsAndConsRegions[cnt]);
if (cnt == 0)
{
wcscpy( gzFullItemPros, gzProsLabel );
wcscat( gzFullItemPros, L" " );
// use temp variable to prevent an initial comma from being displayed
GenerateProsString( gzFullItemTemp, gpItemDescObject, 1000 );
wcscat( gzFullItemPros, gzFullItemTemp );
SetRegionFastHelpText( &(gProsAndConsRegions[ cnt ]), gzFullItemPros );
}
else
{
wcscpy( gzFullItemCons, gzConsLabel );
wcscat( gzFullItemCons, L" " );
// use temp variable to prevent an initial comma from being displayed
GenerateConsString( gzFullItemTemp, gpItemDescObject, 1000 );
wcscat( gzFullItemCons, gzFullItemTemp );
SetRegionFastHelpText( &(gProsAndConsRegions[ cnt ]), gzFullItemCons );
}
SetRegionHelpEndCallback( &(gProsAndConsRegions[ cnt ]), HelpTextDoneCallback );
}
}
}
// Load graphic
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, "INTERFACE\\infobox_interface.sti" );
CHECKF( AddVideoObject( &VObjectDesc, &guiItemDescBox) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, "INTERFACE\\iteminfoc.STI" );
CHECKF( AddVideoObject( &VObjectDesc, &guiMapItemDescBox) );
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, "INTERFACE\\bullet.STI" );
CHECKF( AddVideoObject( &VObjectDesc, &guiBullet) );
if ( gpItemDescObject->usItem != MONEY )
{
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
// Build a mouse region here that is over any others.....
// if (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
MSYS_DefineRegion( &gItemDescAttachmentRegions[cnt], (INT16)(gsInvDescX + gMapItemDescAttachmentsXY[cnt].sX), (INT16)(gsInvDescY + gMapItemDescAttachmentsXY[cnt].sY), (INT16)(gsInvDescX + gMapItemDescAttachmentsXY[cnt].sX + gMapItemDescAttachmentsXY[cnt].sWidth), (INT16)(gsInvDescY + gMapItemDescAttachmentsXY[cnt].sY + gMapItemDescAttachmentsXY[cnt].sHeight), MSYS_PRIORITY_HIGHEST,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescAttachmentsCallback );
else
MSYS_DefineRegion( &gItemDescAttachmentRegions[cnt], (INT16)(gsInvDescX + gItemDescAttachmentsXY[cnt].sX), (INT16)(gsInvDescY + gItemDescAttachmentsXY[cnt].sY), (INT16)(gsInvDescX + gItemDescAttachmentsXY[cnt].sX + gItemDescAttachmentsXY[cnt].sBarDx + gItemDescAttachmentsXY[cnt].sWidth), (INT16)(gsInvDescY + gItemDescAttachmentsXY[cnt].sY + gItemDescAttachmentsXY[cnt].sHeight), MSYS_PRIORITY_HIGHEST,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemDescAttachmentsCallback );
// Add region
MSYS_AddRegion( &gItemDescAttachmentRegions[cnt]);
MSYS_SetRegionUserData( &gItemDescAttachmentRegions[cnt], 0, cnt );
if ( gpItemDescObject->usAttachItem[ cnt ] != NOTHING )
{
SetRegionFastHelpText( &(gItemDescAttachmentRegions[ cnt ]), ItemNames[ gpItemDescObject->usAttachItem[ cnt ] ] );
SetRegionHelpEndCallback( &(gItemDescAttachmentRegions[ cnt ]), HelpTextDoneCallback );
}
else
{
SetRegionFastHelpText( &(gItemDescAttachmentRegions[ cnt ]), Message[ STR_ATTACHMENTS ] );
SetRegionHelpEndCallback( &(gItemDescAttachmentRegions[ cnt ]), HelpTextDoneCallback );
}
}
}
else
{
memset( &gRemoveMoney, 0, sizeof( REMOVE_MONEY ) );
gRemoveMoney.uiTotalAmount = gpItemDescObject->ItemData.Money.uiMoneyAmount;
gRemoveMoney.uiMoneyRemaining = gpItemDescObject->ItemData.Money.uiMoneyAmount;
gRemoveMoney.uiMoneyRemoving = 0;
// Load graphic
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, "INTERFACE\\info_bil.sti" );
CHECKF( AddVideoObject( &VObjectDesc, &guiMoneyGraphicsForDescBox) );
//Create buttons for the money
// if (guiCurrentScreen == MAP_SCREEN )
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
guiMoneyButtonImage = LoadButtonImage("INTERFACE\\Info_bil.sti", -1,1,-1,2,-1 );
for(cnt=0; cnt<MAX_ATTACHMENTS-1; cnt++)
{
guiMoneyButtonBtn[cnt] = CreateIconAndTextButton( guiMoneyButtonImage, gzMoneyAmounts[cnt], BLOCKFONT2,
5, DEFAULT_SHADOW,
5, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
(UINT16)(gMapMoneyButtonLoc.x + gMoneyButtonOffsets[cnt].x), (UINT16)(gMapMoneyButtonLoc.y + gMoneyButtonOffsets[cnt].y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, BtnMoneyButtonCallback );
MSYS_SetBtnUserData( guiMoneyButtonBtn[cnt], 0, cnt);
if( cnt == M_1000 && gRemoveMoney.uiTotalAmount < 1000 )
DisableButton( guiMoneyButtonBtn[cnt] );
else if( cnt == M_100 && gRemoveMoney.uiTotalAmount < 100 )
DisableButton( guiMoneyButtonBtn[cnt] );
else if( cnt == M_10 && gRemoveMoney.uiTotalAmount < 10 )
DisableButton( guiMoneyButtonBtn[cnt] );
}
//Create the Done button
guiMoneyDoneButtonImage = UseLoadedButtonImage( guiMoneyButtonImage, -1,3,-1,4,-1 );
guiMoneyButtonBtn[cnt] = CreateIconAndTextButton( guiMoneyDoneButtonImage, gzMoneyAmounts[cnt], BLOCKFONT2,
5, DEFAULT_SHADOW,
5, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
(UINT16)(gMapMoneyButtonLoc.x + gMoneyButtonOffsets[cnt].x), (UINT16)(gMapMoneyButtonLoc.y + gMoneyButtonOffsets[cnt].y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, BtnMoneyButtonCallback );
MSYS_SetBtnUserData( guiMoneyButtonBtn[cnt], 0, cnt);
}
else
{
guiMoneyButtonImage = LoadButtonImage("INTERFACE\\Info_bil.sti", -1,1,-1,2,-1 );
for(cnt=0; cnt<MAX_ATTACHMENTS-1; cnt++)
{
guiMoneyButtonBtn[cnt] = CreateIconAndTextButton( guiMoneyButtonImage, gzMoneyAmounts[cnt], BLOCKFONT2,
5, DEFAULT_SHADOW,
5, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
(UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[cnt].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[cnt].y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, BtnMoneyButtonCallback );
MSYS_SetBtnUserData( guiMoneyButtonBtn[cnt], 0, cnt);
if( cnt == M_1000 && gRemoveMoney.uiTotalAmount < 1000 )
DisableButton( guiMoneyButtonBtn[cnt] );
else if( cnt == M_100 && gRemoveMoney.uiTotalAmount < 100 )
DisableButton( guiMoneyButtonBtn[cnt] );
else if( cnt == M_10 && gRemoveMoney.uiTotalAmount < 10 )
DisableButton( guiMoneyButtonBtn[cnt] );
}
//Create the Done button
guiMoneyDoneButtonImage = UseLoadedButtonImage( guiMoneyButtonImage, -1,3,6,4,5 );
guiMoneyButtonBtn[cnt] = CreateIconAndTextButton( guiMoneyDoneButtonImage, gzMoneyAmounts[cnt], BLOCKFONT2,
5, DEFAULT_SHADOW,
5, DEFAULT_SHADOW,
TEXT_CJUSTIFIED,
(UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[cnt].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[cnt].y), BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, BtnMoneyButtonCallback );
MSYS_SetBtnUserData( guiMoneyButtonBtn[cnt], 0, cnt);
}
}
fInterfacePanelDirty = DIRTYLEVEL2;
gfInItemDescBox = TRUE;
CHECKF( ReloadItemDesc( ) );
if ( gpItemPointer )
{
gpAttachSoldier = gpItemPointerSoldier;
}
else
{
gpAttachSoldier = pSoldier;
}
// store attachments that item originally had
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
gusOriginalAttachItem[ cnt ] = pObject->usAttachItem[ cnt ];
gbOriginalAttachStatus[ cnt ] = pObject->bAttachStatus[ cnt ];
}
if ( (gpItemPointer != NULL) && (gfItemDescHelpTextOffset == FALSE) && (CheckFact( FACT_ATTACHED_ITEM_BEFORE, 0 ) == FALSE) )
{
// set up help text for attachments
for ( cnt = 0; cnt < NUM_INV_HELPTEXT_ENTRIES; cnt++ )
{
gItemDescHelpText.iXPosition[ cnt ] += gsInvDescX;
gItemDescHelpText.iYPosition[ cnt ] += gsInvDescY;
}
// if ( !(Item[ pObject->usItem ].fFlags & ITEM_HIDDEN_ADDON) && ( ValidAttachment( gpItemPointer->usItem, pObject->usItem ) || ValidLaunchable( gpItemPointer->usItem, pObject->usItem ) || ValidMerge( gpItemPointer->usItem, pObject->usItem ) ) )
if ( !(Item[ pObject->usItem ].hiddenaddon ) && ( ValidAttachment( gpItemPointer->usItem, pObject->usItem ) || ValidLaunchable( gpItemPointer->usItem, pObject->usItem ) || ValidMerge( gpItemPointer->usItem, pObject->usItem ) ) )
{
SetUpFastHelpListRegions(
gItemDescHelpText.iXPosition,
gItemDescHelpText.iYPosition,
gItemDescHelpText.iWidth,
gItemDescHelpText.sString1,
NUM_INV_HELPTEXT_ENTRIES );
}
else
{
SetUpFastHelpListRegions(
gItemDescHelpText.iXPosition,
gItemDescHelpText.iYPosition,
gItemDescHelpText.iWidth,
gItemDescHelpText.sString2,
NUM_INV_HELPTEXT_ENTRIES );
}
StartShowingInterfaceFastHelpText();
SetFactTrue( FACT_ATTACHED_ITEM_BEFORE );
gfItemDescHelpTextOffset = TRUE;
}
return( TRUE );
}
BOOLEAN ReloadItemDesc( )
{
if ( !LoadTileGraphicForItem( &(Item[ gpItemDescObject->usItem ]), &guiItemGraphic ) )
{
return( FALSE );
}
//
// Load name, desc
//
//if the player is extracting money from the players account, use a different item name and description
if( gfAddingMoneyToMercFromPlayersAccount && gpItemDescObject->usItem == MONEY )
{
if ( !LoadItemInfo( MONEY_FOR_PLAYERS_ACCOUNT, gzItemName, gzItemDesc ) )
{
return( FALSE );
}
}
else
{
if ( !LoadItemInfo( gpItemDescObject->usItem, gzItemName, gzItemDesc ) )
{
return( FALSE );
}
}
/*
if (Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON)
{
// load item pros and cons
if ( !LoadItemProsAndCons( gpItemDescObject->usItem, gzItemPros, gzItemCons ) )
{
return( FALSE );
}
}
else
{
wcscpy( gzItemPros, L"" );
wcscpy( gzItemCons, L"" );
}
*/
return( TRUE );
}
void ItemDescAmmoCallback(GUI_BUTTON *btn,INT32 reason)
{
static BOOLEAN fRightDown = FALSE;
CHAR16 pStr[10];
/* region gets disabled in SKI for shopkeeper boxes. It now works normally for merc's inventory boxes!
//if we are currently in the shopkeeper interface, return;
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
return;
}
*/
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
fRightDown = TRUE;
gfItemAmmoDown = TRUE;
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP && fRightDown )
{
fRightDown = FALSE;
gfItemAmmoDown = FALSE;
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
if ( gpItemPointer == NULL && EmptyWeaponMagazine( gpItemDescObject, &gItemPointer ) )
{
// OK, END the description box
//fItemDescDelete = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
gpItemPointer = &gItemPointer;
gpItemPointerSoldier = gpItemDescSoldier;
swprintf( pStr, L"0" );
SpecifyButtonText( giItemDescAmmoButton, pStr );
// Set mouse
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
fMapInventoryItem=TRUE;
fTeamPanelDirty=TRUE;
}
}
else
{
// Set pointer to item
if ( gpItemPointer == NULL && EmptyWeaponMagazine( gpItemDescObject, &gItemPointer ) )
{
gpItemPointer = &gItemPointer;
gpItemPointerSoldier = gpItemDescSoldier;
// if in SKI, load item into SKI's item pointer
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
// pick up bullets from weapon into cursor (don't try to sell)
BeginSkiItemPointer( PLAYERS_INVENTORY, -1, FALSE );
}
// OK, END the description box
//fItemDescDelete = TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
swprintf( pStr, L"0" );
SpecifyButtonText( giItemDescAmmoButton, pStr );
fItemDescDelete = TRUE;
}
}
btn->uiFlags &= (~BUTTON_CLICKED_ON );
}
}
void DoAttachment( void )
{
if ( AttachObject( gpItemDescSoldier, gpItemDescObject, gpItemPointer ) )
{
if (gpItemPointer->usItem == NOTHING)
{
// attachment attached, merge item consumed, etc
if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
MAPEndItemPointer( );
}
else
{
// End Item pickup
gpItemPointer = NULL;
EnableSMPanelButtons( TRUE , TRUE );
MSYS_ChangeRegionCursor( &gSMPanelRegion , CURSOR_NORMAL );
SetCurrentCursorFromDatabase( CURSOR_NORMAL );
//if we are currently in the shopkeeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
//Clear out the moving cursor
memset( &gMoveingItem, 0, sizeof( INVENTORY_IN_SLOT ) );
//change the curosr back to the normal one
SetSkiCursor( CURSOR_NORMAL );
}
}
}
if ( gpItemDescObject->usItem == NOTHING )
{
// close desc panel panel
DeleteItemDescriptionBox();
}
//Dirty interface
fInterfacePanelDirty = DIRTYLEVEL2;
ReloadItemDesc( );
}
// re-evaluate repairs
gfReEvaluateEveryonesNothingToDo = TRUE;
}
void PermanantAttachmentMessageBoxCallBack( UINT8 ubExitValue )
{
if ( ubExitValue == MSG_BOX_RETURN_YES )
{
DoAttachment();
}
// else do nothing
}
void ItemDescAttachmentsCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT32 uiItemPos;
static BOOLEAN fRightDown = FALSE;
if ( gfItemDescObjectIsAttachment )
{
// screen out completely
return;
}
uiItemPos = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
// if the item being described belongs to a shopkeeper, ignore attempts to pick it up / replace it
if( ( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE ) && ( pShopKeeperItemDescObject != NULL ) )
{
return;
}
// Try to place attachment if something is in our hand
// require as many APs as to reload
if ( gpItemPointer != NULL )
{
// nb pointer could be NULL because of inventory manipulation in mapscreen from sector inv
if ( !gpItemPointerSoldier || EnoughPoints( gpItemPointerSoldier, AttachmentAPCost( gpItemPointer->usItem, gpItemDescObject->usItem ), 0, TRUE ) )
{
// if ( (Item[ gpItemPointer->usItem ].fFlags & ITEM_INSEPARABLE) && ValidAttachment( gpItemPointer->usItem, gpItemDescObject->usItem ) )
if ( (Item[ gpItemPointer->usItem ].inseparable ) && ValidAttachment( gpItemPointer->usItem, gpItemDescObject->usItem ) )
{
DoScreenIndependantMessageBox( Message[ STR_PERMANENT_ATTACHMENT ], ( UINT8 )MSG_BOX_FLAG_YESNO, PermanantAttachmentMessageBoxCallBack );
return;
}
DoAttachment();
}
}
else
{
// ATE: Make sure we have enough AP's to drop it if we pick it up!
if ( EnoughPoints( gpItemDescSoldier, ( AttachmentAPCost( gpItemDescObject->usAttachItem[uiItemPos], gpItemDescObject->usItem ) + AP_PICKUP_ITEM ), 0, TRUE ) )
{
// Get attachment if there is one
// The follwing function will handle if no attachment is here
if ( RemoveAttachment( gpItemDescObject, (UINT8)uiItemPos, &gItemPointer ) )
{
gpItemPointer = &gItemPointer;
gpItemPointerSoldier = gpItemDescSoldier;
// if( guiCurrentScreen == MAP_SCREEN )
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
// Set mouse
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
fMapInventoryItem=TRUE;
fTeamPanelDirty=TRUE;
}
//if we are currently in the shopkeeper interface
else if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
// pick up attachment from item into cursor (don't try to sell)
BeginSkiItemPointer( PLAYERS_INVENTORY, -1, FALSE );
}
//Dirty interface
fInterfacePanelDirty = DIRTYLEVEL2;
// re-evaluate repairs
gfReEvaluateEveryonesNothingToDo = TRUE;
UpdateItemHatches();
}
}
}
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
{
fRightDown = TRUE;
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP && fRightDown )
{
static OBJECTTYPE Object2;
fRightDown = FALSE;
if ( gpItemDescObject->usAttachItem[ uiItemPos ] != NOTHING )
{
BOOLEAN fShopkeeperItem = FALSE;
// remember if this is a shopkeeper's item we're viewing ( pShopKeeperItemDescObject will get nuked on deletion )
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE && pShopKeeperItemDescObject != NULL )
{
fShopkeeperItem = TRUE;
}
DeleteItemDescriptionBox( );
if ( CreateItem( gpItemDescObject->usAttachItem[ uiItemPos ], gpItemDescObject->bAttachStatus[ uiItemPos ], &Object2 ) )
{
gfItemDescObjectIsAttachment = TRUE;
InternalInitItemDescriptionBox( &Object2, gsInvDescX, gsInvDescY, 0, gpItemDescSoldier );
if ( fShopkeeperItem )
{
pShopKeeperItemDescObject = &Object2;
StartSKIDescriptionBox( );
}
}
}
}
}
void RenderItemDescriptionBox( )
{
ETRLEObject *pTrav;
UINT32 usHeight, usWidth;
INT16 sCenX, sCenY, sStrX;
HVOBJECT hVObject;
CHAR16 sTempString[ 128 ];
UINT16 uiStringLength, uiRightLength;
static CHAR16 pStr[ 100 ];
INT32 cnt;
FLOAT fWeight;
INT16 usX, usY;
UINT8 ubAttackAPs;
BOOLEAN fHatchOutAttachments = gfItemDescObjectIsAttachment; // if examining attachment, always hatch out attachment slots
INT16 sProsConsIndent;
if( ( guiCurrentItemDescriptionScreen == MAP_SCREEN ) &&(gfInItemDescBox ) )
{
// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
GetVideoObject( &hVObject, guiItemGraphic );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth;
// CENTER IN SLOT!
// REMOVE OFFSETS!
sCenX = MAP_ITEMDESC_ITEM_X + (INT16)( abs( ITEMDESC_ITEM_WIDTH - (double)usWidth ) / 2 ) - pTrav->sOffsetX;
sCenY = MAP_ITEMDESC_ITEM_Y + (INT16)( abs( ITEMDESC_ITEM_HEIGHT - (double)usHeight ) / 2 )- pTrav->sOffsetY;
BltVideoObjectFromIndex( guiSAVEBUFFER, guiMapItemDescBox, 0, gsInvDescX, gsInvDescY, VO_BLT_SRCTRANSPARENCY, NULL );
//Display the money 'seperating' border
if ( gpItemDescObject->usItem == MONEY )
{
//Render the money Boxes
BltVideoObjectFromIndex( guiSAVEBUFFER, guiMoneyGraphicsForDescBox, 0, (UINT16)(gMapMoneyButtonLoc.x + gMoneyButtonOffsets[0].x), (UINT16)(gMapMoneyButtonLoc.y + gMoneyButtonOffsets[0].y), VO_BLT_SRCTRANSPARENCY, NULL );
}
// Display item
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX - 2, sCenY + 2 );
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX, sCenY, VO_BLT_SRCTRANSPARENCY, NULL );
// Display ststus
DrawItemUIBarEx( gpItemDescObject, gubItemDescStatusIndex, (INT16)MAP_ITEMDESC_ITEM_STATUS_X, (INT16)MAP_ITEMDESC_ITEM_STATUS_Y, ITEMDESC_ITEM_STATUS_WIDTH, ITEMDESC_ITEM_STATUS_HEIGHT_MAP, Get16BPPColor( DESC_STATUS_BAR ), Get16BPPColor( DESC_STATUS_BAR_SHADOW ), TRUE, guiSAVEBUFFER );
if (gpItemPointer)
{
// if ( ( Item[ gpItemPointer->usItem ].fFlags & ITEM_HIDDEN_ADDON ) ||
if ( ( Item[ gpItemPointer->usItem ].hiddenaddon ) ||
( !ValidItemAttachment( gpItemDescObject, gpItemPointer->usItem, FALSE ) &&
!ValidMerge( gpItemPointer->usItem, gpItemDescObject->usItem ) && !ValidLaunchable( gpItemPointer->usItem, gpItemDescObject->usItem ) ) )
{
// hatch out the attachment panels
fHatchOutAttachments = TRUE;
}
}
// Display attachments
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( gpItemDescObject->usAttachItem[ cnt ] != NOTHING )
{
// if (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
sCenX = (INT16)( gsInvDescX + gMapItemDescAttachmentsXY[cnt].sX + 5 );
sCenY = (INT16)( gsInvDescY + gMapItemDescAttachmentsXY[cnt].sY - 1 );
INVRenderItem( guiSAVEBUFFER, NULL, gpItemDescObject, sCenX, sCenY, gMapItemDescAttachmentsXY[cnt].sWidth, gMapItemDescAttachmentsXY[cnt].sHeight, DIRTYLEVEL2, NULL, (UINT8)(RENDER_ITEM_ATTACHMENT1 + cnt), FALSE, 0 );
sCenX = sCenX - gMapItemDescAttachmentsXY[cnt].sBarDx;
sCenY = sCenY + gMapItemDescAttachmentsXY[cnt].sBarDy;
DrawItemUIBarEx( gpItemDescObject, (UINT8)(DRAW_ITEM_STATUS_ATTACHMENT1 + cnt), sCenX, sCenY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , guiSAVEBUFFER );
}
else
{
sCenX = (INT16)( gsInvDescX + gMapItemDescAttachmentsXY[cnt].sX + 5 );
sCenY = (INT16)( gsInvDescY + gMapItemDescAttachmentsXY[cnt].sY - 1 );
INVRenderItem( guiSAVEBUFFER, NULL, gpItemDescObject, sCenX, sCenY, gMapItemDescAttachmentsXY[cnt].sWidth, gMapItemDescAttachmentsXY[cnt].sHeight, DIRTYLEVEL2, NULL, (UINT8)(RENDER_ITEM_ATTACHMENT1 + cnt), FALSE, 0 );
sCenX = sCenX - gItemDescAttachmentsXY[cnt].sBarDx;
sCenY = sCenY + gItemDescAttachmentsXY[cnt].sBarDy;
DrawItemUIBarEx( gpItemDescObject, (UINT8)(DRAW_ITEM_STATUS_ATTACHMENT1 + cnt), sCenX, sCenY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , guiSAVEBUFFER );
}
}
if (fHatchOutAttachments )
{
DrawHatchOnInventory( guiSAVEBUFFER, (INT16) (gsInvDescX + gMapItemDescAttachmentsXY[ cnt ].sX), (INT16) (gsInvDescY + gMapItemDescAttachmentsXY[ cnt ].sY - 2), (INT16)(gMapItemDescAttachmentsXY[ cnt ].sWidth + gMapItemDescAttachmentsXY[ cnt ].sBarDx), (INT16) (gMapItemDescAttachmentsXY[ cnt ].sHeight + 2) );
}
}
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN || Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
{
// display bullets for ROF
if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, MAP_BULLET_SING_X, MAP_BULLET_SING_Y, VO_BLT_SRCTRANSPARENCY, NULL );
if (GetShotsPerBurst(gpItemDescObject)> 0)
{
for ( cnt = 0; cnt < __min(GetShotsPerBurst(gpItemDescObject),12); cnt++ )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, MAP_BULLET_BURST_X + cnt * (BULLET_WIDTH/2 + 1), MAP_BULLET_BURST_Y, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
else if (GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 )
{
for ( cnt = 0; cnt < 10; cnt++ )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, MAP_BULLET_BURST_X + cnt * (BULLET_WIDTH/2 + 1), MAP_BULLET_BURST_Y, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
}
RestoreExternBackgroundRect( gsInvDescX, gsInvDescY, MAP_ITEMDESC_WIDTH, MAP_ITEMDESC_HEIGHT );
// Render font desc
SetFont( ITEMDESC_FONT );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_FCOLOR_WHITE );
SetFontShadow( ITEMDESC_FONTSHADOW3 );
// Render name
#ifdef JA2TESTVERSION
mprintf( MAP_ITEMDESC_NAME_X, MAP_ITEMDESC_NAME_Y, L"%s (%d)", gzItemName, gpItemDescObject->usItem );
#else
mprintf( MAP_ITEMDESC_NAME_X, MAP_ITEMDESC_NAME_Y, L"%s", gzItemName );
#endif
SetFontForeground( FONT_BLACK );
SetFontShadow( ITEMDESC_FONTSHADOW2 );
DisplayWrappedString( (INT16)MAP_ITEMDESC_DESC_START_X, (INT16)MAP_ITEMDESC_DESC_START_Y, MAP_ITEMDESC_DESC_WIDTH, 2, ITEMDESC_FONT, FONT_BLACK, gzItemDesc, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
if ( ITEM_PROS_AND_CONS( gpItemDescObject->usItem ) )
{
if ( (Item[gpItemDescObject->usItem].fingerprintid ) && gpItemDescObject->ubImprintID < NO_PROFILE )
{
// add name noting imprint
swprintf( pStr, L"%s %s (%s)", AmmoCaliber[ Weapon[ gpItemDescObject->usItem ].ubCalibre ], WeaponType[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ], gMercProfiles[ gpItemDescObject->ubImprintID ].zNickname );
}
else
{
swprintf( pStr, L"%s %s", AmmoCaliber[ Weapon[ gpItemDescObject->usItem ].ubCalibre ], WeaponType[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ] );
}
FindFontRightCoordinates( (INT16) MAP_ITEMDESC_CALIBER_X, (INT16) MAP_ITEMDESC_CALIBER_Y, MAP_ITEMDESC_CALIBER_WIDTH, ITEM_STATS_HEIGHT, pStr, ITEMDESC_FONT, &usX, &usY);
mprintf( usX, usY, pStr );
SetFontForeground( FONT_MCOLOR_DKWHITE2 );
SetFontShadow( ITEMDESC_FONTSHADOW3 );
mprintf( (INT16)MAP_ITEMDESC_PROS_START_X, (INT16)MAP_ITEMDESC_PROS_START_Y, gzProsLabel );
sProsConsIndent = __max( StringPixLength( gzProsLabel, ITEMDESC_FONT ), StringPixLength( gzConsLabel, ITEMDESC_FONT ) ) + 10;
GenerateProsString( gzItemPros, gpItemDescObject, MAP_ITEMDESC_DESC_WIDTH - sProsConsIndent - StringPixLength( DOTDOTDOT, ITEMDESC_FONT ) );
if (gzItemPros[0] != 0)
{
SetFontForeground( FONT_BLACK );
SetFontShadow( ITEMDESC_FONTSHADOW2 );
DisplayWrappedString( (INT16)(MAP_ITEMDESC_PROS_START_X + sProsConsIndent), (INT16)MAP_ITEMDESC_PROS_START_Y, (INT16)(ITEMDESC_DESC_WIDTH - sProsConsIndent), 2, ITEMDESC_FONT, FONT_BLACK, gzItemPros, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
SetFontForeground( FONT_MCOLOR_DKWHITE2 );
SetFontShadow( ITEMDESC_FONTSHADOW3 );
mprintf( (INT16)MAP_ITEMDESC_CONS_START_X, (INT16)MAP_ITEMDESC_CONS_START_Y, gzConsLabel );
GenerateConsString( gzItemCons, gpItemDescObject, MAP_ITEMDESC_DESC_WIDTH - sProsConsIndent - StringPixLength( DOTDOTDOT, ITEMDESC_FONT ) );
if (gzItemCons[0] != 0)
{
SetFontForeground( FONT_BLACK );
SetFontShadow( ITEMDESC_FONTSHADOW2 );
DisplayWrappedString( (INT16)(MAP_ITEMDESC_CONS_START_X + sProsConsIndent), (INT16)MAP_ITEMDESC_CONS_START_Y, (INT16)(ITEMDESC_DESC_WIDTH - sProsConsIndent), 2, ITEMDESC_FONT, FONT_BLACK, gzItemCons, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
}
}
/*
DisplayWrappedString( (INT16)MAP_ITEMDESC_PROS_START_X, (INT16)MAP_ITEMDESC_PROS_START_Y, MAP_ITEMDESC_DESC_WIDTH, 2, ITEMDESC_FONT, FONT_BLACK, gzProsLabel, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
if (gzItemPros[0] != 0)
{
DisplayWrappedString( (INT16)MAP_ITEMDESC_PROS_START_X, (INT16)MAP_ITEMDESC_PROS_START_Y, MAP_ITEMDESC_DESC_WIDTH, 2, ITEMDESC_FONT, FONT_BLACK, gzItemPros, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
}
DisplayWrappedString( (INT16)MAP_ITEMDESC_CONS_START_X, (INT16)MAP_ITEMDESC_CONS_START_Y, MAP_ITEMDESC_DESC_WIDTH, 2, ITEMDESC_FONT, FONT_BLACK, gzConsLabel, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
if (gzItemCons[0] != 0)
{
DisplayWrappedString( (INT16)MAP_ITEMDESC_CONS_START_X, (INT16)MAP_ITEMDESC_CONS_START_Y, MAP_ITEMDESC_DESC_WIDTH, 2, ITEMDESC_FONT, FONT_BLACK, gzItemCons, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
}
*/
// Get length of string
uiRightLength=35;
//Pulmu: Changed weight calculation of single item in stack
if( Item[gpItemDescObject->usItem].usItemClass == IC_AMMO && gpItemDescObject->ubNumberOfObjects > 1 && gubItemDescStatusIndex < gpItemDescObject->ubNumberOfObjects)
{
//Get weight of one item in stack.
UINT8 ubShotsLeftFirst = gpItemDescObject->ItemData.Ammo.ubShotsLeft[0];
UINT8 ubNumberOfObjects = gpItemDescObject->ubNumberOfObjects;
gpItemDescObject->ubNumberOfObjects = 1;
gpItemDescObject->ItemData.Ammo.ubShotsLeft[0] = gpItemDescObject->ItemData.Ammo.ubShotsLeft[gubItemDescStatusIndex];
fWeight = (float)(CalculateObjectWeight( gpItemDescObject )) / 10;
gpItemDescObject->ItemData.Ammo.ubShotsLeft[0] = ubShotsLeftFirst;
gpItemDescObject->ubNumberOfObjects = ubNumberOfObjects;
}
//Item does not exist
else if( gubItemDescStatusIndex >= gpItemDescObject->ubNumberOfObjects )
{
fWeight = (float)0.0;
}
else
{
fWeight = (float)(CalculateObjectWeight( gpItemDescObject )) / 10;
}
if ( !gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] ) // metric units not enabled
{
fWeight = fWeight * 2.2f;
}
// Add weight of attachments here !
if ( fWeight < 0.1 && gubItemDescStatusIndex < gpItemDescObject->ubNumberOfObjects )
{
fWeight = (float)0.1;
}
//Pulmu end
// Render, stat name
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON )
{
SetFont( BLOCKFONT2 );
SetFontForeground( 6 );
SetFontShadow( DEFAULT_SHADOW );
//LABELS
swprintf( sTempString, gWeaponStatsDesc[ 0 ], GetWeightUnitString() );
mprintf( gMapWeaponStats[ 0 ].sX + gsInvDescX, gMapWeaponStats[ 0 ].sY + gsInvDescY, L"%s", sTempString );
//mprintf( gMapWeaponStats[ 2 ].sX + gsInvDescX, gMapWeaponStats[ 2 ].sY + gsInvDescY, L"%s", gMapWeaponStats[ 2 ].zDesc );
if ( Item[ gpItemDescObject->usItem ].usItemClass & (IC_GUN | IC_LAUNCHER ) )
{
mprintf( gMapWeaponStats[ 3 ].sX + gsInvDescX, gMapWeaponStats[ 3 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 3 ] );
}
if ( !(Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER) && !Item[gpItemDescObject->usItem].rocketlauncher )
{
mprintf( gMapWeaponStats[ 4 ].sX + gsInvDescX, gMapWeaponStats[ 4 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 4 ] );
}
mprintf( gMapWeaponStats[ 5 ].sX + gsInvDescX, gMapWeaponStats[ 5 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 5 ] );
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN || Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER)
{
// equals sign
if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto )
mprintf( gMapWeaponStats[ 7 ].sX + gsInvDescX, gMapWeaponStats[ 7 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 7 ] );
}
mprintf( gMapWeaponStats[ 1 ].sX + gsInvDescX, gMapWeaponStats[ 1 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 1 ] );
if (GetShotsPerBurst(gpItemDescObject) > 0 || GetAutofireShotsPerFiveAPs(gpItemDescObject)>0)
{
mprintf( gMapWeaponStats[ 8 ].sX + gsInvDescX, gMapWeaponStats[ 8 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 8 ] );
}
SetFontForeground( 5 );
//Status
// This is gross, but to get the % to work out right...
swprintf( pStr, L"%2d%%", gpItemDescObject->ItemData.Generic.bStatus[ gubItemDescStatusIndex ] );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 1 ].sX + gsInvDescX + gMapWeaponStats[ 1 ].sValDx + 6), (INT16)(gMapWeaponStats[ 1 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
wcscat( pStr, L"%%" );
mprintf( usX, usY, pStr );
// Values
if (fWeight <= (EXCEPTIONAL_WEIGHT / 10))
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
//Weight
swprintf( pStr, L"%1.1f", fWeight );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 0 ].sX + gsInvDescX + gMapWeaponStats[ 0 ].sValDx+6), (INT16)(gMapWeaponStats[ 0 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
if ( Item[ gpItemDescObject->usItem ].usItemClass & (IC_GUN | IC_LAUNCHER) )
{
if ( GunRange( gpItemDescObject ) >= EXCEPTIONAL_RANGE)
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
//Range
swprintf( pStr, L"%2d", ( GunRange( gpItemDescObject ) ) / 10 );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 3 ].sX + gsInvDescX + gMapWeaponStats[ 3 ].sValDx), (INT16)(gMapWeaponStats[ 3 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
if ( !(Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER) && !Item[gpItemDescObject->usItem].rocketlauncher )
{
UINT8 ubImpact = GetDamage(gpItemDescObject);
if ( ubImpact >= EXCEPTIONAL_DAMAGE)
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
//Damage
swprintf( pStr, L"%2d", ubImpact );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 4 ].sX + gsInvDescX + gMapWeaponStats[ 4 ].sValDx), (INT16)(gMapWeaponStats[ 4 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, gpItemDescObject );
if (ubAttackAPs <= EXCEPTIONAL_AP_COST)
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
//Ap's
if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto )
{
swprintf( pStr, L"%2d", ubAttackAPs );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 5 ].sX + gsInvDescX + gMapWeaponStats[ 5 ].sValDx), (INT16)(gMapWeaponStats[ 5 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
if (GetShotsPerBurst(gpItemDescObject) > 0)
{
if (GetShotsPerBurst(gpItemDescObject) >= EXCEPTIONAL_BURST_SIZE )//|| gpItemDescObject->usItem == G11)
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
swprintf( pStr, L"%2d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, gpItemDescObject ) );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 6 ].sX + gsInvDescX + gMapWeaponStats[ 6 ].sValDx), (INT16)(gMapWeaponStats[ 6 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
else if (GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0)
{
SetFontForeground( 5 );
swprintf( pStr, L"%2d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, gpItemDescObject, 3 ) );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 6 ].sX + gsInvDescX + gMapWeaponStats[ 6 ].sValDx), (INT16)(gMapWeaponStats[ 6 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
}
else if ( gpItemDescObject->usItem == MONEY )
{
SetFontForeground( FONT_FCOLOR_WHITE );
SetFontShadow( DEFAULT_SHADOW );
//
// Display the total amount of money
//
// if the player is taking money from their account
if( gfAddingMoneyToMercFromPlayersAccount )
swprintf( pStr, L"%ld", LaptopSaveInfo.iCurrentBalance );
else
swprintf( pStr, L"%ld", gRemoveMoney.uiTotalAmount );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
uiStringLength=StringPixLength(pStr, ITEMDESC_FONT );
sStrX = MAP_ITEMDESC_NAME_X + ( 245 - uiStringLength );
mprintf( sStrX, MAP_ITEMDESC_NAME_Y, pStr );
SetFont( BLOCKFONT2 );
SetFontForeground( 6 );
SetFontShadow( DEFAULT_SHADOW );
//Display the 'Removing'
mprintf( gMapMoneyStats[ 0 ].sX + gsInvDescX, gMapMoneyStats[ 0 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ MONEY_DESC_AMOUNT ] );
//Display the 'REmaining'
mprintf( gMapMoneyStats[ 2 ].sX + gsInvDescX, gMapMoneyStats[ 2 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ MONEY_DESC_AMOUNT_2_SPLIT ] );
//Display the 'Amt removing'
mprintf( gMapMoneyStats[ 1 ].sX + gsInvDescX, gMapMoneyStats[ 1 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ MONEY_DESC_REMAINING ] );
//Display the 'REmaining amount'
mprintf( gMapMoneyStats[ 3 ].sX + gsInvDescX, gMapMoneyStats[ 3 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ MONEY_DESC_TO_SPLIT ] );
SetFontForeground( 5 );
//Display the 'Seperate text'
mprintf( (UINT16)(gMapMoneyButtonLoc.x + gMoneyButtonOffsets[cnt].x), (UINT16)(gMapMoneyButtonLoc.y + gMoneyButtonOffsets[cnt].y ), gzMoneyAmounts[4] );
// The Money Remaining
swprintf( pStr, L"%ld", gRemoveMoney.uiMoneyRemaining );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
uiStringLength=StringPixLength(pStr, ITEMDESC_FONT );
sStrX = gMapMoneyStats[ 1 ].sX + gsInvDescX + gMapMoneyStats[ 1 ].sValDx + ( uiRightLength - uiStringLength );
mprintf( sStrX, gMapMoneyStats[ 1 ].sY + gsInvDescY, pStr );
// The money removing
SetFontForeground( 5 );
swprintf( pStr, L"%ld", gRemoveMoney.uiMoneyRemoving );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
uiStringLength=StringPixLength(pStr, ITEMDESC_FONT );
sStrX = gMapMoneyStats[ 3 ].sX + gsInvDescX + gMapMoneyStats[ 3 ].sValDx + ( uiRightLength - uiStringLength );
mprintf( sStrX, gMapMoneyStats[ 3 ].sY + gsInvDescY, pStr );
// print label for amount
// SetFontForeground( ITEMDESC_FONTFORE1 );
// mprintf( gMapMoneyStats[ 1 ].sX + gsInvDescX, gMapMoneyStats[ 1 ].sY + gsInvDescY, L"%s", gMapMoneyStats[ 1 ].zDesc );
}
else if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_MONEY )
{
SetFontForeground( FONT_FCOLOR_WHITE );
SetFontShadow( DEFAULT_SHADOW );
swprintf( pStr, L"%ld", gpItemDescObject->ItemData.Money.uiMoneyAmount );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
uiStringLength=StringPixLength(pStr, ITEMDESC_FONT );
sStrX = MAP_ITEMDESC_NAME_X + ( 245 - uiStringLength );
mprintf( sStrX, MAP_ITEMDESC_NAME_Y, pStr );
}
else
{
//Labels
SetFont( BLOCKFONT2 );
SetFontForeground( 6 );
SetFontShadow( DEFAULT_SHADOW );
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_AMMO )
{
mprintf( gMapWeaponStats[ 2 ].sX + gsInvDescX, gMapWeaponStats[ 2 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 2 ] );
}
else
{
mprintf( gMapWeaponStats[ 1 ].sX + gsInvDescX, gMapWeaponStats[ 1 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 1 ] );
}
swprintf( sTempString, gWeaponStatsDesc[ 0 ], GetWeightUnitString() );
mprintf( gMapWeaponStats[ 0 ].sX + gsInvDescX, gMapWeaponStats[ 0 ].sY + gsInvDescY, sTempString );
// Values
SetFontForeground( 5 );
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_AMMO )
{
// Ammo
swprintf( pStr, L"%d/%d", gpItemDescObject->ItemData.Ammo.ubShotsLeft[gubItemDescStatusIndex], Magazine[ Item[ gpItemDescObject->usItem ].ubClassIndex ].ubMagSize ); //Pulmu: Correct # of rounds for stacked ammo.
uiStringLength=StringPixLength(pStr, ITEMDESC_FONT );
// sStrX = gMapWeaponStats[ 0 ].sX + gsInvDescX + gMapWeaponStats[ 0 ].sValDx + ( uiRightLength - uiStringLength );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 2 ].sX + gsInvDescX + gMapWeaponStats[ 2 ].sValDx+6), (INT16)(gMapWeaponStats[ 2 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &sStrX, &usY);
mprintf( sStrX, gMapWeaponStats[ 2 ].sY + gsInvDescY, pStr );
}
else
{
//Status
swprintf( pStr, L"%2d%%", gpItemDescObject->ItemData.Generic.bStatus[ gubItemDescStatusIndex ] );
uiStringLength=StringPixLength(pStr, ITEMDESC_FONT );
// sStrX = gMapWeaponStats[ 1 ].sX + gsInvDescX + gMapWeaponStats[ 1 ].sValDx + ( uiRightLength - uiStringLength );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 1 ].sX + gsInvDescX + gMapWeaponStats[ 1 ].sValDx + 6), (INT16)(gMapWeaponStats[ 1 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &sStrX, &usY);
wcscat( pStr, L"%%" );
mprintf( sStrX, gMapWeaponStats[ 1 ].sY + gsInvDescY, pStr );
}
//Weight
swprintf( pStr, L"%1.1f", fWeight );
uiStringLength=StringPixLength(pStr, ITEMDESC_FONT );
// sStrX = gMapWeaponStats[ 0 ].sX + gsInvDescX + gMapWeaponStats[ 0 ].sValDx + ( uiRightLength - uiStringLength );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 0 ].sX + gsInvDescX + gMapWeaponStats[ 0 ].sValDx+6), (INT16)(gMapWeaponStats[ 0 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &sStrX, &usY);
mprintf( sStrX, gMapWeaponStats[ 0 ].sY + gsInvDescY, pStr );
if ( ( InKeyRingPopup() == TRUE ) || ( Item[ gpItemDescObject->usItem ].usItemClass & IC_KEY ) )
{
SetFontForeground( 6 );
// build description for keys .. the sector found
swprintf( pStr, L"%s", sKeyDescriptionStrings[ 0 ] );
mprintf( gMapWeaponStats[ 4 ].sX + gsInvDescX, gMapWeaponStats[ 4 ].sY + gsInvDescY, pStr );
swprintf( pStr, L"%s", sKeyDescriptionStrings[ 1 ] );
mprintf( gMapWeaponStats[ 4 ].sX + gsInvDescX, gMapWeaponStats[ 4 ].sY + gsInvDescY + GetFontHeight( BLOCKFONT ) + 2 , pStr );
SetFontForeground( 5 );
GetShortSectorString( ( INT16 ) SECTORX( KeyTable[ gpItemDescObject->ItemData.Key.ubKeyID ].usSectorFound ), ( INT16 ) SECTORY( KeyTable[ gpItemDescObject->ItemData.Key.ubKeyID ].usSectorFound ), sTempString );
swprintf( pStr, L"%s", sTempString );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 4 ].sX + gsInvDescX ), (INT16)(gMapWeaponStats[ 4 ].sY + gsInvDescY ), 110 ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
swprintf( pStr, L"%d", KeyTable[ gpItemDescObject->ItemData.Key.ubKeyID ].usDateFound );
FindFontRightCoordinates( (INT16)(gMapWeaponStats[ 4 ].sX + gsInvDescX ), (INT16)(gMapWeaponStats[ 4 ].sY + gsInvDescY + GetFontHeight( BLOCKFONT ) + 2 ), 110 ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
}
SetFontShadow( DEFAULT_SHADOW );
}
else if ( gfInItemDescBox )
{
// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
GetVideoObject( &hVObject, guiItemGraphic );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth;
// CENTER IN SLOT!
sCenX = ITEMDESC_ITEM_X + (INT16)( abs( ITEMDESC_ITEM_WIDTH - (double)usWidth ) / 2 ) - pTrav->sOffsetX;
sCenY = ITEMDESC_ITEM_Y + (INT16)( abs( ITEMDESC_ITEM_HEIGHT - (double)usHeight ) / 2 ) - pTrav->sOffsetY;
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemDescBox, 0, gsInvDescX, gsInvDescY, VO_BLT_SRCTRANSPARENCY, NULL );
if ( gpItemDescObject->usItem == MONEY )
{
//Render the money Boxes
BltVideoObjectFromIndex( guiSAVEBUFFER, guiMoneyGraphicsForDescBox, 0, (UINT16)(gsInvDescX+gItemDescAttachmentsXY[0].sX-1), (UINT16)(gsInvDescY+gItemDescAttachmentsXY[0].sY-2), VO_BLT_SRCTRANSPARENCY, NULL );
}
// Display item
if(gGameSettings.fOptions[ TOPTION_SHOW_ITEM_SHADOW ]) BltVideoObjectOutlineShadowFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX - 2, sCenY + 2 );
BltVideoObjectFromIndex( guiSAVEBUFFER, guiItemGraphic, 0, sCenX, sCenY, VO_BLT_SRCTRANSPARENCY, NULL );
// Display status
DrawItemUIBarEx( gpItemDescObject, gubItemDescStatusIndex, (INT16)ITEMDESC_ITEM_STATUS_X, (INT16)ITEMDESC_ITEM_STATUS_Y, ITEMDESC_ITEM_STATUS_WIDTH, ITEMDESC_ITEM_STATUS_HEIGHT, Get16BPPColor( DESC_STATUS_BAR ), Get16BPPColor( DESC_STATUS_BAR_SHADOW ), TRUE, guiSAVEBUFFER );
if (gpItemPointer)
{
// if ( ( Item[ gpItemPointer->usItem ].fFlags & ITEM_HIDDEN_ADDON ) ||
if ( ( Item[ gpItemPointer->usItem ].hiddenaddon ) ||
( !ValidItemAttachment( gpItemDescObject, gpItemPointer->usItem, FALSE ) &&
!ValidMerge( gpItemPointer->usItem, gpItemDescObject->usItem ) && !ValidLaunchable( gpItemPointer->usItem, gpItemDescObject->usItem ) ) )
{
// hatch out the attachment panels
fHatchOutAttachments = TRUE;
}
}
// Display attachments
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( gpItemDescObject->usAttachItem[ cnt ] != NOTHING )
{
sCenX = (INT16)( gsInvDescX + gItemDescAttachmentsXY[cnt].sX + 5 );
sCenY = (INT16)( gsInvDescY + gItemDescAttachmentsXY[cnt].sY - 1 );
INVRenderItem( guiSAVEBUFFER, NULL, gpItemDescObject, sCenX, sCenY, gItemDescAttachmentsXY[cnt].sWidth, gItemDescAttachmentsXY[cnt].sHeight, DIRTYLEVEL2, NULL, (UINT8)(RENDER_ITEM_ATTACHMENT1 + cnt), FALSE, 0 );
sCenX = sCenX - gItemDescAttachmentsXY[cnt].sBarDx;
sCenY = sCenY + gItemDescAttachmentsXY[cnt].sBarDy;
DrawItemUIBarEx( gpItemDescObject, (UINT8)(DRAW_ITEM_STATUS_ATTACHMENT1 + cnt), sCenX, sCenY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , guiSAVEBUFFER );
SetRegionFastHelpText( &(gItemDescAttachmentRegions[ cnt ]), ItemNames[ gpItemDescObject->usAttachItem[ cnt ] ] );
SetRegionHelpEndCallback( &(gItemDescAttachmentRegions[ cnt ]), HelpTextDoneCallback );
}
else
{
SetRegionFastHelpText( &(gItemDescAttachmentRegions[ cnt ]), Message[ STR_ATTACHMENTS ] );
SetRegionHelpEndCallback( &(gItemDescAttachmentRegions[ cnt ]), HelpTextDoneCallback );
}
if (fHatchOutAttachments)
{
//UINT32 uiWhichBuffer = ( guiCurrentItemDescriptionScreen == MAP_SCREEN ) ? guiSAVEBUFFER : guiRENDERBUFFER;
DrawHatchOnInventory( guiSAVEBUFFER, (INT16) (gsInvDescX + gItemDescAttachmentsXY[ cnt ].sX), (INT16) (gsInvDescY + gItemDescAttachmentsXY[ cnt ].sY - 2), (INT16)(gItemDescAttachmentsXY[ cnt ].sWidth + gItemDescAttachmentsXY[ cnt ].sBarDx), (INT16) (gItemDescAttachmentsXY[ cnt ].sHeight + 2) );
}
}
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN || Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
{
// display bullets for ROF
if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto )
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, BULLET_SING_X, BULLET_SING_Y, VO_BLT_SRCTRANSPARENCY, NULL );
if (GetShotsPerBurst(gpItemDescObject) > 0)
{
for ( cnt = 0; cnt < __min(GetShotsPerBurst(gpItemDescObject),12); cnt++ )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, BULLET_BURST_X + cnt * (BULLET_WIDTH/2 + 1), BULLET_BURST_Y, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
else if ( GetAutofireShotsPerFiveAPs(gpItemDescObject) > 0 )
{
for ( cnt = 0; cnt < 10; cnt++ )
{
BltVideoObjectFromIndex( guiSAVEBUFFER, guiBullet, 0, BULLET_BURST_X + cnt * (BULLET_WIDTH/2 + 1), BULLET_BURST_Y, VO_BLT_SRCTRANSPARENCY, NULL );
}
}
}
RestoreExternBackgroundRect( gsInvDescX, gsInvDescY, ITEMDESC_WIDTH, ITEMDESC_HEIGHT );
// Render font desc
SetFont( ITEMDESC_FONT );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontForeground( FONT_FCOLOR_WHITE );
SetFontShadow( ITEMDESC_FONTSHADOW3 );
// Render name
// SET CLIPPING RECT FOR FONTS
#ifdef JA2TESTVERSION
mprintf( ITEMDESC_NAME_X, ITEMDESC_NAME_Y, L"%s (%d)", gzItemName, gpItemDescObject->usItem );
#else
mprintf( ITEMDESC_NAME_X, ITEMDESC_NAME_Y, L"%s", gzItemName );
#endif
// Render caliber and description
SetFontForeground( FONT_BLACK );
SetFontShadow( ITEMDESC_FONTSHADOW2 );
DisplayWrappedString( (INT16)ITEMDESC_DESC_START_X, (INT16)ITEMDESC_DESC_START_Y, ITEMDESC_DESC_WIDTH, 2, ITEMDESC_FONT, FONT_BLACK, gzItemDesc, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
if ( ITEM_PROS_AND_CONS( gpItemDescObject->usItem ) )
{
if ( ( Item[gpItemDescObject->usItem].fingerprintid ) && gpItemDescObject->ubImprintID < NO_PROFILE )
{
// add name noting imprint
swprintf( pStr, L"%s %s (%s)", AmmoCaliber[ Weapon[ gpItemDescObject->usItem ].ubCalibre ], WeaponType[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ], gMercProfiles[ gpItemDescObject->ubImprintID ].zNickname );
}
else
{
swprintf( pStr, L"%s %s", AmmoCaliber[ Weapon[ gpItemDescObject->usItem ].ubCalibre ], WeaponType[ Weapon[ gpItemDescObject->usItem ].ubWeaponType ] );
}
FindFontRightCoordinates( (INT16) ITEMDESC_CALIBER_X, (INT16) ITEMDESC_CALIBER_Y, ITEMDESC_CALIBER_WIDTH, ITEM_STATS_HEIGHT, pStr, ITEMDESC_FONT, &usX, &usY);
mprintf( usX, usY, pStr );
SetFontForeground( FONT_MCOLOR_DKWHITE2 );
SetFontShadow( ITEMDESC_FONTSHADOW3 );
mprintf( (INT16)ITEMDESC_PROS_START_X, (INT16)ITEMDESC_PROS_START_Y, gzProsLabel );
sProsConsIndent = __max( StringPixLength( gzProsLabel, ITEMDESC_FONT ), StringPixLength( gzConsLabel, ITEMDESC_FONT ) ) + 10;
gzItemPros[0] = 0;
GenerateProsString( gzItemPros, gpItemDescObject, ITEMDESC_DESC_WIDTH - sProsConsIndent - StringPixLength( DOTDOTDOT, ITEMDESC_FONT ) );
if (gzItemPros[0] != 0)
{
SetFontForeground( FONT_BLACK );
SetFontShadow( ITEMDESC_FONTSHADOW2 );
DisplayWrappedString( (INT16)(ITEMDESC_PROS_START_X + sProsConsIndent), (INT16)ITEMDESC_PROS_START_Y, (INT16)(ITEMDESC_DESC_WIDTH - sProsConsIndent), 2, ITEMDESC_FONT, FONT_BLACK, gzItemPros, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED );
}
SetFontForeground( FONT_MCOLOR_DKWHITE2 );
SetFontShadow( ITEMDESC_FONTSHADOW3 );
mprintf( (INT16)ITEMDESC_CONS_START_X, (INT16)ITEMDESC_CONS_START_Y, gzConsLabel );
GenerateConsString( gzItemCons, gpItemDescObject, ITEMDESC_DESC_WIDTH - sProsConsIndent - StringPixLength( DOTDOTDOT, ITEMDESC_FONT ) );
if (gzItemCons[0] != 0)
{
SetFontForeground( FONT_BLACK );
SetFontShadow( ITEMDESC_FONTSHADOW2 );
DisplayWrappedString( (INT16)(ITEMDESC_CONS_START_X + sProsConsIndent), (INT16)ITEMDESC_CONS_START_Y, (INT16)(ITEMDESC_DESC_WIDTH - sProsConsIndent), 2, ITEMDESC_FONT, FONT_BLACK, gzItemCons, FONT_MCOLOR_BLACK, FALSE, LEFT_JUSTIFIED);
}
}
// Get length of string
uiRightLength=35;
// Calculate total weight of item and attachments
//Pulmu: Changed weight calculation of single item in stack.
if( Item[gpItemDescObject->usItem].usItemClass == IC_AMMO && gpItemDescObject->ubNumberOfObjects > 1 && gubItemDescStatusIndex < gpItemDescObject->ubNumberOfObjects)
{
//Get weight of one ammo clip in stack.
UINT8 ubShotsLeftFirst = gpItemDescObject->ItemData.Ammo.ubShotsLeft[0];
UINT8 ubNumberOfObjects = gpItemDescObject->ubNumberOfObjects;
gpItemDescObject->ubNumberOfObjects = 1;
gpItemDescObject->ItemData.Ammo.ubShotsLeft[0] = gpItemDescObject->ItemData.Ammo.ubShotsLeft[gubItemDescStatusIndex];
fWeight = (float)(CalculateObjectWeight( gpItemDescObject )) / 10;
gpItemDescObject->ItemData.Ammo.ubShotsLeft[0] = ubShotsLeftFirst;
gpItemDescObject->ubNumberOfObjects = ubNumberOfObjects;
}
//Item does not exist
else if( gubItemDescStatusIndex >= gpItemDescObject->ubNumberOfObjects )
{
fWeight = (float)0.0;
}
else
{
fWeight = (float)(CalculateObjectWeight( gpItemDescObject )) / 10;
}
if ( !gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] )
{
fWeight = fWeight * 2.2f;
}
if ( fWeight < 0.1 && gubItemDescStatusIndex < gpItemDescObject->ubNumberOfObjects )
{
fWeight = (float)0.1;
}
//Pulmu end
// Render, stat name
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_WEAPON )
{
SetFont( BLOCKFONT2 );
SetFontForeground( 6 );
SetFontShadow( DEFAULT_SHADOW );
//LABELS
swprintf( sTempString, gWeaponStatsDesc[ 0 ], GetWeightUnitString() );
mprintf( gWeaponStats[ 0 ].sX + gsInvDescX, gWeaponStats[ 0 ].sY + gsInvDescY, sTempString );
// mprintf( gWeaponStats[ 1 ].sX + gsInvDescX, gWeaponStats[ 1 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 1 ].zDesc );
// mprintf( gWeaponStats[ 2 ].sX + gsInvDescX, gWeaponStats[ 2 ].sY + gsInvDescY, L"%s", gWeaponStats[ 2 ].zDesc );
if ( Item[ gpItemDescObject->usItem ].usItemClass & (IC_GUN | IC_LAUNCHER ) )
{
mprintf( gWeaponStats[ 3 ].sX + gsInvDescX, gWeaponStats[ 3 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 3 ] );
}
if ( !(Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER) && !Item[gpItemDescObject->usItem].rocketlauncher )
{
mprintf( gWeaponStats[ 4 ].sX + gsInvDescX, gWeaponStats[ 4 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 4 ] );
}
mprintf( gWeaponStats[ 5 ].sX + gsInvDescX, gWeaponStats[ 5 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 5 ] );
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN || Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER )
{
if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto )
mprintf( gWeaponStats[ 7 ].sX + gsInvDescX, gWeaponStats[ 7 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 7 ] );
}
mprintf( gWeaponStats[ 1 ].sX + gsInvDescX, gWeaponStats[ 1 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 1 ] );
if (GetShotsPerBurst(gpItemDescObject) > 0 || GetAutofireShotsPerFiveAPs(gpItemDescObject))
{
mprintf( gWeaponStats[ 8 ].sX + gsInvDescX, gWeaponStats[ 8 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 8 ] );
}
// Values
if (fWeight <= (EXCEPTIONAL_WEIGHT / 10))
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
//Status
swprintf( pStr, L"%2d%%", gpItemDescObject->ItemData.Gun.bGunStatus );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 1 ].sX + gsInvDescX + gWeaponStats[ 1 ].sValDx), (INT16)(gWeaponStats[ 1 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
wcscat( pStr, L"%%" );
mprintf( usX, usY, pStr );
//Wieght
swprintf( pStr, L"%1.1f", fWeight );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 0 ].sX + gsInvDescX + gWeaponStats[ 0 ].sValDx), (INT16)(gWeaponStats[ 0 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
if ( Item[ gpItemDescObject->usItem ].usItemClass & (IC_GUN | IC_LAUNCHER) )
{
if ( GunRange( gpItemDescObject ) >= EXCEPTIONAL_RANGE)
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
swprintf( pStr, L"%2d", ( GunRange( gpItemDescObject ) ) / 10 );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 3 ].sX + gsInvDescX + gWeaponStats[ 3 ].sValDx), (INT16)(gWeaponStats[ 3 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
if ( !(Item[ gpItemDescObject->usItem ].usItemClass & IC_LAUNCHER) && !Item[gpItemDescObject->usItem].rocketlauncher )
{
UINT8 ubImpact = GetDamage(gpItemDescObject);
if ( ubImpact >= EXCEPTIONAL_DAMAGE)
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
swprintf( pStr, L"%2d", ubImpact );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 4 ].sX + gsInvDescX + gWeaponStats[ 4 ].sValDx), (INT16)(gWeaponStats[ 4 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, gpItemDescObject );
if (ubAttackAPs <= EXCEPTIONAL_AP_COST)
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
if ( !Weapon[gpItemDescObject->usItem].NoSemiAuto )
{
swprintf( pStr, L"%2d", ubAttackAPs );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 5 ].sX + gsInvDescX + gWeaponStats[ 5 ].sValDx), (INT16)(gWeaponStats[ 5 ].sY + gsInvDescY ), ITEM_STATS_WIDTH, ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
if (GetShotsPerBurst(gpItemDescObject)> 0)
{
if (GetShotsPerBurst(gpItemDescObject) >= EXCEPTIONAL_BURST_SIZE )//|| gpItemDescObject->usItem == G11)
{
SetFontForeground( ITEMDESC_FONTHIGHLIGHT );
}
else
{
SetFontForeground( 5 );
}
swprintf( pStr, L"%2d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, gpItemDescObject ) );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 6 ].sX + gsInvDescX + gWeaponStats[ 6 ].sValDx), (INT16)(gWeaponStats[ 6 ].sY + gsInvDescY ), ITEM_STATS_WIDTH, ITEM_STATS_HEIGHT, pStr, BLOCKFONT2, &usX, &usY );
mprintf( usX, usY, pStr );
}
else if (GetAutofireShotsPerFiveAPs(gpItemDescObject)> 0)
{
SetFontForeground( 5 );
swprintf( pStr, L"%2d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, gpItemDescObject ) );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 6 ].sX + gsInvDescX + gWeaponStats[ 6 ].sValDx), (INT16)(gWeaponStats[ 6 ].sY + gsInvDescY ), ITEM_STATS_WIDTH, ITEM_STATS_HEIGHT, pStr, BLOCKFONT2, &usX, &usY );
mprintf( usX, usY, pStr );
}
}
else if ( gpItemDescObject->usItem == MONEY )
{
//Labels
SetFont( BLOCKFONT2 );
SetFontShadow( DEFAULT_SHADOW );
SetFontForeground( 6 );
//Display the 'Seperate text'
//if the player is removing money from the players account
if( gfAddingMoneyToMercFromPlayersAccount )
mprintf( (UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[4].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[4].y), gzMoneyAmounts[5] );
else
mprintf( (UINT16)(gMoneyButtonLoc.x + gMoneyButtonOffsets[4].x), (UINT16)(gMoneyButtonLoc.y + gMoneyButtonOffsets[4].y), gzMoneyAmounts[4] );
// if the player is taking money from their account
if( gfAddingMoneyToMercFromPlayersAccount )
{
//Display the 'Removing'
mprintf( gMoneyStats[ 0 ].sX + gsInvDescX, gMoneyStats[ 0 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ MONEY_DESC_PLAYERS ] );
//Display the 'REmaining'
mprintf( gMoneyStats[ 2 ].sX + gsInvDescX, gMoneyStats[ 2 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ MONEY_DESC_AMOUNT_2_WITHDRAW ] );
}
else
{
//Display the 'Removing'
mprintf( gMoneyStats[ 0 ].sX + gsInvDescX, gMoneyStats[ 0 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ 0 ] );
//Display the 'REmaining'
mprintf( gMoneyStats[ 2 ].sX + gsInvDescX, gMoneyStats[ 2 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ 2 ] );
}
// Total Amount
SetFontForeground( FONT_WHITE );
swprintf( pStr, L"%d", gRemoveMoney.uiTotalAmount );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
FindFontRightCoordinates( (INT16)(ITEMDESC_NAME_X), (INT16)(ITEMDESC_NAME_Y ), 295,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
SetFontForeground( 6 );
// if the player is taking money from their account
if( gfAddingMoneyToMercFromPlayersAccount )
{
//Display the 'Amt removing'
mprintf( gMoneyStats[ 1 ].sX + gsInvDescX, gMoneyStats[ 1 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ MONEY_DESC_BALANCE ] );
//Display the 'REmaining amount'
mprintf( gMoneyStats[ 3 ].sX + gsInvDescX, gMoneyStats[ 3 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ MONEY_DESC_TO_WITHDRAW ] );
}
else
{
//Display the 'Amt removing'
mprintf( gMoneyStats[ 1 ].sX + gsInvDescX, gMoneyStats[ 1 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ 1 ] );
//Display the 'REmaining amount'
mprintf( gMoneyStats[ 3 ].sX + gsInvDescX, gMoneyStats[ 3 ].sY + gsInvDescY, L"%s", gMoneyStatsDesc[ 3 ] );
}
// Values
SetFontForeground( 5 );
//Display the total amount of money remaining
swprintf( pStr, L"%ld", gRemoveMoney.uiMoneyRemaining );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
FindFontRightCoordinates( (INT16)(gMoneyStats[ 1 ].sX + gsInvDescX + gMoneyStats[ 1 ].sValDx), (INT16)(gMoneyStats[ 1 ].sY + gsInvDescY ), (UINT16)(ITEM_STATS_WIDTH-3),ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
//Display the total amount of money removing
swprintf( pStr, L"%ld", gRemoveMoney.uiMoneyRemoving );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
FindFontRightCoordinates( (INT16)(gMoneyStats[ 3 ].sX + gsInvDescX + gMoneyStats[ 3 ].sValDx), (INT16)(gMoneyStats[ 3 ].sY + gsInvDescY), (UINT16)(ITEM_STATS_WIDTH-3) ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
else if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_MONEY )
{
SetFontForeground( FONT_FCOLOR_WHITE );
SetFontShadow( DEFAULT_SHADOW );
swprintf( pStr, L"%ld", gpItemDescObject->ItemData.Money.uiMoneyAmount );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
FindFontRightCoordinates( (INT16)(ITEMDESC_NAME_X), (INT16)(ITEMDESC_NAME_Y ), 295,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
else
{
//Labels
SetFont( BLOCKFONT2 );
SetFontForeground( 6 );
SetFontShadow( DEFAULT_SHADOW );
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_AMMO )
{
//Status
mprintf( gWeaponStats[ 2 ].sX + gsInvDescX, gWeaponStats[ 2 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 2 ] );
}
else
{
mprintf( gWeaponStats[ 1 ].sX + gsInvDescX, gWeaponStats[ 1 ].sY + gsInvDescY, L"%s", gWeaponStatsDesc[ 1 ] );
}
//Weight
swprintf( sTempString, gWeaponStatsDesc[ 0 ], GetWeightUnitString() );
mprintf( gWeaponStats[ 0 ].sX + gsInvDescX, gWeaponStats[ 0 ].sY + gsInvDescY, sTempString );
// Values
SetFontForeground( 5 );
if ( Item[ gpItemDescObject->usItem ].usItemClass & IC_AMMO )
{
// Ammo - print amount
//Status
swprintf( pStr, L"%d/%d", gpItemDescObject->ItemData.Ammo.ubShotsLeft[gubItemDescStatusIndex], Magazine[ Item[ gpItemDescObject->usItem ].ubClassIndex ].ubMagSize ); //Pulmu: Correct # of rounds for stacked ammo
FindFontRightCoordinates( (INT16)(gWeaponStats[ 2 ].sX + gsInvDescX + gWeaponStats[ 2 ].sValDx), (INT16)(gWeaponStats[ 2 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
else
{
//Status
swprintf( pStr, L"%2d%%", gpItemDescObject->ItemData.Generic.bStatus[ gubItemDescStatusIndex ] );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 1 ].sX + gsInvDescX + gWeaponStats[ 1 ].sValDx), (INT16)(gWeaponStats[ 1 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
wcscat( pStr, L"%%" );
mprintf( usX, usY, pStr );
}
if( ( InKeyRingPopup() == TRUE ) || ( Item[ gpItemDescObject->usItem ].usItemClass & IC_KEY ) )
{
SetFontForeground( 6 );
// build description for keys .. the sector found
swprintf( pStr, L"%s", sKeyDescriptionStrings[ 0 ] );
mprintf( gWeaponStats[ 4 ].sX + gsInvDescX, gWeaponStats[ 4 ].sY + gsInvDescY, pStr );
swprintf( pStr, L"%s", sKeyDescriptionStrings[ 1 ] );
mprintf( gWeaponStats[ 4 ].sX + gsInvDescX, gWeaponStats[ 4 ].sY + gsInvDescY + GetFontHeight( BLOCKFONT ) + 2 , pStr );
SetFontForeground( 5 );
GetShortSectorString( ( INT16 ) SECTORX( KeyTable[ gpItemDescObject->ItemData.Key.ubKeyID ].usSectorFound ), ( INT16 ) SECTORY( KeyTable[ gpItemDescObject->ItemData.Key.ubKeyID ].usSectorFound ), sTempString );
swprintf( pStr, L"%s", sTempString );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 4 ].sX + gsInvDescX ), (INT16)(gWeaponStats[ 4 ].sY + gsInvDescY ), 110 ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
swprintf( pStr, L"%d", KeyTable[ gpItemDescObject->ItemData.Key.ubKeyID ].usDateFound );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 4 ].sX + gsInvDescX ), (INT16)(gWeaponStats[ 4 ].sY + gsInvDescY + GetFontHeight( BLOCKFONT ) + 2 ), 110 ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
//Weight
swprintf( pStr, L"%1.1f", fWeight );
FindFontRightCoordinates( (INT16)(gWeaponStats[ 0 ].sX + gsInvDescX + gWeaponStats[ 0 ].sValDx), (INT16)(gWeaponStats[ 0 ].sY + gsInvDescY ), ITEM_STATS_WIDTH ,ITEM_STATS_HEIGHT ,pStr, BLOCKFONT2, &usX, &usY);
mprintf( usX, usY, pStr );
}
SetFontShadow( DEFAULT_SHADOW );
}
}
void HandleItemDescriptionBox( BOOLEAN *pfDirty )
{
if ( fItemDescDelete )
{
DeleteItemDescriptionBox( );
fItemDescDelete = FALSE;
*pfDirty = DIRTYLEVEL2;
}
}
void DeleteItemDescriptionBox( )
{
INT32 cnt, cnt2;
BOOLEAN fFound, fAllFound;
UINT8 ubAPCost = 0;
if( gfInItemDescBox == FALSE )
{
return;
}
// DEF:
//Used in the shopkeeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
DeleteShopKeeperItemDescBox();
}
// check for any AP costs
if ( ( gTacticalStatus.uiFlags & TURNBASED ) && ( gTacticalStatus.uiFlags & INCOMBAT ) )
{
if (gpAttachSoldier)
{
// check for change in attachments, starting with removed attachments
fAllFound = TRUE;
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( gusOriginalAttachItem[ cnt ] != NOTHING )
{
fFound = FALSE;
for ( cnt2 = 0; cnt2 < MAX_ATTACHMENTS; cnt2++ )
{
if ( (gusOriginalAttachItem[ cnt ] == gpItemDescObject->usAttachItem[ cnt2 ]) && (gpItemDescObject->bAttachStatus[ cnt2 ] == gbOriginalAttachStatus[ cnt ]) )
{
fFound = TRUE;
}
}
if (!fFound)
{
// charge APs
ubAPCost = AttachmentAPCost(gusOriginalAttachItem[ cnt ],gpItemDescObject->usItem);
fAllFound = FALSE;
break;
}
}
}
if (fAllFound)
{
// nothing was removed; search for attachment added
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( gpItemDescObject->usAttachItem[ cnt ] != NOTHING )
{
fFound = FALSE;
for ( cnt2 = 0; cnt2 < MAX_ATTACHMENTS; cnt2++ )
{
if ( (gpItemDescObject->usAttachItem[ cnt ] == gusOriginalAttachItem[ cnt2 ]) && (gbOriginalAttachStatus[ cnt2 ] == gpItemDescObject->bAttachStatus[ cnt ]) )
{
fFound = TRUE;
}
}
if (!fFound)
{
// charge APs
//lalien: changed to charge AP's for reloading a GL/RL
if ( Item[ gpItemDescObject->usItem ].usItemClass == IC_LAUNCHER || Item[gpItemDescObject->usItem].cannon )
{
ubAPCost = GetAPsToReload( gpItemDescObject );
}
else
{
ubAPCost = AttachmentAPCost(gpItemDescObject->usAttachItem[ cnt ],gpItemDescObject->usItem);
}
fAllFound = FALSE;
break;
}
}
}
}
if (!fAllFound)
{
DeductPoints( gpAttachSoldier, ubAPCost, 0 );
}
}
}
//Remove
DeleteVideoObjectFromIndex( guiItemDescBox );
DeleteVideoObjectFromIndex( guiMapItemDescBox );
DeleteVideoObjectFromIndex( guiBullet );
// Delete item graphic
DeleteVideoObjectFromIndex( guiItemGraphic );
gfInItemDescBox = FALSE;
// if( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
UnloadButtonImage( giMapInvDescButtonImage );
RemoveButton( giMapInvDescButton );
}
// Remove region
MSYS_RemoveRegion( &gInvDesc);
if( gpItemDescObject->usItem != MONEY )
{
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
MSYS_RemoveRegion( &gItemDescAttachmentRegions[cnt]);
}
}
else
{
UnloadButtonImage( guiMoneyButtonImage );
UnloadButtonImage( guiMoneyDoneButtonImage );
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
RemoveButton( guiMoneyButtonBtn[cnt] );
}
}
if ( ITEM_PROS_AND_CONS( gpItemDescObject->usItem ) )
{
MSYS_RemoveRegion( &gProsAndConsRegions[0] );
MSYS_RemoveRegion( &gProsAndConsRegions[1] );
}
if(( ( Item[ gpItemDescObject->usItem ].usItemClass & IC_GUN ) && !Item[gpItemDescObject->usItem].rocketlauncher ) )
{
// Remove button
UnloadButtonImage( giItemDescAmmoButtonImages );
RemoveButton( giItemDescAmmoButton );
}
// if(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
fCharacterInfoPanelDirty=TRUE;
fMapPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
if( InKeyRingPopup() == TRUE )
{
DeleteKeyObject(gpItemDescObject);
gpItemDescObject = NULL;
fShowDescriptionFlag = FALSE;
fInterfacePanelDirty = DIRTYLEVEL2;
return;
}
fShowDescriptionFlag = FALSE;
fInterfacePanelDirty = DIRTYLEVEL2;
if( gpItemDescObject->usItem == MONEY )
{
//if there is no money remaining
if( gRemoveMoney.uiMoneyRemaining == 0 && !gfAddingMoneyToMercFromPlayersAccount )
{
//get rid of the money in the slot
memset( gpItemDescObject, 0, sizeof( OBJECTTYPE ) );
gpItemDescObject = NULL;
}
}
if( gfAddingMoneyToMercFromPlayersAccount )
gfAddingMoneyToMercFromPlayersAccount = FALSE;
gfItemDescObjectIsAttachment = FALSE;
}
void InternalBeginItemPointer( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject, INT8 bHandPos )
{
// BOOLEAN fOk;
// If not null return
if ( gpItemPointer != NULL )
{
return;
}
// Copy into cursor...
memcpy( &gItemPointer, pObject, sizeof( OBJECTTYPE ) );
// Dirty interface
fInterfacePanelDirty = DIRTYLEVEL2;
gpItemPointer = &gItemPointer;
gpItemPointerSoldier = pSoldier;
gbItemPointerSrcSlot = bHandPos;
gbItemPointerLocateGood = TRUE;
CheckForDisabledForGiveItem( );
EnableSMPanelButtons( FALSE, TRUE );
gfItemPointerDifferentThanDefault = FALSE;
// re-evaluate repairs
gfReEvaluateEveryonesNothingToDo = TRUE;
}
void BeginItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubHandPos )
{
BOOLEAN fOk;
OBJECTTYPE pObject;
memset( &pObject, 0, sizeof( OBJECTTYPE ) );
if (_KeyDown( SHIFT ))
{
// Remove all from soldier's slot
fOk = RemoveObjectFromSlot( pSoldier, ubHandPos, &pObject );
}
else
{
GetObjFrom( &(pSoldier->inv[ubHandPos]), 0, &pObject );
fOk = (pObject.ubNumberOfObjects == 1);
}
if (fOk)
{
InternalBeginItemPointer( pSoldier, &pObject, ubHandPos );
}
}
void BeginKeyRingItemPointer( SOLDIERTYPE *pSoldier, UINT8 ubKeyRingPosition )
{
BOOLEAN fOk;
// If not null return
if ( gpItemPointer != NULL )
{
return;
}
if (_KeyDown( SHIFT ))
{
// Remove all from soldier's slot
fOk = RemoveKeysFromSlot( pSoldier, ubKeyRingPosition, pSoldier->pKeyRing[ ubKeyRingPosition ].ubNumber, &gItemPointer );
}
else
{
RemoveKeyFromSlot( pSoldier, ubKeyRingPosition, &gItemPointer );
fOk = (gItemPointer.ubNumberOfObjects == 1);
}
if (fOk)
{
// ATE: Look if we are a BLOODIED KNIFE, and change if so, making guy scream...
// Dirty interface
fInterfacePanelDirty = DIRTYLEVEL2;
gpItemPointer = &gItemPointer;
gpItemPointerSoldier = pSoldier;
gbItemPointerSrcSlot = ubKeyRingPosition;
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
fMapInventoryItem=TRUE;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
}
}
else
{
//Debug mesg
}
gfItemPointerDifferentThanDefault = FALSE;
}
void EndItemPointer( )
{
if ( gpItemPointer != NULL )
{
gpItemPointer = NULL;
gbItemPointerSrcSlot = NO_SLOT;
MSYS_ChangeRegionCursor( &gSMPanelRegion , CURSOR_NORMAL );
MSYS_SetCurrentCursor( CURSOR_NORMAL );
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
memset( &gMoveingItem, 0, sizeof( INVENTORY_IN_SLOT ) );
SetSkiCursor( CURSOR_NORMAL );
}
else
{
EnableSMPanelButtons( TRUE , TRUE );
}
gbItemPointerLocateGood = FALSE;
// re-evaluate repairs
gfReEvaluateEveryonesNothingToDo = TRUE;
}
}
void DrawItemFreeCursor( )
{
//OBJECTTYPE *gpItemPointer;
//UINT16 usItemSnapCursor;
// Get usIndex and then graphic for item
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gSMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
}
void HideItemTileCursor( )
{
// RemoveTopmost( gusCurMousePos, gusItemPointer );
}
BOOLEAN SoldierCanSeeCatchComing( SOLDIERTYPE *pSoldier, INT16 sSrcGridNo )
{
return( TRUE );
/*-
INT32 cnt;
INT8 bDirection, bTargetDirection;
bTargetDirection = (INT8)GetDirectionToGridNoFromGridNo( pSoldier->sGridNo, sSrcGridNo );
// Look 3 directions Clockwise from what we are facing....
bDirection = pSoldier->ubDirection;
for ( cnt = 0; cnt < 3; cnt++ )
{
if ( bDirection == bTargetDirection )
{
return( TRUE );
}
bDirection = gOneCDirection[ bDirection ];
}
// Look 3 directions CounterClockwise from what we are facing....
bDirection = pSoldier->ubDirection;
for ( cnt = 0; cnt < 3; cnt++ )
{
if ( bDirection == bTargetDirection )
{
return( TRUE );
}
bDirection = gOneCCDirection[ bDirection ];
}
// If here, nothing good can happen!
return( FALSE );
-*/
}
void DrawItemTileCursor( )
{
UINT16 usMapPos;
UINT16 usIndex;
UINT8 ubSoldierID;
INT16 sAPCost;
BOOLEAN fRecalc;
UINT32 uiCursorFlags;
INT16 sFinalGridNo;
UINT32 uiCursorId = CURSOR_ITEM_GOOD_THROW;
SOLDIERTYPE *pSoldier;
BOOLEAN fGiveItem = FALSE;
INT16 sActionGridNo;
UINT8 ubDirection;
static UINT32 uiOldCursorId = 0;
static UINT16 usOldMousePos = 0;
INT16 sEndZ = 0;
INT16 sDist;
INT8 bLevel;
if (GetMouseMapPos( &usMapPos) )
{
if ( gfUIFullTargetFound )
{
// Force mouse position to guy...
usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
}
gusCurMousePos = usMapPos;
if( gusCurMousePos != usOldMousePos )
{
gfItemPointerDifferentThanDefault = FALSE;
}
// Save old one..
usOldMousePos = gusCurMousePos;
// Default to turning adjacent area gridno off....
gfUIHandleShowMoveGrid = FALSE;
// If we are over a talkable guy, set flag
if ( IsValidTalkableNPCFromMouse( &ubSoldierID, TRUE, FALSE, TRUE ) )
{
fGiveItem = TRUE;
}
// OK, if different than default, change....
if ( gfItemPointerDifferentThanDefault )
{
fGiveItem = !fGiveItem;
}
// Get recalc and cursor flags
fRecalc = GetMouseRecalcAndShowAPFlags( &uiCursorFlags, NULL );
// OK, if we begin to move, reset the cursor...
if ( uiCursorFlags & MOUSE_MOVING )
{
EndPhysicsTrajectoryUI( );
}
// Get Pyth spaces away.....
sDist = PythSpacesAway( gpItemPointerSoldier->sGridNo, gusCurMousePos );
// If we are here and we are not selected, select!
// ATE Design discussion propably needed here...
if ( gpItemPointerSoldier->ubID != gusSelectedSoldier )
{
SelectSoldier( gpItemPointerSoldier->ubID, FALSE, FALSE );
}
// ATE: if good for locate, locate to selected soldier....
if ( gbItemPointerLocateGood )
{
gbItemPointerLocateGood = FALSE;
LocateSoldier( gusSelectedSoldier, FALSE );
}
if ( !fGiveItem )
{
if ( UIHandleOnMerc( FALSE ) && usMapPos != gpItemPointerSoldier->sGridNo )
{
// We are on a guy.. check if they can catch or not....
if ( gfUIFullTargetFound )
{
// Get soldier
pSoldier = MercPtrs[ gusUIFullTargetID ];
// Are they on our team?
// ATE: Can't be an EPC
if ( pSoldier->bTeam == gbPlayerNum && !AM_AN_EPC( pSoldier ) && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) )
{
if ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE )
{
// OK, on a valid pass
gfUIMouseOnValidCatcher = 4;
gubUIValidCatcherID = (UINT8)gusUIFullTargetID;
}
else
{
// Can they see the throw?
if ( SoldierCanSeeCatchComing( pSoldier, gpItemPointerSoldier->sGridNo ) )
{
// OK, set global that this buddy can see catch...
gfUIMouseOnValidCatcher = TRUE;
gubUIValidCatcherID = (UINT8)gusUIFullTargetID;
}
}
}
}
}
// We're going to toss it!
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
gfUIDisplayActionPoints = TRUE;
gUIDisplayActionPointsOffX = 15;
gUIDisplayActionPointsOffY = 15;
}
// If we are tossing...
if ( sDist <= 1 && gfUIMouseOnValidCatcher == 0 || gfUIMouseOnValidCatcher == 4 )
{
gsCurrentActionPoints = AP_PICKUP_ITEM;
}
else
{
gsCurrentActionPoints = AP_TOSS_ITEM;
}
}
else
{
if ( gfUIFullTargetFound )
{
UIHandleOnMerc( FALSE );
// OK, set global that this buddy can see catch...
gfUIMouseOnValidCatcher = 2;
gubUIValidCatcherID = (UINT8)gusUIFullTargetID;
// If this is a robot, change to say 'reload'
if ( MercPtrs[ gusUIFullTargetID ]->uiStatusFlags & SOLDIER_ROBOT )
{
gfUIMouseOnValidCatcher = 3;
}
if ( !( uiCursorFlags & MOUSE_MOVING ) )
{
// Find adjacent gridno...
sActionGridNo = FindAdjacentGridEx( gpItemPointerSoldier, gusCurMousePos, &ubDirection, NULL, FALSE, FALSE );
if ( sActionGridNo == -1 )
{
sActionGridNo = gusCurMousePos;
}
// Display location...
gsUIHandleShowMoveGridLocation = sActionGridNo;
gfUIHandleShowMoveGrid = TRUE;
// Get AP cost
if ( MercPtrs[ gusUIFullTargetID ]->uiStatusFlags & SOLDIER_ROBOT )
{
sAPCost = GetAPsToReloadRobot( gpItemPointerSoldier, MercPtrs[ gusUIFullTargetID ] );
}
else
{
sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, sActionGridNo );
}
gsCurrentActionPoints = sAPCost;
}
// Set value
if ( gTacticalStatus.uiFlags & INCOMBAT )
{
gfUIDisplayActionPoints = TRUE;
gUIDisplayActionPointsOffX = 15;
gUIDisplayActionPointsOffY = 15;
}
}
}
if ( fGiveItem )
{
uiCursorId = CURSOR_ITEM_GIVE;
}
else
{
// How afar away are we?
if ( sDist <= 1 && gfUIMouseOnValidCatcher == 0 )
{
// OK, we want to drop.....
// Write the word 'drop' on cursor...
wcscpy( gzIntTileLocation, pMessageStrings[ MSG_DROP ] );
gfUIIntTileLocation = TRUE;
}
else
{
if ( usMapPos == gpItemPointerSoldier->sGridNo )
{
EndPhysicsTrajectoryUI( );
}
else if ( gfUIMouseOnValidCatcher == 4 )
{
// ATE: Don't do if we are passing....
}
else
// ( sDist > PASSING_ITEM_DISTANCE_OKLIFE )
{
// Write the word 'drop' on cursor...
if ( gfUIMouseOnValidCatcher == 0 )
{
wcscpy( gzIntTileLocation, pMessageStrings[ MSG_THROW ] );
gfUIIntTileLocation = TRUE;
}
gfUIHandlePhysicsTrajectory = TRUE;
if ( fRecalc && usMapPos != gpItemPointerSoldier->sGridNo )
{
if ( gfUIMouseOnValidCatcher )
{
switch( gAnimControl[ MercPtrs[ gubUIValidCatcherID ]->usAnimState ].ubHeight )
{
case ANIM_STAND:
sEndZ = 150;
break;
case ANIM_CROUCH:
sEndZ = 80;
break;
case ANIM_PRONE:
sEndZ = 10;
break;
}
if ( MercPtrs[ gubUIValidCatcherID ]->bLevel > 0 )
{
sEndZ = 0;
}
}
// Calculate chance to throw here.....
if ( !CalculateLaunchItemChanceToGetThrough( gpItemPointerSoldier, gpItemPointer, usMapPos, (INT8)gsInterfaceLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), &sFinalGridNo, FALSE, &bLevel, TRUE ) )
{
gfBadThrowItemCTGH = TRUE;
}
else
{
gfBadThrowItemCTGH = FALSE;
}
BeginPhysicsTrajectoryUI( sFinalGridNo, bLevel, gfBadThrowItemCTGH );
}
}
if ( gfBadThrowItemCTGH )
{
uiCursorId = CURSOR_ITEM_BAD_THROW;
}
}
}
//Erase any cursor in viewport
//MSYS_ChangeRegionCursor( &gViewportRegion , VIDEO_NO_CURSOR );
// Get tile graphic fro item
usIndex = GetTileGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
// ONly load if different....
if ( usIndex != gusItemPointer || uiOldCursorId != uiCursorId )
{
// OK, Tile database gives me subregion and video object to use...
SetExternVOData( uiCursorId, gTileDatabase[ usIndex ].hTileSurface, gTileDatabase[ usIndex ].usRegionIndex );
gusItemPointer = usIndex;
uiOldCursorId = uiCursorId;
}
MSYS_ChangeRegionCursor( &gViewportRegion , (UINT16)uiCursorId );
}
}
BOOLEAN IsValidAmmoToReloadRobot( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject )
{
if ( !CompatibleAmmoForGun( pObject, &( pSoldier->inv[ HANDPOS ] ) ) )
{
// Build string...
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ ROBOT_NEEDS_GIVEN_CALIBER_STR ], AmmoCaliber[ Weapon[ pSoldier->inv[ HANDPOS ].usItem ].ubCalibre ] );
return( FALSE );
}
return( TRUE );
}
BOOLEAN HandleItemPointerClick( UINT16 usMapPos )
{
// Determine what to do
UINT8 ubDirection;
UINT8 ubSoldierID;
UINT16 usItem;
INT16 sAPCost;
SOLDIERTYPE *pSoldier=NULL;
UINT8 ubThrowActionCode=0;
UINT32 uiThrowActionData=0;
INT16 sEndZ = 0;
BOOLEAN fGiveItem = FALSE;
OBJECTTYPE TempObject;
INT16 sGridNo;
INT16 sDist;
if ( SelectedGuyInBusyAnimation( ) )
{
return( FALSE );
}
if ( giUIMessageOverlay != -1 )
{
EndUIMessage( );
return( FALSE );
}
// Don't allow if our soldier is a # of things...
if ( AM_AN_EPC( gpItemPointerSoldier ) || gpItemPointerSoldier->bLife < OKLIFE || MercInDeepWater( gpItemPointerSoldier) )
{
return( FALSE );
}
// This implies we have no path....
if ( gsCurrentActionPoints == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ NO_PATH ] );
return( FALSE );
}
if ( gfUIFullTargetFound )
{
// Force mouse position to guy...
usMapPos = MercPtrs[ gusUIFullTargetID ]->sGridNo;
if ( gAnimControl[ MercPtrs[ gusUIFullTargetID ]->usAnimState ].uiFlags & ANIM_MOVING )
{
return( FALSE );
}
}
// Check if we have APs....
if ( !EnoughPoints( gpItemPointerSoldier, gsCurrentActionPoints, 0, TRUE ) )
{
if ( gfDontChargeAPsToPickup && gsCurrentActionPoints == AP_PICKUP_ITEM )
{
}
else
{
return( FALSE );
}
}
// SEE IF WE ARE OVER A TALKABLE GUY!
if ( IsValidTalkableNPCFromMouse( &ubSoldierID, TRUE, FALSE, TRUE ) )
{
fGiveItem = TRUE;
}
// OK, if different than default, change....
if ( gfItemPointerDifferentThanDefault )
{
fGiveItem = !fGiveItem;
}
// Get Pyth spaces away.....
sDist = PythSpacesAway( gpItemPointerSoldier->sGridNo, gusCurMousePos );
if ( fGiveItem )
{
usItem = gpItemPointer->usItem;
// If the target is a robot,
if ( MercPtrs[ ubSoldierID ]->uiStatusFlags & SOLDIER_ROBOT )
{
// Charge APs to reload robot!
sAPCost = GetAPsToReloadRobot( gpItemPointerSoldier, MercPtrs[ ubSoldierID ] );
}
else
{
// Calculate action point costs!
sAPCost = GetAPsToGiveItem( gpItemPointerSoldier, usMapPos );
}
// Place it back in our hands!
memcpy( &TempObject, gpItemPointer, sizeof( OBJECTTYPE ) );
if ( gbItemPointerSrcSlot != NO_SLOT )
{
PlaceObject( gpItemPointerSoldier, gbItemPointerSrcSlot, gpItemPointer );
fInterfacePanelDirty = DIRTYLEVEL2;
}
/*
//if the user just clicked on an arms dealer
if( IsMercADealer( MercPtrs[ ubSoldierID ]->ubProfile ) )
{
if ( EnoughPoints( gpItemPointerSoldier, sAPCost, 0, TRUE ) )
{
//Enter the shopkeeper interface
EnterShopKeeperInterfaceScreen( MercPtrs[ ubSoldierID ]->ubProfile );
EndItemPointer( );
}
return( TRUE );
}
*/
if ( EnoughPoints( gpItemPointerSoldier, sAPCost, 0, TRUE ) )
{
// If we are a robot, check if this is proper item to reload!
if ( MercPtrs[ ubSoldierID ]->uiStatusFlags & SOLDIER_ROBOT )
{
// Check if we can reload robot....
if ( IsValidAmmoToReloadRobot( MercPtrs[ ubSoldierID ], &TempObject ) )
{
INT16 sActionGridNo;
UINT8 ubDirection;
INT16 sAdjustedGridNo;
// Walk up to him and reload!
// See if we can get there to stab
sActionGridNo = FindAdjacentGridEx( gpItemPointerSoldier, MercPtrs[ ubSoldierID ]->sGridNo, &ubDirection, &sAdjustedGridNo, TRUE, FALSE );
if ( sActionGridNo != -1 && gbItemPointerSrcSlot != NO_SLOT )
{
// Make a temp object for ammo...
gpItemPointerSoldier->pTempObject = (OBJECTTYPE *) MemAlloc( sizeof( OBJECTTYPE ) );
memcpy( gpItemPointerSoldier->pTempObject, &TempObject, sizeof( OBJECTTYPE ) );
// Remove from soldier's inv...
RemoveObjs( &( gpItemPointerSoldier->inv[ gbItemPointerSrcSlot ] ), 1 );
gpItemPointerSoldier->sPendingActionData2 = sAdjustedGridNo;
gpItemPointerSoldier->uiPendingActionData1 = gbItemPointerSrcSlot;
gpItemPointerSoldier->bPendingActionData3 = ubDirection;
gpItemPointerSoldier->ubPendingActionAnimCount = 0;
// CHECK IF WE ARE AT THIS GRIDNO NOW
if ( gpItemPointerSoldier->sGridNo != sActionGridNo )
{
// SEND PENDING ACTION
gpItemPointerSoldier->ubPendingAction = MERC_RELOADROBOT;
// WALK UP TO DEST FIRST
EVENT_InternalGetNewSoldierPath( gpItemPointerSoldier, sActionGridNo, gpItemPointerSoldier->usUIMovementMode, FALSE, FALSE );
}
else
{
EVENT_SoldierBeginReloadRobot( gpItemPointerSoldier, sAdjustedGridNo, ubDirection, gbItemPointerSrcSlot );
}
// OK, set UI
SetUIBusy( gpItemPointerSoldier->ubID );
}
}
gfDontChargeAPsToPickup = FALSE;
EndItemPointer( );
}
else
{
//if (gbItemPointerSrcSlot != NO_SLOT )
{
// Give guy this item.....
SoldierGiveItem( gpItemPointerSoldier, MercPtrs[ ubSoldierID ], &TempObject, gbItemPointerSrcSlot );
gfDontChargeAPsToPickup = FALSE;
EndItemPointer( );
// If we are giving it to somebody not on our team....
if ( MercPtrs[ ubSoldierID ]->ubProfile < FIRST_RPC || MercPtrs[ubSoldierID]->ubProfile >= GASTON || RPC_RECRUITED( MercPtrs[ ubSoldierID ] ) )
{
}
else
{
SetEngagedInConvFromPCAction( gpItemPointerSoldier );
}
}
}
}
return( TRUE );
}
// CHECK IF WE ARE NOT ON THE SAME GRIDNO
if ( sDist <= 1 && !( gfUIFullTargetFound && gusUIFullTargetID != gpItemPointerSoldier->ubID ) )
{
// Check some things here....
// 1 ) are we at the exact gridno that we stand on?
if ( usMapPos == gpItemPointerSoldier->sGridNo )
{
// Drop
if ( !gfDontChargeAPsToPickup )
{
// Deduct points
DeductPoints( gpItemPointerSoldier, AP_PICKUP_ITEM, 0 );
}
SoldierDropItem( gpItemPointerSoldier, gpItemPointer );
}
else
{
// Try to drop in an adjacent area....
// 1 ) is this not a good OK destination
// this will sound strange, but this is OK......
if ( !NewOKDestination( gpItemPointerSoldier, usMapPos, FALSE, gpItemPointerSoldier->bLevel ) || FindBestPath( gpItemPointerSoldier, usMapPos, gpItemPointerSoldier->bLevel, WALKING, NO_COPYROUTE, 0 ) == 1 )
{
// Drop
if ( !gfDontChargeAPsToPickup )
{
// Deduct points
DeductPoints( gpItemPointerSoldier, AP_PICKUP_ITEM, 0 );
}
// Play animation....
// Don't show animation of dropping item, if we are not standing
switch ( gAnimControl[ gpItemPointerSoldier->usAnimState ].ubHeight )
{
case ANIM_STAND:
gpItemPointerSoldier->pTempObject = (OBJECTTYPE *) MemAlloc( sizeof( OBJECTTYPE ) );
if (gpItemPointerSoldier->pTempObject != NULL)
{
memcpy( gpItemPointerSoldier->pTempObject, gpItemPointer, sizeof( OBJECTTYPE ) );
gpItemPointerSoldier->sPendingActionData2 = usMapPos;
// Turn towards.....gridno
EVENT_SetSoldierDesiredDirection( gpItemPointerSoldier, (INT8)GetDirectionFromGridNo( usMapPos, gpItemPointerSoldier ) );
EVENT_InitNewSoldierAnim( gpItemPointerSoldier, DROP_ADJACENT_OBJECT, 0 , FALSE );
}
break;
case ANIM_CROUCH:
case ANIM_PRONE:
AddItemToPool( usMapPos, gpItemPointer, 1, gpItemPointerSoldier->bLevel, 0 , -1 );
NotifySoldiersToLookforItems( );
break;
}
}
else
{
// Drop in place...
if ( !gfDontChargeAPsToPickup )
{
// Deduct points
DeductPoints( gpItemPointerSoldier, AP_PICKUP_ITEM, 0 );
}
SoldierDropItem( gpItemPointerSoldier, gpItemPointer );
}
}
}
else
{
sGridNo = usMapPos;
// Kaiden: Vehicle Inventory change - Commented the following If test:
//if ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && MercPtrs[ gusUIFullTargetID ]->bTeam == gbPlayerNum && !AM_AN_EPC( MercPtrs[ gusUIFullTargetID ] ) && !( MercPtrs[ gusUIFullTargetID ]->uiStatusFlags & SOLDIER_VEHICLE ) )
// And added this one instead:
if ( ( sDist <= PASSING_ITEM_DISTANCE_OKLIFE && gfUIFullTargetFound && MercPtrs[ gusUIFullTargetID ]->bTeam == gbPlayerNum && !AM_AN_EPC( MercPtrs[ gusUIFullTargetID ] ) ) && !( (!gGameExternalOptions.fVehicleInventory) && (MercPtrs[ gusUIFullTargetID ]->uiStatusFlags & SOLDIER_VEHICLE) ) )
{
// OK, do the transfer...
{
pSoldier = MercPtrs[ gusUIFullTargetID ];
{
// Change to inventory....
//gfSwitchPanel = TRUE;
//gbNewPanel = SM_PANEL;
//gubNewPanelParam = (UINT8)pSoldier->ubID;
if ( !EnoughPoints( pSoldier, 3, 0, TRUE ) ||
!EnoughPoints( gpItemPointerSoldier, 3, 0, TRUE ) )
{
return( FALSE );
}
// Check LOS....
if ( !SoldierTo3DLocationLineOfSightTest( pSoldier, gpItemPointerSoldier->sGridNo, gpItemPointerSoldier->bLevel, 3, TRUE, CALC_FROM_ALL_DIRS ) )
{
return( FALSE );
}
// Charge AP values...
DeductPoints( pSoldier, 3, 0 );
DeductPoints( gpItemPointerSoldier, 3, 0 );
usItem = gpItemPointer->usItem;
// try to auto place object....
if ( AutoPlaceObject( pSoldier, gpItemPointer, TRUE ) )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_ITEM_PASSED_TO_MERC ], ShortItemNames[ usItem ], pSoldier->name );
// Check if it's the same now!
if ( gpItemPointer->ubNumberOfObjects == 0 )
{
EndItemPointer( );
}
// OK, make guys turn towards each other and do animation...
{
UINT8 ubFacingDirection;
// Get direction to face.....
ubFacingDirection = (UINT8)GetDirectionFromGridNo( gpItemPointerSoldier->sGridNo, pSoldier );
// Stop merc first....
EVENT_StopMerc( pSoldier, pSoldier->sGridNo, pSoldier->ubDirection );
// WANNE: Also turn merc if he is crouched and he passes an item
if ( !MercInWater( pSoldier ) )
{
// Turn to face, then do animation....
EVENT_SetSoldierDesiredDirection( pSoldier, ubFacingDirection );
pSoldier->fTurningUntilDone = TRUE;
if (gAnimControl[ pSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
{
pSoldier->usPendingAnimation = PASS_OBJECT;
}
}
// WANNE: Also turn merc if he is crouched and he received the passed item
if ( !MercInWater( gpItemPointerSoldier ) )
{
EVENT_SetSoldierDesiredDirection( gpItemPointerSoldier, gOppositeDirection[ ubFacingDirection ] );
gpItemPointerSoldier->fTurningUntilDone = TRUE;
if (gAnimControl[ gpItemPointerSoldier->usAnimState ].ubEndHeight == ANIM_STAND)
{
gpItemPointerSoldier->usPendingAnimation = PASS_OBJECT;
}
}
}
return( TRUE );
}
else
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, pMessageStrings[ MSG_NO_ROOM_TO_PASS_ITEM ], ShortItemNames[ usItem ], pSoldier->name );
return( FALSE );
}
}
}
}
else
{
// CHECK FOR VALID CTGH
if ( gfBadThrowItemCTGH )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_UI_FEEDBACK, TacticalStr[ CANNOT_THROW_TO_DEST_STR ] );
return( FALSE );
}
// Deduct points
//DeductPoints( gpItemPointerSoldier, AP_TOSS_ITEM, 0 );
gpItemPointerSoldier->fDontChargeTurningAPs = TRUE;
// Will be dome later....
ubThrowActionCode = NO_THROW_ACTION;
// OK, CHECK FOR VALID THROW/CATCH
// IF OVER OUR GUY...
if ( gfUIFullTargetFound )
{
pSoldier = MercPtrs[ gusUIFullTargetID ];
// Kaiden: Vehicle Inventory change - Commented the following If Test:
//if ( pSoldier->bTeam == gbPlayerNum && pSoldier->bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) && !( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) )
// And replaced it with this one:
if ( ( pSoldier->bTeam == gbPlayerNum && pSoldier->bLife >= OKLIFE && !AM_AN_EPC( pSoldier ) ) && !( ( !gGameExternalOptions.fVehicleInventory ) && ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) ) )
{
// OK, on our team,
// How's our direction?
if ( SoldierCanSeeCatchComing( pSoldier, gpItemPointerSoldier->sGridNo ) )
{
// Setup as being the catch target
ubThrowActionCode = THROW_TARGET_MERC_CATCH;
uiThrowActionData = pSoldier->ubID;
sGridNo = pSoldier->sGridNo;
switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
{
case ANIM_STAND:
sEndZ = 150;
break;
case ANIM_CROUCH:
sEndZ = 80;
break;
case ANIM_PRONE:
sEndZ = 10;
break;
}
if ( pSoldier->bLevel > 0 )
{
sEndZ = 0;
}
// Get direction
ubDirection = (UINT8)GetDirectionFromGridNo( gpItemPointerSoldier->sGridNo, pSoldier );
// ATE: Goto stationary...
SoldierGotoStationaryStance( pSoldier );
// Set direction to turn...
EVENT_SetSoldierDesiredDirection( pSoldier, ubDirection );
}
}
}
// CHANGE DIRECTION AT LEAST
ubDirection = (UINT8)GetDirectionFromGridNo( sGridNo, gpItemPointerSoldier );
EVENT_SetSoldierDesiredDirection( gpItemPointerSoldier, ubDirection );
gpItemPointerSoldier->fTurningUntilDone = TRUE;
// Increment attacker count...
// gTacticalStatus.ubAttackBusyCount++;
DebugMsg( TOPIC_JA2, DBG_LEVEL_3, String("Incremtning ABC: Throw item to %d", gTacticalStatus.ubAttackBusyCount) );
DebugAttackBusy( "Incrementing ABC: Throw item\n" );
// Given our gridno, throw grenate!
CalculateLaunchItemParamsForThrow( gpItemPointerSoldier, sGridNo, gpItemPointerSoldier->bLevel, (INT16)( ( gsInterfaceLevel * 256 ) + sEndZ ), gpItemPointer, 0, ubThrowActionCode, uiThrowActionData );
// OK, goto throw animation
HandleSoldierThrowItem( gpItemPointerSoldier, usMapPos );
}
}
gfDontChargeAPsToPickup = FALSE;
EndItemPointer( );
return( TRUE );
}
BOOLEAN ItemCursorInLobRange( UINT16 usMapPos )
{
// Draw item depending on distance from buddy
if ( GetRangeFromGridNoDiff( usMapPos, gpItemPointerSoldier->sGridNo ) > MIN_LOB_RANGE )
{
return( FALSE );
}
else
{
return( TRUE );
}
}
BOOLEAN InItemStackPopup( )
{
return( gfInItemStackPopup );
}
BOOLEAN InKeyRingPopup( )
{
return( gfInKeyRingPopup );
}
BOOLEAN InitItemStackPopup( SOLDIERTYPE *pSoldier, UINT8 ubPosition, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight )
{
VOBJECT_DESC VObjectDesc;
INT16 sX, sY, sCenX, sCenY;
SGPRect aRect;
UINT8 ubLimit;
ETRLEObject *pTrav;
HVOBJECT hVObject;
INT32 cnt;
UINT16 usPopupWidth;
INT16 sItemSlotWidth, sItemSlotHeight;
// Set some globals
gsItemPopupInvX = sInvX;
gsItemPopupInvY = sInvY;
gsItemPopupInvWidth = sInvWidth;
gsItemPopupInvHeight = sInvHeight;
gpItemPopupSoldier = pSoldier;
// Determine # of items
gpItemPopupObject = &(pSoldier->inv[ ubPosition ] );
ubLimit = ItemSlotLimit( gpItemPopupObject->usItem, ubPosition );
// Return false if #objects not >1
if ( ubLimit <1 )
{
return( FALSE );
}
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
if ( ubLimit > 6 )
{
ubLimit = 6;
}
}
// Load graphics
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, "INTERFACE\\extra_inventory.STI" );
CHECKF( AddVideoObject( &VObjectDesc, &guiItemPopupBoxes) );
// Get size
GetVideoObject( &hVObject, guiItemPopupBoxes );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
usPopupWidth = pTrav->usWidth;
// Determine position, height and width of mouse region, area
GetSlotInvXY( ubPosition, &sX, &sY );
GetSlotInvHeightWidth( ubPosition, &sItemSlotWidth, &sItemSlotHeight );
// Get Width, Height
gsItemPopupWidth = ubLimit * usPopupWidth;
gsItemPopupHeight = pTrav->usHeight;
gubNumItemPopups = ubLimit;
// Calculate X,Y, first center
sCenX = sX - ( ( gsItemPopupWidth / 2 ) + ( sItemSlotWidth / 2 ) );
sCenY = sY;
// Limit it to window for item desc
if ( sCenX < gsItemPopupInvX )
{
sCenX = gsItemPopupInvX;
}
if ( ( sCenX + gsItemPopupWidth ) > ( gsItemPopupInvX + gsItemPopupInvWidth ) )
{
sCenX = gsItemPopupInvX;
}
// Cap it at 0....
if ( sCenX < 0 )
{
sCenX = 0;
}
// Set
gsItemPopupX = sCenX;
gsItemPopupY = sCenY;
for ( cnt = 0; cnt < gubNumItemPopups; cnt++ )
{
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &gItemPopupRegions[cnt], (INT16)(sCenX + ( cnt * usPopupWidth ) ), sCenY , (INT16)(sCenX + ( (cnt+1) * usPopupWidth ) ),(INT16)( sCenY + gsItemPopupHeight ), MSYS_PRIORITY_HIGHEST,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemPopupRegionCallback );
// Add region
MSYS_AddRegion( &gItemPopupRegions[cnt]);
MSYS_SetRegionUserData( &gItemPopupRegions[cnt], 0, cnt );
//OK, for each item, set dirty text if applicable!
SetRegionFastHelpText( &(gItemPopupRegions[ cnt ]), ItemNames[ pSoldier->inv[ ubPosition ].usItem ] );
SetRegionHelpEndCallback( &(gItemPopupRegions[ cnt ]), HelpTextDoneCallback );
gfItemPopupRegionCallbackEndFix = FALSE;
}
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &gItemPopupRegion, gsItemPopupInvX, gsItemPopupInvY ,(INT16)(gsItemPopupInvX + gsItemPopupInvWidth), (INT16)(gsItemPopupInvY + gsItemPopupInvHeight), MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemPopupFullRegionCallback );
// Add region
MSYS_AddRegion( &gItemPopupRegion);
//Disable all faces
SetAllAutoFacesInactive( );
fInterfacePanelDirty = DIRTYLEVEL2;
//guiTacticalInterfaceFlags |= INTERFACE_NORENDERBUTTONS;
gfInItemStackPopup = TRUE;
// if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
if( guiCurrentItemDescriptionScreen != MAP_SCREEN )
{
EnableSMPanelButtons( FALSE, FALSE );
}
//Reserict mouse cursor to panel
aRect.iTop = sInvY;
aRect.iLeft = sInvX;
aRect.iBottom = sInvY + sInvHeight;
aRect.iRight = sInvX + sInvWidth;
RestrictMouseCursor( &aRect );
return( TRUE );
}
void EndItemStackPopupWithItemInHand( )
{
if ( gpItemPointer != NULL )
{
DeleteItemStackPopup( );
}
}
void RenderItemStackPopup( BOOLEAN fFullRender )
{
ETRLEObject *pTrav;
UINT32 usHeight, usWidth;
HVOBJECT hVObject;
UINT32 cnt;
INT16 sX, sY, sNewX, sNewY;
if ( gfInItemStackPopup )
{
//Disable all faces
SetAllAutoFacesInactive( );
// Shadow Area
if ( fFullRender )
{
ShadowVideoSurfaceRect( FRAME_BUFFER, gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvX + gsItemPopupInvWidth , gsItemPopupInvY + gsItemPopupInvHeight );
}
}
// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
GetVideoObject( &hVObject, guiItemPopupBoxes );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth;
for ( cnt = 0; cnt < gubNumItemPopups; cnt++ )
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiItemPopupBoxes, 0, gsItemPopupX + ( cnt * usWidth ), gsItemPopupY, VO_BLT_SRCTRANSPARENCY, NULL );
if ( cnt < gpItemPopupObject->ubNumberOfObjects )
{
sX = (INT16)(gsItemPopupX + ( cnt * usWidth ) + 11);
sY = (INT16)( gsItemPopupY + 3 );
INVRenderItem( FRAME_BUFFER, NULL, gpItemPopupObject, sX, sY, 29, 23, DIRTYLEVEL2, NULL, (UINT8)RENDER_ITEM_NOSTATUS, FALSE, 0 );
// Do status bar here...
sNewX = (INT16)( gsItemPopupX + ( cnt * usWidth ) + 7 );
sNewY = gsItemPopupY + INV_BAR_DY + 3;
DrawItemUIBarEx( gpItemPopupObject, (UINT8)cnt, sNewX, sNewY, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , FRAME_BUFFER );
}
}
//RestoreExternBackgroundRect( gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvWidth, gsItemPopupInvHeight );
InvalidateRegion( gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvX + gsItemPopupInvWidth, gsItemPopupInvY + gsItemPopupInvHeight );
}
void HandleItemStackPopup( )
{
}
void DeleteItemStackPopup( )
{
INT32 cnt;
//Remove
DeleteVideoObjectFromIndex( guiItemPopupBoxes );
MSYS_RemoveRegion( &gItemPopupRegion);
gfInItemStackPopup = FALSE;
for ( cnt = 0; cnt < gubNumItemPopups; cnt++ )
{
MSYS_RemoveRegion( &gItemPopupRegions[cnt]);
}
fInterfacePanelDirty = DIRTYLEVEL2;
//guiTacticalInterfaceFlags &= (~INTERFACE_NORENDERBUTTONS);
// if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
if( guiCurrentItemDescriptionScreen != MAP_SCREEN )
{
EnableSMPanelButtons( TRUE, FALSE );
}
FreeMouseCursor( );
}
BOOLEAN InitKeyRingPopup( SOLDIERTYPE *pSoldier, INT16 sInvX, INT16 sInvY, INT16 sInvWidth, INT16 sInvHeight )
{
VOBJECT_DESC VObjectDesc;
SGPRect aRect;
ETRLEObject *pTrav;
HVOBJECT hVObject;
INT32 cnt;
UINT16 usPopupWidth, usPopupHeight;
UINT8 ubSlotSimilarToKeySlot = 10;
INT16 sKeyRingItemWidth = 0;
INT16 sOffSetY = 0, sOffSetX = 0;
if( guiCurrentScreen == MAP_SCREEN )
{
gsKeyRingPopupInvX = 0;
sKeyRingItemWidth = MAP_KEY_RING_ROW_WIDTH;
sOffSetX = 40;
sOffSetY = 15;
}
else
{
// Set some globals
gsKeyRingPopupInvX = sInvX + TACTICAL_INVENTORY_KEYRING_GRAPHIC_OFFSET_X;
sKeyRingItemWidth = KEY_RING_ROW_WIDTH;
sOffSetY = 8;
}
gsKeyRingPopupInvY = sInvY;
gsKeyRingPopupInvWidth = sInvWidth;
gsKeyRingPopupInvHeight = sInvHeight;
gpItemPopupSoldier = pSoldier;
// Load graphics
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
strcpy( VObjectDesc.ImageFile, "INTERFACE\\extra_inventory.STI" );
CHECKF( AddVideoObject( &VObjectDesc, &guiItemPopupBoxes) );
// Get size
GetVideoObject( &hVObject, guiItemPopupBoxes );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
usPopupWidth = pTrav->usWidth;
usPopupHeight = pTrav->usHeight;
// Determine position, height and width of mouse region, area
//GetSlotInvHeightWidth( ubSlotSimilarToKeySlot, &sItemSlotWidth, &sItemSlotHeight );
for ( cnt = 0; cnt < NUMBER_KEYS_ON_KEYRING; cnt++ )
{
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &gKeyRingRegions[cnt],
(INT16)( gsKeyRingPopupInvX + ( cnt % sKeyRingItemWidth * usPopupWidth ) + sOffSetX ), // top left
(INT16)( sInvY + sOffSetY +( cnt / sKeyRingItemWidth * usPopupHeight ) ), // top right
(INT16)( gsKeyRingPopupInvX + ( ( cnt % sKeyRingItemWidth ) + 1 ) * usPopupWidth + sOffSetX ), // bottom left
(INT16)( sInvY + ( (cnt / sKeyRingItemWidth + 1) * usPopupHeight ) + sOffSetY ), // bottom right
MSYS_PRIORITY_HIGHEST,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, KeyRingSlotInvClickCallback );
// Add region
MSYS_AddRegion( &gKeyRingRegions[cnt]);
MSYS_SetRegionUserData( &gKeyRingRegions[cnt], 0, cnt );
//gfItemPopupRegionCallbackEndFix = FALSE;
}
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &gItemPopupRegion, sInvX, sInvY ,(INT16)(sInvX + sInvWidth), (INT16)(sInvY + sInvHeight), MSYS_PRIORITY_HIGH,
MSYS_NO_CURSOR, MSYS_NO_CALLBACK, ItemPopupFullRegionCallback );
// Add region
MSYS_AddRegion( &gItemPopupRegion);
//Disable all faces
SetAllAutoFacesInactive( );
fInterfacePanelDirty = DIRTYLEVEL2;
//guiTacticalInterfaceFlags |= INTERFACE_NORENDERBUTTONS;
// if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
if( guiCurrentItemDescriptionScreen != MAP_SCREEN )
{
EnableSMPanelButtons( FALSE , FALSE );
}
gfInKeyRingPopup = TRUE;
//Reserict mouse cursor to panel
aRect.iTop = sInvY;
aRect.iLeft = sInvX;
aRect.iBottom = sInvY + sInvHeight;
aRect.iRight = sInvX + sInvWidth;
RestrictMouseCursor( &aRect );
return( TRUE );
}
void RenderKeyRingPopup( BOOLEAN fFullRender )
{
ETRLEObject *pTrav;
UINT32 usHeight, usWidth;
HVOBJECT hVObject;
UINT32 cnt;
OBJECTTYPE pObject;
INT16 sKeyRingItemWidth = 0;
INT16 sOffSetY = 0, sOffSetX = 0;
if( guiCurrentScreen != MAP_SCREEN )
{
sOffSetY = 8;
}
else
{
sOffSetX = 40;
sOffSetY = 15;
}
if ( gfInKeyRingPopup )
{
//Disable all faces
SetAllAutoFacesInactive( );
// Shadow Area
if ( fFullRender )
{
ShadowVideoSurfaceRect( FRAME_BUFFER, 0, gsKeyRingPopupInvY, gsKeyRingPopupInvX + gsKeyRingPopupInvWidth , gsKeyRingPopupInvY + gsKeyRingPopupInvHeight );
}
}
memset( &pObject, 0, sizeof( OBJECTTYPE ) );
pObject.usItem = KEY_1;
pObject.ItemData.Generic.bStatus[ 0 ] = 100;
// TAKE A LOOK AT THE VIDEO OBJECT SIZE ( ONE OF TWO SIZES ) AND CENTER!
GetVideoObject( &hVObject, guiItemPopupBoxes );
pTrav = &(hVObject->pETRLEObject[ 0 ] );
usHeight = (UINT32)pTrav->usHeight;
usWidth = (UINT32)pTrav->usWidth;
if( guiCurrentScreen == MAP_SCREEN )
{
sKeyRingItemWidth = MAP_KEY_RING_ROW_WIDTH;
}
else
{
// Set some globals
sKeyRingItemWidth = KEY_RING_ROW_WIDTH;
}
for ( cnt = 0; cnt < NUMBER_KEYS_ON_KEYRING; cnt++ )
{
BltVideoObjectFromIndex( FRAME_BUFFER, guiItemPopupBoxes, 0, (INT16)(gsKeyRingPopupInvX + ( cnt % sKeyRingItemWidth * usWidth ) + sOffSetX ), ( INT16 )( gsKeyRingPopupInvY + sOffSetY + ( cnt / sKeyRingItemWidth * usHeight ) ), VO_BLT_SRCTRANSPARENCY, NULL );
// will want to draw key here.. if there is one
if( ( gpItemPopupSoldier->pKeyRing[ cnt ].ubKeyID != INVALID_KEY_NUMBER ) && ( gpItemPopupSoldier->pKeyRing[ cnt ].ubNumber > 0 ) )
{
pObject.ubNumberOfObjects = gpItemPopupSoldier->pKeyRing[ cnt ].ubNumber;
// show 100% status for each
DrawItemUIBarEx( &pObject, 0, (INT16)( gsKeyRingPopupInvX + sOffSetX + ( cnt % sKeyRingItemWidth * usWidth ) + 7 ), ( INT16 )( gsKeyRingPopupInvY + sOffSetY + ( cnt / sKeyRingItemWidth * usHeight ) + 24 )
, ITEM_BAR_WIDTH, ITEM_BAR_HEIGHT, Get16BPPColor( STATUS_BAR ), Get16BPPColor( STATUS_BAR_SHADOW ), TRUE , FRAME_BUFFER );
// set item type
pObject.usItem = FIRST_KEY + LockTable[ gpItemPopupSoldier->pKeyRing[ cnt].ubKeyID ].usKeyItem;
// render the item
INVRenderItem( FRAME_BUFFER, NULL, &pObject, (INT16)(gsKeyRingPopupInvX + sOffSetX +( cnt % sKeyRingItemWidth * usWidth ) + 8), ( INT16 )( gsKeyRingPopupInvY + sOffSetY + ( cnt / sKeyRingItemWidth * usHeight ) ),
( UINT16 )( usWidth - 8 ), ( UINT16 )( usHeight - 2 ) , DIRTYLEVEL2, NULL, 0, 0, 0 );
}
//BltVideoObjectFromIndex( FRAME_BUFFER, guiItemPopupBoxes, 0, (INT16)(gsKeyRingPopupInvX + ( cnt % KEY_RING_ROW_WIDTH * usWidth ) ), ( INT16 )( gsKeyRingPopupInvY + ( cnt / KEY_RING_ROW_WIDTH * usHeight ) ), VO_BLT_SRCTRANSPARENCY, NULL );
}
//RestoreExternBackgroundRect( gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvWidth, gsItemPopupInvHeight );
InvalidateRegion( gsKeyRingPopupInvX, gsKeyRingPopupInvY, gsKeyRingPopupInvX + gsKeyRingPopupInvWidth, gsKeyRingPopupInvY + gsKeyRingPopupInvHeight );
}
void DeleteKeyRingPopup( )
{
INT32 cnt;
if( gfInKeyRingPopup == FALSE )
{
// done,
return;
}
//Remove
DeleteVideoObjectFromIndex( guiItemPopupBoxes );
MSYS_RemoveRegion( &gItemPopupRegion);
gfInKeyRingPopup = FALSE;
for ( cnt = 0; cnt < NUMBER_KEYS_ON_KEYRING; cnt++ )
{
MSYS_RemoveRegion( &gKeyRingRegions[cnt]);
}
fInterfacePanelDirty = DIRTYLEVEL2;
//guiTacticalInterfaceFlags &= (~INTERFACE_NORENDERBUTTONS);
// if ( !(guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
if( guiCurrentItemDescriptionScreen != MAP_SCREEN )
{
EnableSMPanelButtons( TRUE, FALSE );
}
FreeMouseCursor( );
}
UINT32 GetInterfaceGraphicForItem( INVTYPE *pItem )
{
// CHECK SUBCLASS
if ( pItem->ubGraphicType == 0 )
{
return( guiGUNSM );
}
else if ( pItem->ubGraphicType == 1 )
{
return( guiP1ITEMS );
}
else if ( pItem->ubGraphicType == 2 )
{
return( guiP2ITEMS );
}
else
{
return( guiP3ITEMS );
}
}
UINT16 GetTileGraphicForItem( INVTYPE *pItem )
{
UINT16 usIndex;
if ( pItem->ubClassIndex >= M900 )
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("GetTileGraphicForItem: item %d graphic %d",pItem->ubClassIndex, pItem->ubGraphicNum));
// CHECK SUBCLASS
if ( pItem->ubGraphicType == 0 )
{
GetTileIndexFromTypeSubIndex( GUNS, (INT16)(pItem->ubGraphicNum+1), &usIndex );
}
else if ( pItem->ubGraphicType == 1 )
{
GetTileIndexFromTypeSubIndex( P1ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex );
}
else if ( pItem->ubGraphicType == 2 )
{
GetTileIndexFromTypeSubIndex( P2ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex );
}
else
{
GetTileIndexFromTypeSubIndex( P3ITEMS, (INT16)(pItem->ubGraphicNum+1), &usIndex );
}
if ( pItem->ubClassIndex >= M900 )
DebugMsg(TOPIC_JA2, DBG_LEVEL_3, String("GetTileGraphicForItem: db index %d",usIndex));
return( usIndex );
}
BOOLEAN LoadTileGraphicForItem( INVTYPE *pItem, UINT32 *puiVo )
{
CHAR8 zName[ 100 ];
UINT32 uiVo;
VOBJECT_DESC VObjectDesc;
UINT16 ubGraphic;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("LoadTileGraphicForItem"));
// CHECK SUBCLASS
ubGraphic = pItem->ubGraphicNum;
if ( pItem->ubGraphicType == 0 )
{
// CHECK SUBCLASS
//ubGraphic++;
if ( ubGraphic < 10 )
{
sprintf( zName, "gun0%d.sti", ubGraphic );
}
else
{
sprintf( zName, "gun%d.sti", ubGraphic );
}
}
else if ( pItem->ubGraphicType == 1 )
{
if ( ubGraphic < 10 )
{
sprintf( zName, "p1item0%d.sti", ubGraphic );
}
else
{
sprintf( zName, "p1item%d.sti", ubGraphic );
}
}
else if ( pItem->ubGraphicType == 2 )
{
if ( ubGraphic < 10 )
{
sprintf( zName, "p2item0%d.sti", ubGraphic );
}
else
{
sprintf( zName, "p2item%d.sti", ubGraphic );
}
}
else
{
if ( ubGraphic < 10 )
{
sprintf( zName, "p3item0%d.sti", ubGraphic );
}
else
{
sprintf( zName, "p3item%d.sti", ubGraphic );
}
}
//Load item
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
sprintf( VObjectDesc.ImageFile, "BIGITEMS\\%s", zName );
CHECKF( AddVideoObject( &VObjectDesc, &uiVo) );
*puiVo = uiVo;
DebugMsg(TOPIC_JA2,DBG_LEVEL_3,String("LoadTileGraphicForItem: done"));
return( TRUE );
}
void ItemDescMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
}
void ItemDescCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
static BOOLEAN fRightDown = FALSE, fLeftDown = FALSE;
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN)
{
fLeftDown = TRUE;
}
else if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if ( fLeftDown )
{
fLeftDown = FALSE;
//Only exit the screen if we are NOT in the money interface. Only the DONE button should exit the money interface.
if( gpItemDescObject->usItem != MONEY )
{
DeleteItemDescriptionBox( );
}
}
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_DWN)
{
fRightDown = TRUE;
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
if ( fRightDown )
{
fRightDown = FALSE;
//Only exit the screen if we are NOT in the money interface. Only the DONE button should exit the money interface.
// if( gpItemDescObject->usItem != MONEY )
{
DeleteItemDescriptionBox( );
}
}
}
}
void ItemDescDoneButtonCallback( GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
if( gpItemDescObject->usItem == MONEY )
{
RemoveMoney();
}
DeleteItemDescriptionBox( );
}
}
if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
{
btn->uiFlags|=(BUTTON_CLICKED_ON);
}
else if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
if (btn->uiFlags & BUTTON_CLICKED_ON)
{
btn->uiFlags&=~(BUTTON_CLICKED_ON);
DeleteItemDescriptionBox( );
}
}
}
void ItemPopupRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT32 uiItemPos;
uiItemPos = MSYS_GetRegionUserData( pRegion, 0 );
// TO ALLOW ME TO DELETE REGIONS IN CALLBACKS!
if ( gfItemPopupRegionCallbackEndFix )
{
return;
}
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_DWN)
{
//If one in our hand, place it
if ( gpItemPointer != NULL )
{
if ( !PlaceObjectAtObjectIndex( gpItemPointer, gpItemPopupObject, (UINT8)uiItemPos ) )
{
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
MAPEndItemPointer( );
}
else
{
gpItemPointer = NULL;
MSYS_ChangeRegionCursor( &gSMPanelRegion , CURSOR_NORMAL );
SetCurrentCursorFromDatabase( CURSOR_NORMAL );
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
memset( &gMoveingItem, 0, sizeof( INVENTORY_IN_SLOT ) );
SetSkiCursor( CURSOR_NORMAL );
}
}
// re-evaluate repairs
gfReEvaluateEveryonesNothingToDo = TRUE;
}
//Dirty interface
//fInterfacePanelDirty = DIRTYLEVEL2;
//RenderItemStackPopup( FALSE );
}
else
{
if ( uiItemPos < gpItemPopupObject->ubNumberOfObjects )
{
// Here, grab an item and put in cursor to swap
//RemoveObjFrom( OBJECTTYPE * pObj, UINT8 ubRemoveIndex )
GetObjFrom( gpItemPopupObject, (UINT8)uiItemPos, &gItemPointer );
if ( (guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN ) )
{
// pick it up
InternalMAPBeginItemPointer( gpItemPopupSoldier );
}
else
{
gpItemPointer = &gItemPointer;
gpItemPointerSoldier = gpItemPopupSoldier;
}
//if we are in the shop keeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
// pick up stacked item into cursor and try to sell it ( unless CTRL is held down )
BeginSkiItemPointer( PLAYERS_INVENTORY, -1, ( BOOLEAN )!gfKeyState[ CTRL ] );
// if we've just removed the last one there
if ( gpItemPopupObject->ubNumberOfObjects == 0 )
{
// we must immediately get out of item stack popup, because the item has been deleted (memset to 0), and
// errors like a right bringing up an item description for item 0 could happen then. ARM.
DeleteItemStackPopup( );
}
}
// re-evaluate repairs
gfReEvaluateEveryonesNothingToDo = TRUE;
//Dirty interface
//RenderItemStackPopup( FALSE );
//fInterfacePanelDirty = DIRTYLEVEL2;
}
}
UpdateItemHatches();
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
// Get Description....
// Some global stuff here - for esc, etc
//Remove
gfItemPopupRegionCallbackEndFix = TRUE;
DeleteItemStackPopup( );
if ( !InItemDescriptionBox( ) )
{
// RESTORE BACKGROUND
RestoreExternBackgroundRect( gsItemPopupInvX, gsItemPopupInvY, gsItemPopupInvWidth, gsItemPopupInvHeight );
if ( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
MAPInternalInitItemDescriptionBox( gpItemPopupObject, (UINT8)uiItemPos, gpItemPopupSoldier );
}
else
{
InternalInitItemDescriptionBox( gpItemPopupObject, (INT16) ITEMDESC_START_X, (INT16) ITEMDESC_START_Y, (UINT8)uiItemPos, gpItemPopupSoldier );
}
}
}
}
void ItemPopupFullRegionCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT32 uiItemPos;
uiItemPos = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if ( InItemStackPopup( ) )
{
// End stack popup and retain pointer
EndItemStackPopupWithItemInHand( );
}
else if( InKeyRingPopup() )
{
// end pop up with key in hand
DeleteKeyRingPopup( );
fTeamPanelDirty = TRUE;
}
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
if ( InItemStackPopup( ) )
{
DeleteItemStackPopup( );
fTeamPanelDirty = TRUE;
}
else
{
DeleteKeyRingPopup( );
fTeamPanelDirty = TRUE;
}
}
}
#define NUM_PICKUP_SLOTS 6
typedef struct
{
ITEM_POOL *pItemPool;
INT16 sX;
INT16 sY;
INT16 sWidth;
INT16 sHeight;
INT8 bScrollPage;
INT32 ubScrollAnchor;
INT32 ubTotalItems;
INT32 bCurSelect;
UINT8 bNumSlotsPerPage;
UINT32 uiPanelVo;
INT32 iUpButtonImages;
INT32 iDownButtonImages;
INT32 iAllButtonImages;
INT32 iCancelButtonImages;
INT32 iOKButtonImages;
INT32 iUpButton;
INT32 iDownButton;
INT32 iAllButton;
INT32 iOKButton;
INT32 iCancelButton;
BOOLEAN fCanScrollUp;
BOOLEAN fCanScrollDown;
BOOLEAN fDirtyLevel;
INT32 iDirtyRect;
BOOLEAN fHandled;
INT16 sGridNo;
INT8 bZLevel;
INT16 sButtomPanelStartY;
SOLDIERTYPE *pSoldier;
ITEM_POOL *ItemPoolSlots[ NUM_PICKUP_SLOTS ];
MOUSE_REGION Regions[ NUM_PICKUP_SLOTS ];
MOUSE_REGION BackRegions;
MOUSE_REGION BackRegion;
BOOLEAN *pfSelectedArray;
BOOLEAN fAtLeastOneSelected;
OBJECTTYPE CompAmmoObject;
BOOLEAN fAllSelected;
} ITEM_PICKUP_MENU_STRUCT;
#define ITEMPICK_UP_X 55
#define ITEMPICK_UP_Y 5
#define ITEMPICK_DOWN_X 111
#define ITEMPICK_DOWN_Y 5
#define ITEMPICK_ALL_X 79
#define ITEMPICK_ALL_Y 6
#define ITEMPICK_OK_X 16
#define ITEMPICK_OK_Y 6
#define ITEMPICK_CANCEL_X 141
#define ITEMPICK_CANCEL_Y 6
#define ITEMPICK_START_X_OFFSET 10
#define ITEMPICK_START_Y_OFFSET 20
#define ITEMPICK_GRAPHIC_X 10
#define ITEMPICK_GRAPHIC_Y 12
#define ITEMPICK_GRAPHIC_YSPACE 26
#define ITEMPICK_TEXT_X 56
#define ITEMPICK_TEXT_Y 22
#define ITEMPICK_TEXT_YSPACE 26
#define ITEMPICK_TEXT_WIDTH 109
#define ITEMPICK_TEXT_HEIGHT 17
ITEM_PICKUP_MENU_STRUCT gItemPickupMenu;
BOOLEAN gfInItemPickupMenu = FALSE;
void ItemPickupScrollUp( GUI_BUTTON *btn, INT32 reason );
void ItemPickupScrollDown( GUI_BUTTON *btn, INT32 reason );
void ItemPickupAll( GUI_BUTTON *btn, INT32 reason );
void ItemPickupOK( GUI_BUTTON *btn, INT32 reason );
void ItemPickupCancel( GUI_BUTTON *btn, INT32 reason );
void SetupPickupPage( INT8 bPage );
void ItemPickMenuMouseMoveCallback( MOUSE_REGION * pRegion, INT32 iReason );
void ItemPickMenuMouseClickCallback( MOUSE_REGION * pRegion, INT32 iReason );
void CalculateItemPickupMenuDimensions( );
void ItemPickupBackgroundClick( MOUSE_REGION * pRegion, INT32 iReason );
// STUFF FOR POPUP ITEM INFO BOX
void SetItemPickupMenuDirty( BOOLEAN fDirtyLevel )
{
gItemPickupMenu.fDirtyLevel = fDirtyLevel;
}
BOOLEAN InitializeItemPickupMenu( SOLDIERTYPE *pSoldier, INT16 sGridNo, ITEM_POOL *pItemPool, INT16 sScreenX, INT16 sScreenY, INT8 bZLevel )
{
VOBJECT_DESC VObjectDesc;
CHAR8 ubString[48];
ITEM_POOL *pTempItemPool;
INT32 cnt;
INT16 sCenX, sCenY, sX, sY, sCenterYVal;
gfStealing=FALSE;
gpOpponent=NULL;
// Erase other menus....
EraseInterfaceMenus( TRUE );
// Make sure menu is located if not on screen
LocateSoldier( pSoldier->ubID, FALSE );
// memset values
memset( &gItemPickupMenu, 0, sizeof( gItemPickupMenu ) );
//Set item pool value
gItemPickupMenu.pItemPool = pItemPool;
InterruptTime();
PauseGame();
LockPauseState( 18 );
// Pause timers as well....
PauseTime( TRUE );
// Alrighty, cancel lock UI if we havn't done so already
UnSetUIBusy( pSoldier->ubID );
// Change to INV panel if not there already...
gfSwitchPanel = TRUE;
gbNewPanel = SM_PANEL;
gubNewPanelParam = (UINT8)pSoldier->ubID;
//Determine total #
cnt = 0;
pTempItemPool = pItemPool;
while( pTempItemPool != NULL )
{
if ( ItemPoolOKForDisplay( pTempItemPool, bZLevel ) )
{
cnt++;
}
pTempItemPool = pTempItemPool->pNext;
}
gItemPickupMenu.ubTotalItems = (UINT8)cnt;
// Determine # of slots per page
if ( gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS )
{
gItemPickupMenu.bNumSlotsPerPage = NUM_PICKUP_SLOTS;
}
else
{
gItemPickupMenu.bNumSlotsPerPage = gItemPickupMenu.ubTotalItems;
}
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\itembox.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(gItemPickupMenu.uiPanelVo) ) );
// Memalloc selection array...
gItemPickupMenu.pfSelectedArray = (BOOLEAN *) MemAlloc(( sizeof( UINT8 ) * gItemPickupMenu.ubTotalItems ) );
// seto to 0
memset( gItemPickupMenu.pfSelectedArray, 0, ( sizeof( UINT8 ) * gItemPickupMenu.ubTotalItems ) );
// Calcualate dimensions
CalculateItemPickupMenuDimensions( );
// Get XY
{
// First get mouse xy screen location
if( sGridNo != NOWHERE )
{
sX = gusMouseXPos;
sY = gusMouseYPos;
}
else
{
sX = sScreenX;
sY = sScreenY;
}
// CHECK FOR LEFT/RIGHT
if ( ( sX + gItemPickupMenu.sWidth ) > SCREEN_WIDTH )
{
sX = SCREEN_WIDTH - gItemPickupMenu.sWidth - ITEMPICK_START_X_OFFSET;
}
else
{
sX = sX + ITEMPICK_START_X_OFFSET;
}
// Now check for top
// Center in the y
sCenterYVal = gItemPickupMenu.sHeight / 2;
sY -= sCenterYVal;
if ( sY < gsVIEWPORT_WINDOW_START_Y )
{
sY = gsVIEWPORT_WINDOW_START_Y;
}
// Check for bottom
if ( ( sY + gItemPickupMenu.sHeight ) > INV_INTERFACE_START_Y )
{
sY = INV_INTERFACE_START_Y - gItemPickupMenu.sHeight;
}
}
// Set some values
gItemPickupMenu.sX = sX;
gItemPickupMenu.sY = sY;
gItemPickupMenu.bCurSelect = 0;
gItemPickupMenu.pSoldier = pSoldier;
gItemPickupMenu.fHandled = FALSE;
gItemPickupMenu.sGridNo = sGridNo;
gItemPickupMenu.bZLevel = bZLevel;
gItemPickupMenu.fAtLeastOneSelected = FALSE;
gItemPickupMenu.fAllSelected = FALSE;
//Load images for buttons
FilenameForBPP("INTERFACE\\itembox.sti", ubString );
gItemPickupMenu.iUpButtonImages = LoadButtonImage( ubString, -1,5,-1,10,-1 );
gItemPickupMenu.iDownButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 7, -1, 12, -1 );
gItemPickupMenu.iAllButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 6, -1,11, -1 );
gItemPickupMenu.iCancelButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 8, -1, 13, -1 );
gItemPickupMenu.iOKButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 4, -1, 9, -1 );
/* This region definition must be checked and recalculated!!!
* i didnt have time for that sorry
* any questions? joker
*/
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &(gItemPickupMenu.BackRegion ), (INT16)( SCREEN_WIDTH - 108 ), (INT16)( SCREEN_HEIGHT - 133 ), (INT16)( SCREEN_WIDTH ),(INT16)( SCREEN_HEIGHT ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
// Add region
MSYS_AddRegion( &(gItemPickupMenu.BackRegion ) );
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &(gItemPickupMenu.BackRegions ), (INT16)(gItemPickupMenu.sX ), (INT16)(gItemPickupMenu.sY), (INT16)(gItemPickupMenu.sX + gItemPickupMenu.sWidth ),(INT16)( gItemPickupMenu.sY + gItemPickupMenu.sHeight ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
// Add region
MSYS_AddRegion( &(gItemPickupMenu.BackRegions ) );
// Create buttons
if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS )
{
gItemPickupMenu.iUpButton = QuickCreateButton( gItemPickupMenu.iUpButtonImages, (INT16)(sX + ITEMPICK_UP_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_UP_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupScrollUp );
SetButtonFastHelpText( gItemPickupMenu.iUpButton, ItemPickupHelpPopup[ 1 ] );
gItemPickupMenu.iDownButton = QuickCreateButton( gItemPickupMenu.iDownButtonImages, (INT16)(sX + ITEMPICK_DOWN_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_DOWN_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupScrollDown );
SetButtonFastHelpText( gItemPickupMenu.iDownButton, ItemPickupHelpPopup[ 3 ] );
}
gItemPickupMenu.iOKButton = QuickCreateButton( gItemPickupMenu.iOKButtonImages, (INT16)(sX + ITEMPICK_OK_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_OK_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupOK );
SetButtonFastHelpText( gItemPickupMenu.iOKButton, ItemPickupHelpPopup[ 0 ] );
gItemPickupMenu.iAllButton = QuickCreateButton( gItemPickupMenu.iAllButtonImages, (INT16)(sX + ITEMPICK_ALL_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_ALL_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupAll );
SetButtonFastHelpText( gItemPickupMenu.iAllButton, ItemPickupHelpPopup[ 2 ] );
gItemPickupMenu.iCancelButton = QuickCreateButton( gItemPickupMenu.iCancelButtonImages, (INT16)(sX + ITEMPICK_CANCEL_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_CANCEL_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupCancel );
SetButtonFastHelpText( gItemPickupMenu.iCancelButton, ItemPickupHelpPopup[ 4 ] );
DisableButton( gItemPickupMenu.iOKButton );
// Create regions...
sCenX = gItemPickupMenu.sX;
sCenY = gItemPickupMenu.sY + ITEMPICK_GRAPHIC_Y;
for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ )
{
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &(gItemPickupMenu.Regions[cnt]), (INT16)(sCenX ), (INT16)(sCenY + 1), (INT16)(sCenX + gItemPickupMenu.sWidth ),(INT16)( sCenY + ITEMPICK_GRAPHIC_YSPACE ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, ItemPickMenuMouseMoveCallback, ItemPickMenuMouseClickCallback );
// Add region
MSYS_AddRegion( &(gItemPickupMenu.Regions[cnt]) );
MSYS_SetRegionUserData( &(gItemPickupMenu.Regions[cnt]), 0, cnt );
sCenY += ITEMPICK_GRAPHIC_YSPACE;
}
//Save dirty rect
//gItemPickupMenu.iDirtyRect = RegisterBackgroundRect( BGND_FLAG_PERMANENT | BGND_FLAG_SAVERECT, NULL, gItemPickupMenu.sX, gItemPickupMenu.sY, (INT16)(gItemPickupMenu.sX + gItemPickupMenu.sWidth ) , (INT16)(gItemPickupMenu.sY + gItemPickupMenu.sHeight ) );
SetupPickupPage( 0 );
gfInItemPickupMenu = TRUE;
// Ignore scrolling
gfIgnoreScrolling = TRUE;
HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE );
gubSelectSMPanelToMerc = pSoldier->ubID;
ReEvaluateDisabledINVPanelButtons( );
DisableTacticalTeamPanelButtons( TRUE );
//gfSMDisableForItems = TRUE;
return( TRUE );
}
void SetupPickupPage( INT8 bPage )
{
INT32 cnt, iStart, iEnd;
ITEM_POOL *pTempItemPool;
INT16 sValue;
OBJECTTYPE *pObject;
static CHAR16 pStr[ 200 ];
// Zero out page slots
memset( gItemPickupMenu.ItemPoolSlots, 0, sizeof( gItemPickupMenu.ItemPoolSlots ) );
// Zero page flags
gItemPickupMenu.fCanScrollUp = FALSE;
gItemPickupMenu.fCanScrollDown = FALSE;
// Get lower bound
iStart = bPage * NUM_PICKUP_SLOTS;
if ( iStart > gItemPickupMenu.ubTotalItems )
{
return;
}
if ( bPage > 0 )
{
gItemPickupMenu.fCanScrollUp = TRUE;
}
iEnd = iStart + NUM_PICKUP_SLOTS;
if ( iEnd >= gItemPickupMenu.ubTotalItems )
{
iEnd = gItemPickupMenu.ubTotalItems;
}
else
{
// We can go for more!
gItemPickupMenu.fCanScrollDown = TRUE;
}
// Setup slots!
// These slots contain an inventory pool pointer for each slot...
pTempItemPool = gItemPickupMenu.pItemPool;
// ATE: Patch fix here for crash :(
// Clear help text!
for ( cnt = 0; cnt < NUM_PICKUP_SLOTS; cnt++ )
{
SetRegionFastHelpText( &(gItemPickupMenu.Regions[cnt]), L"" );
}
for ( cnt = 0; cnt < iEnd; )
{
// Move to the closest one that can be displayed....
if (!gfStealing)
{
while( !ItemPoolOKForDisplay( pTempItemPool, gItemPickupMenu.bZLevel ) )
{
pTempItemPool = pTempItemPool->pNext;
}
}
if ( cnt >= iStart )
{
gItemPickupMenu.ItemPoolSlots[ cnt - iStart ] = pTempItemPool;
// WDS - Clean up inventory handling
pObject = (gfStealing)? &gpOpponent->inv[pTempItemPool->iItemIndex]
:&(gWorldItems[ pTempItemPool->iItemIndex ].o );
sValue = pObject->ItemData.Generic.bStatus[ 0 ];
// Adjust for ammo, other thingys..
if( Item[ pObject->usItem ].usItemClass & IC_AMMO || Item[ pObject->usItem ].usItemClass & IC_KEY )
{
swprintf( pStr, L"" );
}
else
{
swprintf( pStr, L"%d%%", sValue );
}
SetRegionFastHelpText( &(gItemPickupMenu.Regions[ cnt - iStart ]), pStr );
}
cnt++;
pTempItemPool = pTempItemPool->pNext;
}
gItemPickupMenu.bScrollPage = bPage;
gItemPickupMenu.ubScrollAnchor = (UINT8)iStart;
if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS )
{
// Setup enabled/disabled buttons
if ( gItemPickupMenu.fCanScrollUp )
{
EnableButton( gItemPickupMenu.iUpButton );
}
else
{
DisableButton( gItemPickupMenu.iUpButton );
}
// Setup enabled/disabled buttons
if ( gItemPickupMenu.fCanScrollDown )
{
EnableButton( gItemPickupMenu.iDownButton );
}
else
{
DisableButton( gItemPickupMenu.iDownButton );
}
}
SetItemPickupMenuDirty( DIRTYLEVEL2 );
}
void CalculateItemPickupMenuDimensions( )
{
INT32 cnt;
INT16 sX, sY;
UINT16 usSubRegion, usHeight, usWidth;
// Build background
sX = 0;
sY = 0;
for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ )
{
if ( cnt == 0 )
{
usSubRegion = 0;
}
else
{
usSubRegion = 1;
}
// Add hieght of object
GetVideoObjectETRLESubregionProperties( gItemPickupMenu.uiPanelVo, usSubRegion, &usWidth, &usHeight );
sY += usHeight;
}
gItemPickupMenu.sButtomPanelStartY = sY;
// Do end
GetVideoObjectETRLESubregionProperties( gItemPickupMenu.uiPanelVo, 2, &usWidth, &usHeight );
sY += usHeight;
// Set height, width
gItemPickupMenu.sHeight = sY;
gItemPickupMenu.sWidth = usWidth;
}
// set pick up menu dirty level
void SetPickUpMenuDirtyLevel( BOOLEAN fDirtyLevel )
{
gItemPickupMenu.fDirtyLevel = fDirtyLevel;
return;
}
void RenderItemPickupMenu( )
{
INT32 cnt;
UINT16 usItemTileIndex;
INT16 sX, sY, sCenX, sCenY, sFontX, sFontY, sNewX, sNewY;
UINT32 uiDestPitchBYTES;
UINT8 *pDestBuf;
CHAR16 pStr[ 100 ];
UINT16 usSubRegion, usHeight, usWidth;
INVTYPE *pItem;
OBJECTTYPE *pObject;
UINT16 uiStringLength;
if ( !gfInItemPickupMenu )
{
return;
}
// Do everything!
if ( gItemPickupMenu.fDirtyLevel == DIRTYLEVEL2 )
{
MarkButtonsDirty( );
// Build background
sX = gItemPickupMenu.sX;
sY = gItemPickupMenu.sY;
for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ )
{
if ( cnt == 0 )
{
usSubRegion = 0;
}
else
{
usSubRegion = 1;
}
BltVideoObjectFromIndex( FRAME_BUFFER, gItemPickupMenu.uiPanelVo, usSubRegion, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
// Add hieght of object
GetVideoObjectETRLESubregionProperties( gItemPickupMenu.uiPanelVo, usSubRegion, &usWidth, &usHeight );
sY += usHeight;
}
// Do end
if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS )
{
BltVideoObjectFromIndex( FRAME_BUFFER, gItemPickupMenu.uiPanelVo, 2, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
else
{
BltVideoObjectFromIndex( FRAME_BUFFER, gItemPickupMenu.uiPanelVo, 3, sX, sY, VO_BLT_SRCTRANSPARENCY, NULL );
}
// Render items....
sX = ITEMPICK_GRAPHIC_X + gItemPickupMenu.sX;
sY = ITEMPICK_GRAPHIC_Y + gItemPickupMenu.sY;
pDestBuf = LockVideoSurface( FRAME_BUFFER, &uiDestPitchBYTES );
SetFont( ITEMDESC_FONT );
SetFontBackground( FONT_MCOLOR_BLACK );
SetFontShadow( ITEMDESC_FONTSHADOW2 );
for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ )
{
if ( gItemPickupMenu.ItemPoolSlots[ cnt ] != NULL )
{
// Get item to render
// WDS - Clean up inventory handling
pObject = (gfStealing)? &gpOpponent->inv[gItemPickupMenu.ItemPoolSlots[ cnt ]->iItemIndex]
:&(gWorldItems[ gItemPickupMenu.ItemPoolSlots[ cnt ]->iItemIndex ].o );
pItem = &( Item[ pObject->usItem ] );
usItemTileIndex = GetTileGraphicForItem( pItem );
// Render
sX = ITEMPICK_GRAPHIC_X + gItemPickupMenu.sX;
sCenX = sX;
sCenY = sY;
// ATE: Adjust to basic shade.....
gTileDatabase[ usItemTileIndex ].hTileSurface->pShadeCurrent=gTileDatabase[ usItemTileIndex ].hTileSurface->pShades[4];
//else
{
if ( gItemPickupMenu.pfSelectedArray[ cnt + gItemPickupMenu.ubScrollAnchor ] )
{
//SetFontForeground( FONT_MCOLOR_LTYELLOW );
//SetFontShadow( ITEMDESC_FONTSHADOW2 );
Blt8BPPDataTo16BPPBufferOutline( (UINT16*)pDestBuf, uiDestPitchBYTES, gTileDatabase[ usItemTileIndex ].hTileSurface, sCenX, sCenY, gTileDatabase[ usItemTileIndex ].usRegionIndex, Get16BPPColor( FROMRGB( 255, 255, 0 ) ), TRUE );
}
else
{
//SetFontForeground( FONT_BLACK );
//SetFontShadow( ITEMDESC_FONTSHADOW2 );
Blt8BPPDataTo16BPPBufferOutline( (UINT16*)pDestBuf, uiDestPitchBYTES, gTileDatabase[ usItemTileIndex ].hTileSurface, sCenX, sCenY, gTileDatabase[ usItemTileIndex ].usRegionIndex, 0, FALSE );
}
}
// Draw text.....
SetFont( ITEM_FONT );
if ( pObject->ubNumberOfObjects > 1 )
{
SetFontForeground( FONT_GRAY4 );
SetFontShadow( DEFAULT_SHADOW );
sCenX = sX - 4;
sCenY = sY + 14;
swprintf( pStr, L"%d", pObject->ubNumberOfObjects );
VarFindFontRightCoordinates( sCenX, sCenY, 42, 1 , ITEM_FONT, &sFontX, &sFontY, pStr );
mprintf_buffer( pDestBuf, uiDestPitchBYTES, ITEM_FONT, sFontX, sFontY, pStr );
}
SetFont( ITEMDESC_FONT );
// Render attachment symbols
if ( ItemHasAttachments( pObject ) )
{
SetFontForeground( FONT_GREEN );
SetFontShadow( DEFAULT_SHADOW );
sNewY = sCenY + 2;
swprintf( pStr, L"*" );
// Get length of string
uiStringLength=StringPixLength( pStr, ITEM_FONT );
sNewX = sCenX + 43 - uiStringLength - 4;
mprintf_buffer( pDestBuf, uiDestPitchBYTES, ITEMDESC_FONT, sNewX, sNewY, pStr );
//gprintfinvalidate( sNewX, sNewY, pStr );
}
if ( gItemPickupMenu.bCurSelect == ( cnt + gItemPickupMenu.ubScrollAnchor ) )
{
//SetFontForeground( ITEMDESC_FONTSHADOW2 );
//if ( gItemPickupMenu.pfSelectedArray[ cnt + gItemPickupMenu.ubScrollAnchor ] )
//{
// SetFontForeground( FONT_MCOLOR_LTYELLOW );
// SetFontShadow( ITEMDESC_FONTSHADOW2 );
//}
//else
//{
SetFontForeground( FONT_WHITE );
SetFontShadow( DEFAULT_SHADOW );
//}
// Blt8BPPDataTo16BPPBufferOutline( (UINT16*)pDestBuf, uiDestPitchBYTES, gTileDatabase[ usItemTileIndex ].hTileSurface, sCenX, sCenY, gTileDatabase[ usItemTileIndex ].usRegionIndex, Get16BPPColor( FROMRGB( 255, 0, 0 ) ), TRUE );
// Blt8BPPDataTo16BPPBufferOutline( (UINT16*)pDestBuf, uiDestPitchBYTES, gTileDatabase[ usItemTileIndex ].hTileSurface, sCenX, sCenY, gTileDatabase[ usItemTileIndex ].usRegionIndex, Get16BPPColor( FROMRGB( 255, 0, 0 ) ), TRUE );
}
else
{
SetFontForeground( FONT_BLACK );
SetFontShadow( ITEMDESC_FONTSHADOW2 );
}
// Render name
sCenX = ITEMPICK_TEXT_X + gItemPickupMenu.sX;
sCenY = ITEMPICK_TEXT_Y + gItemPickupMenu.sY + ( ITEMPICK_TEXT_YSPACE * (INT16)cnt );
// If we are money...
if ( Item[ pObject->usItem ].usItemClass == IC_MONEY )
{
CHAR16 pStr2[20];
swprintf( pStr2, L"%ld", pObject->ItemData.Money.uiMoneyAmount );
InsertCommasForDollarFigure( pStr2 );
InsertDollarSignInToString( pStr2 );
swprintf( pStr, L"%s (%ls)", ItemNames[ pObject->usItem ], pStr2 );
}
else
{
swprintf( pStr, L"%s", ShortItemNames[ pObject->usItem ] );
}
VarFindFontCenterCoordinates( sCenX, sCenY, ITEMPICK_TEXT_WIDTH, 1 , ITEMDESC_FONT, &sFontX, &sFontY, pStr );
mprintf_buffer( pDestBuf, uiDestPitchBYTES, ITEMDESC_FONT, sFontX, sFontY, pStr );
sY += ITEMPICK_GRAPHIC_YSPACE;
}
}
SetFontShadow( DEFAULT_SHADOW );
UnLockVideoSurface( FRAME_BUFFER );
InvalidateRegion( gItemPickupMenu.sX, gItemPickupMenu.sY, gItemPickupMenu.sX + gItemPickupMenu.sWidth, gItemPickupMenu.sY + gItemPickupMenu.sHeight );
gItemPickupMenu.fDirtyLevel = 0;
}
}
void RemoveItemPickupMenu( )
{
INT32 cnt;
if ( gfInItemPickupMenu )
{
gfSMDisableForItems = FALSE;
HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE );
UnLockPauseState();
UnPauseGame();
// UnPause timers as well....
PauseTime( FALSE );
// Unfreese guy!
gItemPickupMenu.pSoldier->fPauseAllAnimation = FALSE;
// Remove graphics!
DeleteVideoObjectFromIndex( gItemPickupMenu.uiPanelVo );
// Remove buttons
if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS )
{
RemoveButton( gItemPickupMenu.iUpButton );
RemoveButton( gItemPickupMenu.iDownButton );
}
RemoveButton( gItemPickupMenu.iAllButton );
RemoveButton( gItemPickupMenu.iOKButton );
RemoveButton( gItemPickupMenu.iCancelButton );
// Remove button images
UnloadButtonImage( gItemPickupMenu.iUpButtonImages );
UnloadButtonImage( gItemPickupMenu.iDownButtonImages );
UnloadButtonImage( gItemPickupMenu.iAllButtonImages );
UnloadButtonImage( gItemPickupMenu.iCancelButtonImages );
UnloadButtonImage( gItemPickupMenu.iOKButtonImages );
MSYS_RemoveRegion( &(gItemPickupMenu.BackRegions ) );
MSYS_RemoveRegion( &(gItemPickupMenu.BackRegion ) );
// Remove regions
for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ )
{
MSYS_RemoveRegion( &(gItemPickupMenu.Regions[cnt]));
}
// Remove register rect
if ( gItemPickupMenu.iDirtyRect != -1 )
{
//FreeBackgroundRect( gItemPickupMenu.iDirtyRect );
}
// Free selection list...
MemFree( gItemPickupMenu.pfSelectedArray );
gItemPickupMenu.pfSelectedArray = NULL;
// Set cursor back to normal mode...
guiPendingOverrideEvent = A_CHANGE_TO_MOVE;
// Rerender world
SetRenderFlags( RENDER_FLAG_FULL );
gfInItemPickupMenu = FALSE;
//gfSMDisableForItems = FALSE;
//EnableButtonsForInItemBox( TRUE );
EnableSMPanelButtons( TRUE , TRUE );
gfSMDisableForItems = FALSE;
fInterfacePanelDirty = DIRTYLEVEL2;
// Turn off Ignore scrolling
gfIgnoreScrolling = FALSE;
DisableTacticalTeamPanelButtons( FALSE );
gubSelectSMPanelToMerc = gpSMCurrentMerc->ubID;
}
}
void ItemPickupScrollUp( GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
SetupPickupPage( (UINT8)( gItemPickupMenu.bScrollPage - 1 ) );
}
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
}
}
void ItemPickupScrollDown( GUI_BUTTON *btn, INT32 reason )
{
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
SetupPickupPage( (UINT8)( gItemPickupMenu.bScrollPage + 1 ) );
}
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
}
}
void ItemPickupAll( GUI_BUTTON *btn, INT32 reason )
{
INT32 cnt;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
gItemPickupMenu.fAllSelected = !gItemPickupMenu.fAllSelected;
// OK, pickup item....
//gItemPickupMenu.fHandled = TRUE;
// Tell our soldier to pickup this item!
//SoldierGetItemFromWorld( gItemPickupMenu.pSoldier, ITEM_PICKUP_ACTION_ALL, gItemPickupMenu.sGridNo, gItemPickupMenu.bZLevel, NULL );
for ( cnt = 0; cnt < gItemPickupMenu.ubTotalItems; cnt++ )
{
gItemPickupMenu.pfSelectedArray[ cnt ] = gItemPickupMenu.fAllSelected;
}
if ( gItemPickupMenu.fAllSelected )
{
EnableButton( gItemPickupMenu.iOKButton );
}
else
{
DisableButton( gItemPickupMenu.iOKButton );
}
}
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
}
}
void ItemPickupOK( GUI_BUTTON *btn, INT32 reason )
{
INT32 cnt = 0;
UINT16 usLastItem;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
// OK, pickup item....
gItemPickupMenu.fHandled = TRUE;
if (gfStealing) //jackaians modif
{
usLastItem=gpOpponent->inv[HANDPOS].usItem;
SoldierStealItemFromSoldier( gItemPickupMenu.pSoldier,gpOpponent,gItemPickupMenu.pItemPool, ITEM_PICKUP_SELECTION, gItemPickupMenu.sGridNo, gItemPickupMenu.bZLevel, gItemPickupMenu.pfSelectedArray );
DeletePool(gItemPickupMenu.pItemPool);
if ((gpOpponent->inv[HANDPOS].usItem == NOTHING ) && (usLastItem!=NOTHING))
ReLoadSoldierAnimationDueToHandItemChange( gpOpponent, usLastItem, NOTHING );
// PreventFromTheFreezingBug(gItemPickupMenu.pSoldier);
}
else
{
// Tell our soldier to pickup this item!
SoldierGetItemFromWorld( gItemPickupMenu.pSoldier, ITEM_PICKUP_SELECTION, gItemPickupMenu.sGridNo, gItemPickupMenu.bZLevel, gItemPickupMenu.pfSelectedArray );
}
}
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
}
}
void ItemPickupCancel( GUI_BUTTON *btn, INT32 reason )
{
INT32 cnt = 0;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
}
else if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
// OK, pickup item....
gItemPickupMenu.fHandled = TRUE;
// Nonomori: Fix crash-on-cancel by doing this here instead of on the ...LBUTTON_DWN event
if (gfStealing) //jackaians modif
{
DeletePool(gItemPickupMenu.pItemPool);
// PreventFromTheFreezingBug(gItemPickupMenu.pSoldier);
}
}
else if(reason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
btn->uiFlags &= (~BUTTON_CLICKED_ON );
}
}
void ItemPickMenuMouseMoveCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
UINT32 uiItemPos;
//ITEM_POOL *pTempItemPool;
INT32 bPos;
static BOOLEAN bChecked = FALSE;
uiItemPos = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_MOVE)
{
bPos = ( uiItemPos + gItemPickupMenu.ubScrollAnchor );
if ( bPos < gItemPickupMenu.ubTotalItems )
{
// Set current selected guy....
gItemPickupMenu.bCurSelect = bPos;
if ( !bChecked )
{
// WANNE: There is a big bug in the stealing routine.
/*
// Show compatible ammo...
pTempItemPool = gItemPickupMenu.ItemPoolSlots[ gItemPickupMenu.bCurSelect - gItemPickupMenu.ubScrollAnchor ];
// Nonomori: Fix crash caused by stealing ammo in a sector with no items loaded.
// memcpy( &(gItemPickupMenu.CompAmmoObject), &( gWorldItems[ pTempItemPool->iItemIndex ].o ), sizeof( OBJECTTYPE ) );
OBJECTTYPE * pCompAmmoObject = (OBJECTTYPE *) MemAlloc( sizeof( OBJECTTYPE ) );
if ( gWorldItems && gWorldItems[ pTempItemPool->iItemIndex ].fExists )
pCompAmmoObject = &( gWorldItems[ pTempItemPool->iItemIndex ].o );
else
CreateItem( pTempItemPool->iItemIndex, 100, pCompAmmoObject);
memcpy( &(gItemPickupMenu.CompAmmoObject), pCompAmmoObject, sizeof( OBJECTTYPE ) );
// Turn off first...
HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE );
InternalHandleCompatibleAmmoUI( gpSMCurrentMerc, &( gItemPickupMenu.CompAmmoObject ), TRUE );
// Nonomori: Fix crash caused by stealing ammo in a sector with no items loaded.
// HandleAnyMercInSquadHasCompatibleStuff( (INT8)CurrentSquad( ), &(gWorldItems[ pTempItemPool->iItemIndex ].o ), FALSE );
HandleAnyMercInSquadHasCompatibleStuff( (INT8)CurrentSquad( ), pCompAmmoObject, FALSE );
*/
SetItemPickupMenuDirty( DIRTYLEVEL2 );
bChecked = TRUE;
}
}
}
else if( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
gItemPickupMenu.bCurSelect = 255;
InternalHandleCompatibleAmmoUI( gpSMCurrentMerc, &( gItemPickupMenu.CompAmmoObject ), FALSE );
HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE );
SetItemPickupMenuDirty( DIRTYLEVEL2 );
bChecked = FALSE;
}
}
void ItemPickupBackgroundClick( MOUSE_REGION * pRegion, INT32 iReason )
{
if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
// OK, goto team panel....
ToggleTacticalPanels();
}
}
void ItemPickMenuMouseClickCallback( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 uiItemPos;
UINT8 cnt;
BOOLEAN fEnable = FALSE;
uiItemPos = MSYS_GetRegionUserData( pRegion, 0 );
if (iReason & MSYS_CALLBACK_REASON_LBUTTON_UP)
{
if ( uiItemPos + gItemPickupMenu.ubScrollAnchor < gItemPickupMenu.ubTotalItems )
{
// Toggle selection... ONLY IF LEGAL!!
gItemPickupMenu.pfSelectedArray[ uiItemPos + gItemPickupMenu.ubScrollAnchor ] = !gItemPickupMenu.pfSelectedArray[ uiItemPos + gItemPickupMenu.ubScrollAnchor ];
// OK, pickup item....
//gItemPickupMenu.fHandled = TRUE;
//pTempItemPool = gItemPickupMenu.ItemPoolSlots[ gItemPickupMenu.bCurSelect - gItemPickupMenu.ubScrollAnchor ];
// Tell our soldier to pickup this item!
//SoldierGetItemFromWorld( gItemPickupMenu.pSoldier, pTempItemPool->iItemIndex, gItemPickupMenu.sGridNo, gItemPickupMenu.bZLevel );
}
// Loop through all and set /unset OK
for ( cnt = 0; cnt < gItemPickupMenu.ubTotalItems; cnt++ )
{
if ( gItemPickupMenu.pfSelectedArray[ cnt ] )
{
fEnable = TRUE;
break;
}
}
if ( fEnable )
{
EnableButton( gItemPickupMenu.iOKButton );
}
else
{
DisableButton( gItemPickupMenu.iOKButton );
}
}
else if (iReason & MSYS_CALLBACK_REASON_RBUTTON_UP)
{
}
}
BOOLEAN HandleItemPickupMenu( )
{
if ( !gfInItemPickupMenu )
{
return( FALSE );
}
if ( gItemPickupMenu.fHandled )
{
RemoveItemPickupMenu( );
}
return( gItemPickupMenu.fHandled );
}
void BtnMoneyButtonCallback(GUI_BUTTON *btn,INT32 reason)
{
INT8 i;
if(reason & MSYS_CALLBACK_REASON_LBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_RBUTTON_DWN )
{
btn->uiFlags |= BUTTON_CLICKED_ON;
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
btn->uiFlags &= (~BUTTON_CLICKED_ON );
switch( ubButton )
{
case M_1000:
if( gRemoveMoney.uiMoneyRemaining >= 1000 )
{
//if the player is removing money from their account, and they are removing more then $20,000
if( gfAddingMoneyToMercFromPlayersAccount && ( gRemoveMoney.uiMoneyRemoving + 1000 ) > MAX_MONEY_PER_SLOT )
{
if( guiCurrentScreen == SHOPKEEPER_SCREEN )
DoMessageBox( MSG_BOX_BASIC_STYLE, gzMoneyWithdrawMessageText[ MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM ], SHOPKEEPER_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
else
DoMessageBox( MSG_BOX_BASIC_STYLE, gzMoneyWithdrawMessageText[ MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
return;
}
gRemoveMoney.uiMoneyRemaining -= 1000;
gRemoveMoney.uiMoneyRemoving += 1000;
}
break;
case M_100:
if( gRemoveMoney.uiMoneyRemaining >= 100 )
{
//if the player is removing money from their account, and they are removing more then $20,000
if( gfAddingMoneyToMercFromPlayersAccount && ( gRemoveMoney.uiMoneyRemoving + 100 ) > MAX_MONEY_PER_SLOT )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, gzMoneyWithdrawMessageText[ MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
return;
}
gRemoveMoney.uiMoneyRemaining -= 100;
gRemoveMoney.uiMoneyRemoving += 100;
}
break;
case M_10:
if( gRemoveMoney.uiMoneyRemaining >= 10 )
{
//if the player is removing money from their account, and they are removing more then $20,000
if( gfAddingMoneyToMercFromPlayersAccount && ( gRemoveMoney.uiMoneyRemoving + 10 ) > MAX_MONEY_PER_SLOT )
{
DoMessageBox( MSG_BOX_BASIC_STYLE, gzMoneyWithdrawMessageText[ MONEY_TEXT_WITHDRAW_MORE_THEN_MAXIMUM ], GAME_SCREEN, ( UINT8 )MSG_BOX_FLAG_OK, NULL, NULL );
return;
}
gRemoveMoney.uiMoneyRemaining -= 10;
gRemoveMoney.uiMoneyRemoving += 10;
}
break;
case M_DONE:
{
RemoveMoney();
DeleteItemDescriptionBox( );
}
break;
}
if( ubButton != M_DONE )
{
RenderItemDescriptionBox( );
for( i=0; i<MAX_ATTACHMENTS; i++ )
{
MarkAButtonDirty( guiMoneyButtonBtn[ i ] );
}
}
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
if(reason & MSYS_CALLBACK_REASON_RBUTTON_UP )
{
UINT8 ubButton = (UINT8)MSYS_GetBtnUserData( btn, 0 );
btn->uiFlags &= (~BUTTON_CLICKED_ON );
switch( ubButton )
{
case M_1000:
if( gRemoveMoney.uiMoneyRemoving >= 1000 )
{
gRemoveMoney.uiMoneyRemaining += 1000;
gRemoveMoney.uiMoneyRemoving -= 1000;
}
break;
case M_100:
if( gRemoveMoney.uiMoneyRemoving >= 100 )
{
gRemoveMoney.uiMoneyRemaining += 100;
gRemoveMoney.uiMoneyRemoving -= 100;
}
break;
case M_10:
if( gRemoveMoney.uiMoneyRemoving >= 10 )
{
gRemoveMoney.uiMoneyRemaining += 10;
gRemoveMoney.uiMoneyRemoving -= 10;
}
break;
}
RenderItemDescriptionBox( );
for( i=0; i<MAX_ATTACHMENTS; i++ )
{
MarkAButtonDirty( guiMoneyButtonBtn[ i ] );
}
InvalidateRegion(btn->Area.RegionTopLeftX, btn->Area.RegionTopLeftY, btn->Area.RegionBottomRightX, btn->Area.RegionBottomRightY);
}
}
void RemoveMoney()
{
if( gRemoveMoney.uiMoneyRemoving != 0 )
{
//if we are in the shop keeper interface
if( guiTacticalInterfaceFlags & INTERFACE_SHOPKEEP_INTERFACE )
{
INVENTORY_IN_SLOT InvSlot;
memset( &InvSlot, 0, sizeof(INVENTORY_IN_SLOT) );
InvSlot.fActive = TRUE;
InvSlot.sItemIndex = MONEY;
InvSlot.bSlotIdInOtherLocation = -1;
//Remove the money from the money in the pocket
gpItemDescObject->ItemData.Money.uiMoneyAmount = gRemoveMoney.uiMoneyRemaining;
//Create an item to get the money that is being removed
CreateItem( MONEY, 0, &InvSlot.ItemObject );
//Set the amount thast is being removed
InvSlot.ItemObject.ItemData.Money.uiMoneyAmount = gRemoveMoney.uiMoneyRemoving;
InvSlot.ubIdOfMercWhoOwnsTheItem = gpItemDescSoldier->ubProfile;
//if we are removing money from the players account
if( gfAddingMoneyToMercFromPlayersAccount )
{
gpItemDescObject->ItemData.Money.uiMoneyAmount = gRemoveMoney.uiMoneyRemoving;
//take the money from the player
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, gpSMCurrentMerc->ubProfile, GetWorldTotalMin() , -(INT32)( gpItemDescObject->ItemData.Money.uiMoneyAmount ) );
}
memcpy( &gMoveingItem, &InvSlot, sizeof( INVENTORY_IN_SLOT ) );
memcpy( &gItemPointer, &InvSlot.ItemObject, sizeof( OBJECTTYPE ) );
gpItemPointer = &gItemPointer;
gpItemPointerSoldier = gpSMCurrentMerc;
// Set mouse
SetSkiCursor( EXTERN_CURSOR );
//Restrict the cursor to the proper area
RestrictSkiMouseCursor();
}
else
{
CreateMoney( gRemoveMoney.uiMoneyRemoving, &gItemPointer );
gpItemPointer = &gItemPointer;
//Asign the soldier to be the currently selected soldier
gpItemPointerSoldier = gpItemDescSoldier;
//Remove the money from the money in the pocket
//if we are removing money from the players account
if( gfAddingMoneyToMercFromPlayersAccount )
{
gpItemDescObject->ItemData.Money.uiMoneyAmount = gRemoveMoney.uiMoneyRemoving;
//take the money from the player
AddTransactionToPlayersBook ( TRANSFER_FUNDS_TO_MERC, gpSMCurrentMerc->ubProfile, GetWorldTotalMin() , -(INT32)( gpItemDescObject->ItemData.Money.uiMoneyAmount ) );
}
else
gpItemDescObject->ItemData.Money.uiMoneyAmount = gRemoveMoney.uiMoneyRemaining;
if( guiCurrentItemDescriptionScreen == MAP_SCREEN )
{
// Set mouse
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
MSYS_SetCurrentCursor( EXTERN_CURSOR );
fMapInventoryItem=TRUE;
fTeamPanelDirty=TRUE;
}
}
}
// if( gfAddingMoneyToMercFromPlayersAccount )
// gfAddingMoneyToMercFromPlayersAccount = FALSE;
}
BOOLEAN AttemptToApplyCamo( SOLDIERTYPE *pSoldier, UINT16 usItemIndex )
{
return( FALSE );
}
void GetHelpTextForItem( STR16 pzStr, OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier )
{
CHAR16 pStr[ 250 ];
UINT16 usItem = pObject->usItem;
INT32 cnt = 0;
INT32 iNumAttachments = 0;
if( pSoldier != NULL )
{
if ( pSoldier->uiStatusFlags & SOLDIER_DEAD )
{
swprintf( pStr, L"" );
swprintf( pzStr, L"%s", pStr );
return;
}
}
/* 2007-05-27, Sergeant_Kolja: code temporarily added for tracking the
SKI Tony inventory crash.
Remove when fixed!
*/
# if defined( _DEBUG )
if ( (pObject->ItemData.Gun.ubGunAmmoType >= MAXITEMS)
)
{
DebugMsg(TOPIC_JA2, DBG_LEVEL_1, String( "corrupted pObject (%s) found in GetHelpTextForItem()", (usItem<MAXITEMS) ? Item[usItem].szItemName : "???" ));
ScreenMsg( MSG_FONT_RED, MSG_DEBUG, L"corrupted pObject (%S) found in GetHelpTextForItem()" , (usItem<MAXITEMS) ? Item[usItem].szItemName : "???" );
DebugBreak();
AssertMsg( 0, "GetHelpTextForItem() would crash" );
}
#endif
if ( usItem != NOTHING )
{
// Retrieve the status of the items
// Find the minimum status value - not just the first one
INT16 sValue = pObject->ItemData.Generic.bStatus[ 0 ];
for(INT16 i = 1; i < pObject->ubNumberOfObjects; i++)
{
if(pObject->ItemData.Generic.bStatus[ i ] < sValue)
{
sValue = pObject->ItemData.Generic.bStatus[ i ];
}
}
//get item weight
FLOAT fWeight = (float)(CalculateObjectWeight( pObject )) / 10;
if ( !gGameSettings.fOptions[ TOPTION_USE_METRIC_SYSTEM ] ) // metric units not enabled
{
fWeight = fWeight * 2.2f;
}
if ( fWeight < 0.1 )
{
fWeight = 0.1f;
}
if ( Item[usItem].usItemClass != IC_AMMO || !gGameExternalOptions.fAmmoDynamicWeight ) //Madd: quick fix to display total stack weight
fWeight *= pObject->ubNumberOfObjects;
switch( Item[ usItem ].usItemClass )
{
case MONEY:
//Money
{
swprintf( pStr, L"%ld", pObject->ItemData.Money.uiMoneyAmount );
InsertCommasForDollarFigure( pStr );
InsertDollarSignInToString( pStr );
}
break;
case IC_MONEY:
// alternate money like silver or gold
//if ( Item[ usItem ].usItemClass == IC_MONEY )
{
CHAR16 pStr2[20];
swprintf( pStr2, L"%ld", pObject->ItemData.Money.uiMoneyAmount );
InsertCommasForDollarFigure( pStr2 );
InsertDollarSignInToString( pStr2 );
swprintf( pStr, L"%s (%ls)", ItemNames[ usItem ], pStr2 );
}
break;
case IC_GUN:
{
//Calculate AP's
CHAR16 apStr[20];
CHAR16 apStr2[20];
UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
if ( Weapon[ usItem ].NoSemiAuto )
{
swprintf( apStr, L"-" );
}
else
{
swprintf( apStr, L"%d", ubAttackAPs );
}
if (GetShotsPerBurst(pObject) > 0)
{
swprintf( apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
wcscat( apStr, apStr2 );
}
else
{
wcscat( apStr, L" / -" );
}
if (GetAutofireShotsPerFiveAPs(pObject) > 0)
{
swprintf( apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
wcscat( apStr, apStr2 );
}
else
{
wcscat( apStr, L" / -" );
}
//Info for weapons
swprintf( pStr, L"%s (%s) [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
ItemNames[ usItem ],
AmmoCaliber[ Weapon[ usItem ].ubCalibre ],
sValue,
gWeaponStatsDesc[ 9 ], //Accuracy String
Weapon[ usItem ].bAccuracy,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject )/10 : GunRange( pObject ), //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ usItem ].usRange/10 : Weapon[ usItem ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_LAUNCHER:
{
//Calculate AP's
CHAR16 apStr[20];
CHAR16 apStr2[20];
UINT8 ubAttackAPs = BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject );
swprintf( apStr, L"%d", ubAttackAPs );
if (GetShotsPerBurst(pObject) > 0)
{
swprintf( apStr2, L" / %d", ubAttackAPs + CalcAPsToBurst( DEFAULT_APS, pObject ) );
wcscat( apStr, apStr2 );
}
else
{
wcscat( apStr, L" / -" );
}
if (GetAutofireShotsPerFiveAPs(pObject) > 0)
{
swprintf( apStr2, L" / %d", ubAttackAPs + CalcAPsToAutofire( DEFAULT_APS, pObject, 3 ) );
wcscat( apStr, apStr2 );
}
else
{
wcscat( apStr, L" / -" );
}
//Info for weapons
swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %d (%d)\n%s %s\n%s %1.1f %s",
ItemNames[ usItem ],
sValue,
gWeaponStatsDesc[ 9 ], //Accuracy String
Weapon[ usItem ].bAccuracy,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject),
gWeaponStatsDesc[ 10 ], //Range String
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? GunRange( pObject )/10 : GunRange( pObject ), //Modified Range
gGameSettings.fOptions[ TOPTION_SHOW_WEAPON_RANGE_IN_TILES ] ? Weapon[ usItem ].usRange/10 : Weapon[ usItem ].usRange, //Gun Range
gWeaponStatsDesc[ 5 ], //AP String
apStr, //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_BLADE:
case IC_THROWING_KNIFE:
case IC_PUNCH:
{
swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s",
ItemNames[ usItem ],
sValue,
gWeaponStatsDesc[ 11 ], //Damage String
GetDamage(pObject), //Melee damage
gWeaponStatsDesc[ 5 ], //AP String
BaseAPsToShootOrStab( DEFAULT_APS, DEFAULT_AIMSKILL, pObject ), //AP's
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_AMMO:
{
// The next is for ammunition which gets the measurement 'rnds'
swprintf( pStr, L"%s [%d rnds]\n%s %1.1f %s",
ItemNames[ usItem ], //Item long name
pObject->ItemData.Ammo.ubShotsLeft[0], //Shots left
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
//Lal: do not delete, commented out for next version
//swprintf( pStr, L"%s %s %s %d [%d rnds]\n%s %1.1f %s",
// AmmoCaliber[ Magazine[ Item[usItem].ubClassIndex ].ubCalibre ], //Ammo calibre
// AmmoTypes[Magazine[ Item[usItem].ubClassIndex ].ubAmmoType].ammoName, //Ammo type
// MagNames[Magazine[ Item[usItem].ubClassIndex ].ubMagType], //Magazine type
// Magazine[ Item[usItem].ubClassIndex ].ubMagSize, //Magazine capacity
// pObject->ubShotsLeft[0], //Shots left
// gWeaponStatsDesc[ 12 ], //Weight String
// fWeight, //Weight
// GetWeightUnitString() //Weight units
// );
}
break;
case IC_GRENADE:
case IC_BOMB:
// explosives
{
UINT16 explDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
UINT16 explStunDamage = (UINT16)( Explosive[Item[ usItem ].ubClassIndex].ubStunDamage + ( (double) Explosive[Item[ usItem ].ubClassIndex].ubStunDamage / 100) * gGameExternalOptions.ubExplosivesDamageMultiplier );
swprintf( pStr, L"%s [%d%%]\n%s %d\n%s %d\n%s %1.1f %s",
ItemNames[ usItem ],
sValue,
gWeaponStatsDesc[ 11 ], //Damage String
explDamage,
gWeaponStatsDesc[ 13 ], //Stun Damage String
explStunDamage, //Stun Damage
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_ARMOUR:
{
//Armor
INT32 iProtection = EffectiveArmour( pObject );
switch( Armour[ Item[ usItem ].ubClassIndex ].ubArmourClass )
{
case( ARMOURCLASS_HELMET ):
iProtection = 15 * iProtection / Armour[ Item[ SPECTRA_HELMET_18 ].ubClassIndex ].ubProtection;
break;
case( ARMOURCLASS_VEST ):
iProtection = 65 * iProtection / ( Armour[ Item[ SPECTRA_VEST_18 ].ubClassIndex ].ubProtection + Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
break;
case( ARMOURCLASS_LEGGINGS ):
iProtection = 25 * iProtection / Armour[ Item[ SPECTRA_LEGGINGS_18 ].ubClassIndex ].ubProtection;
break;
case( ARMOURCLASS_PLATE ):
iProtection = 65 * iProtection / ( Armour[ Item[ CERAMIC_PLATES ].ubClassIndex ].ubProtection );
break;
}
swprintf( pStr, L"%s [%d%%]\n%s %d%% (%d/%d)\n%s %d%%\n%s %1.1f %s",
ItemNames[ usItem ], //Item long name
sValue, //Item condition
pInvPanelTitleStrings[ 4 ], //Protection string
iProtection, //Protection rating in % based on best armor
Armour[ Item[ usItem ].ubClassIndex ].ubProtection, //Protection (raw data)
Armour[ Item[ usItem ].ubClassIndex ].ubProtection * sValue / 100,
pInvPanelTitleStrings[ 3 ], //Camo string
GetCamoBonus(pObject)+GetUrbanCamoBonus(pObject)+GetDesertCamoBonus(pObject)+GetSnowCamoBonus(pObject), //Camo bonus
gWeaponStatsDesc[ 12 ], //Weight string
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
case IC_MISC:
case IC_MEDKIT:
case IC_KIT:
case IC_FACE:
default:
{
// The final, and typical case, is that of an item with a percent status
swprintf( pStr, L"%s [%d%%]\n%s %1.1f %s",
ItemNames[ usItem ], //Item long name
sValue, //Item condition
gWeaponStatsDesc[ 12 ], //Weight String
fWeight, //Weight
GetWeightUnitString() //Weight units
);
}
break;
}
// Fingerprint ID (Soldier Name)
if ( ( Item[pObject->usItem].fingerprintid ) && pObject->ubImprintID < NO_PROFILE )
{
CHAR16 pStr2[20];
swprintf( pStr2, L" [%s]", gMercProfiles[ pObject->ubImprintID ].zNickname );
wcscat( pStr, pStr2 );
}
// Add attachment string....
for ( cnt = 0; cnt < MAX_ATTACHMENTS; cnt++ )
{
if ( pObject->usAttachItem[ cnt ] != NOTHING )
{
iNumAttachments++;
if ( iNumAttachments == 1 )
{
wcscat( pStr, L"\n[" );
}
else
{
wcscat( pStr, L", " );
}
wcscat( pStr, ItemNames[ pObject->usAttachItem[ cnt ] ] );
}
}
if ( iNumAttachments > 0 )
{
wcscat( pStr, pMessageStrings[ MSG_END_ATTACHMENT_LIST ] );
}
}
else
{
swprintf( pStr, L"" );
}
// Copy over...
swprintf( pzStr, L"%s", pStr );
}
UINT8 GetPrefferedItemSlotGraphicNum( UINT16 usItem )
{
// Check for small item...
if ( Item[usItem].ubPerPocket >= 1 )
{
// Small
return( 2 );
}
// Now it could be large or armour, check class...
if ( Item[ usItem ].usItemClass == IC_ARMOUR )
{
return( 1 );
}
// OK, it's a big one...
return( 0 );
}
void CancelItemPointer( )
{
// ATE: If we have an item pointer end it!
if ( gpItemPointer != NULL )
{
if ( gbItemPointerSrcSlot != NO_SLOT )
{
// Place it back in our hands!
PlaceObject( gpItemPointerSoldier, gbItemPointerSrcSlot, gpItemPointer );
// ATE: This could potnetially swap!
// Make sure # of items is 0, if not, auto place somewhere else...
if ( gpItemPointer->ubNumberOfObjects > 0 )
{
if ( !AutoPlaceObject( gpItemPointerSoldier, gpItemPointer, FALSE ) )
{
// Alright, place of the friggen ground!
AddItemToPool( gpItemPointerSoldier->sGridNo, gpItemPointer, 1, gpItemPointerSoldier->bLevel, 0 , -1 );
NotifySoldiersToLookforItems( );
}
}
}
else
{
// We drop it here.....
AddItemToPool( gpItemPointerSoldier->sGridNo, gpItemPointer, 1, gpItemPointerSoldier->bLevel, 0 , -1 );
NotifySoldiersToLookforItems( );
}
EndItemPointer( );
}
}
typedef struct
{
OBJECTTYPE ItemPointerInfo;
UINT8 ubSoldierID;
UINT8 ubInvSlot;
BOOLEAN fCursorActive;
INT8 bPadding[5];
} ITEM_CURSOR_SAVE_INFO;
BOOLEAN LoadItemCursorFromSavedGame( HWFILE hFile )
{
UINT32 uiLoadSize=0;
UINT32 uiNumBytesRead=0;
ITEM_CURSOR_SAVE_INFO SaveStruct;
// Load structure
uiLoadSize = sizeof( ITEM_CURSOR_SAVE_INFO );
FileRead( hFile, &SaveStruct, uiLoadSize, &uiNumBytesRead );
if( uiNumBytesRead != uiLoadSize )
{
return( FALSE );
}
// Now set things up.....
// Copy object
memcpy( &gItemPointer, &(SaveStruct.ItemPointerInfo), sizeof( OBJECTTYPE ) );
// Copy soldier ID
if ( SaveStruct.ubSoldierID == NOBODY )
{
gpItemPointerSoldier = NULL;
}
else
{
gpItemPointerSoldier = MercPtrs[ SaveStruct.ubSoldierID ];
}
// Inv slot
gbItemPointerSrcSlot = SaveStruct.ubInvSlot;
// Boolean
if ( SaveStruct.fCursorActive )
{
gpItemPointer = &( gItemPointer );
ReEvaluateDisabledINVPanelButtons( );
}
else
{
gpItemPointer = NULL;
}
return( TRUE );
}
BOOLEAN SaveItemCursorToSavedGame( HWFILE hFile )
{
UINT32 uiSaveSize=0;
UINT32 uiNumBytesWritten=0;
ITEM_CURSOR_SAVE_INFO SaveStruct;
// Setup structure;
memset( &SaveStruct, 0, sizeof( ITEM_CURSOR_SAVE_INFO ) );
memcpy( &(SaveStruct.ItemPointerInfo), &gItemPointer, sizeof( OBJECTTYPE ) );
// Soldier
if ( gpItemPointerSoldier != NULL )
{
SaveStruct.ubSoldierID = gpItemPointerSoldier->ubID;
}
else
{
SaveStruct.ubSoldierID = NOBODY;
}
// INv slot
SaveStruct.ubInvSlot = gbItemPointerSrcSlot;
// Boolean
if ( gpItemPointer != NULL )
{
SaveStruct.fCursorActive = TRUE;
}
else
{
SaveStruct.fCursorActive = FALSE;
}
// save locations of watched points
uiSaveSize = sizeof( ITEM_CURSOR_SAVE_INFO );
FileWrite( hFile, &SaveStruct, uiSaveSize, &uiNumBytesWritten );
if( uiNumBytesWritten != uiSaveSize )
{
return( FALSE );
}
// All done...
return( TRUE );
}
void UpdateItemHatches()
{
SOLDIERTYPE *pSoldier = NULL;
if ( guiTacticalInterfaceFlags & INTERFACE_MAPSCREEN )
{
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
pSoldier = MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ];
}
}
else
{
pSoldier = gpSMCurrentMerc;
}
if ( pSoldier != NULL )
{
ReevaluateItemHatches( pSoldier, ( BOOLEAN ) ( gpItemPointer == NULL ) );
}
}
/**
* jackaians: copied from InitializeItemPickupMenu
*/
BOOLEAN InitializeStealItemPickupMenu( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent, ITEM_POOL *pItemPool, UINT8 ubCount)
{
VOBJECT_DESC VObjectDesc;
CHAR8 ubString[48];
INT16 sCenX, sCenY, sX, sY, sCenterYVal;
INT8 bZLevel =pOpponent->bLevel;
INT16 sGridNo =pOpponent->sGridNo;
INT32 cnt;
gpOpponent =pOpponent;
gfStealing =TRUE;
// Erase other menus....
EraseInterfaceMenus( TRUE );
// Make sure menu is located if not on screen
LocateSoldier( pOpponent->ubID, FALSE );
// memset values
memset( &gItemPickupMenu, 0, sizeof( gItemPickupMenu ) );
//Set item pool value
gItemPickupMenu.pItemPool = pItemPool;
InterruptTime();
PauseGame();
LockPauseState( 18 );
// Pause timers as well....
PauseTime( TRUE );
// Alrighty, cancel lock UI if we havn't done so already
UnSetUIBusy( pSoldier->ubID );
// Change to INV panel if not there already...
gfSwitchPanel = TRUE;
gbNewPanel = SM_PANEL;
gubNewPanelParam = (UINT8)pSoldier->ubID;
gItemPickupMenu.ubTotalItems = ubCount;
// Determine # of slots per page
if ( gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS )
{
gItemPickupMenu.bNumSlotsPerPage = NUM_PICKUP_SLOTS;
}
else
{
gItemPickupMenu.bNumSlotsPerPage = gItemPickupMenu.ubTotalItems;
}
VObjectDesc.fCreateFlags = VOBJECT_CREATE_FROMFILE;
FilenameForBPP("INTERFACE\\itembox.sti", VObjectDesc.ImageFile);
CHECKF( AddVideoObject( &VObjectDesc, &(gItemPickupMenu.uiPanelVo) ) );
// Memalloc selection array...
gItemPickupMenu.pfSelectedArray = (BOOLEAN *)MemAlloc(( sizeof( UINT8 ) * gItemPickupMenu.ubTotalItems ) );
// seto to 0
memset( gItemPickupMenu.pfSelectedArray, 0, ( sizeof( UINT8 ) * gItemPickupMenu.ubTotalItems ) );
// Calcualate dimensions
CalculateItemPickupMenuDimensions( );
// Get XY
{
// First get mouse xy screen location
if( sGridNo != NOWHERE )
{
sX = gusMouseXPos;
sY = gusMouseYPos;
}
else
{
sX = 0;
sY = 0;
}
// CHECK FOR LEFT/RIGHT
if ( ( sX + gItemPickupMenu.sWidth ) > SCREEN_WIDTH )
{
sX = SCREEN_WIDTH - gItemPickupMenu.sWidth - ITEMPICK_START_X_OFFSET;
}
else
{
sX = sX + ITEMPICK_START_X_OFFSET;
}
// Now check for top
// Center in the y
sCenterYVal = gItemPickupMenu.sHeight / 2;
sY -= sCenterYVal;
if ( sY < gsVIEWPORT_WINDOW_START_Y )
{
sY = gsVIEWPORT_WINDOW_START_Y;
}
// Check for bottom
if ( ( sY + gItemPickupMenu.sHeight ) > (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) )
{
sY = (SCREEN_HEIGHT - INV_INTERFACE_HEIGHT) - gItemPickupMenu.sHeight;
}
}
// Set some values
gItemPickupMenu.sX = sX;
gItemPickupMenu.sY = sY;
gItemPickupMenu.bCurSelect = 0;
gItemPickupMenu.pSoldier = pSoldier;
gItemPickupMenu.fHandled = FALSE;
gItemPickupMenu.sGridNo = sGridNo;
gItemPickupMenu.bZLevel = bZLevel;
gItemPickupMenu.fAtLeastOneSelected = FALSE;
gItemPickupMenu.fAllSelected = FALSE;
//Load images for buttons
FilenameForBPP("INTERFACE\\itembox.sti", ubString );
gItemPickupMenu.iUpButtonImages = LoadButtonImage( ubString, -1,5,-1,10,-1 );
gItemPickupMenu.iDownButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 7, -1, 12, -1 );
gItemPickupMenu.iAllButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 6, -1,11, -1 );
gItemPickupMenu.iCancelButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 8, -1, 13, -1 );
gItemPickupMenu.iOKButtonImages = UseLoadedButtonImage( gItemPickupMenu.iUpButtonImages, -1, 4, -1, 9, -1 );
// Build a mouse region here that is over any others.....
/*MSYS_DefineRegion( &(gItemPickupMenu.BackRegion ), (INT16)( 532 ), (INT16)( 367 ), (INT16)( 640 ),(INT16)( 480 ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK ); */
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &(gItemPickupMenu.BackRegion ), (INT16)( iScreenWidthOffset + 532 ), (INT16)( iScreenHeightOffset + 367 ), (INT16)( SCREEN_WIDTH ),(INT16)( SCREEN_HEIGHT ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
// Add region
MSYS_AddRegion( &(gItemPickupMenu.BackRegion ) );
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &(gItemPickupMenu.BackRegions ), (INT16)(gItemPickupMenu.sX ), (INT16)(gItemPickupMenu.sY), (INT16)(gItemPickupMenu.sX + gItemPickupMenu.sWidth ),(INT16)( gItemPickupMenu.sY + gItemPickupMenu.sHeight ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, MSYS_NO_CALLBACK, MSYS_NO_CALLBACK );
// Add region
MSYS_AddRegion( &(gItemPickupMenu.BackRegions ) );
// Create buttons
if ( gItemPickupMenu.bNumSlotsPerPage == NUM_PICKUP_SLOTS && gItemPickupMenu.ubTotalItems > NUM_PICKUP_SLOTS )
{
gItemPickupMenu.iUpButton = QuickCreateButton( gItemPickupMenu.iUpButtonImages, (INT16)(sX + ITEMPICK_UP_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_UP_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupScrollUp );
SetButtonFastHelpText( gItemPickupMenu.iUpButton, ItemPickupHelpPopup[ 1 ] );
gItemPickupMenu.iDownButton = QuickCreateButton( gItemPickupMenu.iDownButtonImages, (INT16)(sX + ITEMPICK_DOWN_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_DOWN_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupScrollDown );
SetButtonFastHelpText( gItemPickupMenu.iDownButton, ItemPickupHelpPopup[ 3 ] );
}
gItemPickupMenu.iOKButton = QuickCreateButton( gItemPickupMenu.iOKButtonImages, (INT16)(sX + ITEMPICK_OK_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_OK_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupOK );
SetButtonFastHelpText( gItemPickupMenu.iOKButton, ItemPickupHelpPopup[ 0 ] );
gItemPickupMenu.iAllButton = QuickCreateButton( gItemPickupMenu.iAllButtonImages, (INT16)(sX + ITEMPICK_ALL_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_ALL_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupAll );
SetButtonFastHelpText( gItemPickupMenu.iAllButton, ItemPickupHelpPopup[ 2 ] );
gItemPickupMenu.iCancelButton = QuickCreateButton( gItemPickupMenu.iCancelButtonImages, (INT16)(sX + ITEMPICK_CANCEL_X), (INT16)(sY + gItemPickupMenu.sButtomPanelStartY + ITEMPICK_CANCEL_Y),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
DEFAULT_MOVE_CALLBACK, (GUI_CALLBACK)ItemPickupCancel );
SetButtonFastHelpText( gItemPickupMenu.iCancelButton, ItemPickupHelpPopup[ 4 ] );
DisableButton( gItemPickupMenu.iOKButton );
// Create regions...
sCenX = gItemPickupMenu.sX;
sCenY = gItemPickupMenu.sY + ITEMPICK_GRAPHIC_Y;
for ( cnt = 0; cnt < gItemPickupMenu.bNumSlotsPerPage; cnt++ )
{
// Build a mouse region here that is over any others.....
MSYS_DefineRegion( &(gItemPickupMenu.Regions[cnt]), (INT16)(sCenX ), (INT16)(sCenY + 1), (INT16)(sCenX + gItemPickupMenu.sWidth ),(INT16)( sCenY + ITEMPICK_GRAPHIC_YSPACE ), MSYS_PRIORITY_HIGHEST,
CURSOR_NORMAL, ItemPickMenuMouseMoveCallback, ItemPickMenuMouseClickCallback );
// Add region
MSYS_AddRegion( &(gItemPickupMenu.Regions[cnt]) );
MSYS_SetRegionUserData( &(gItemPickupMenu.Regions[cnt]), 0, cnt );
sCenY += ITEMPICK_GRAPHIC_YSPACE;
}
//Save dirty rect
//gItemPickupMenu.iDirtyRect = RegisterBackgroundRect( BGND_FLAG_PERMANENT | BGND_FLAG_SAVERECT, NULL, gItemPickupMenu.sX, gItemPickupMenu.sY, (INT16)(gItemPickupMenu.sX + gItemPickupMenu.sWidth ) , (INT16)(gItemPickupMenu.sY + gItemPickupMenu.sHeight ) );
SetupPickupPage(0);
gfInItemPickupMenu = TRUE;
// Ignore scrolling
gfIgnoreScrolling = TRUE;
HandleAnyMercInSquadHasCompatibleStuff( (INT8) CurrentSquad( ), NULL, TRUE );
gubSelectSMPanelToMerc = pSoldier->ubID;
ReEvaluateDisabledINVPanelButtons( );
DisableTacticalTeamPanelButtons( TRUE );
//gfSMDisableForItems = TRUE;
return( TRUE );
}
void DeletePool(ITEM_POOL *pItemPool)
{
ITEM_POOL *pItemPoolToDelete;
while(pItemPool!=NULL)
{
pItemPoolToDelete=pItemPool;
pItemPool=pItemPool->pNext;
MemFree(pItemPoolToDelete);
}
}