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

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

70 lines
2.3 KiB
C++

#ifndef _MAP_INTERFACE_MAP_INVEN_H
#define _MAP_INTERFACE_MAP_INVEN_H
#include "types.h"
#include "World Items.h"
// this is how close one has to be in the loaded sector to pickup an item
#define MAX_DISTANCE_TO_PICKUP_ITEM 5
// number of inventory slots
//#define MAP_INVENTORY_POOL_SLOT_COUNT 84 //45 //45
// whether we are showing the inventory pool graphic
extern BOOLEAN fShowMapInventoryPool;
// load inventory pool graphic
BOOLEAN LoadInventoryPoolGraphic( void );
// remove inventory pool graphic
void RemoveInventoryPoolGraphic( void );
// blit the inventory graphic
void BlitInventoryPoolGraphic( void );
// which buttons in map invneotyr panel?
void HandleButtonStatesWhileMapInventoryActive( void );
// handle creation and destruction of map inventory pool buttons
void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen );
// bail out of sector inventory mode if it is on
void CancelSectorInventoryDisplayIfOn( BOOLEAN fExitFromMapScreen );
INT32 GetSizeOfStashInSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ, BOOLEAN fCountStacksAsOne );
// get total number of items in sector
INT32 GetTotalNumberOfItems( void );
// handle flash of inventory items
void HandleFlashForHighLightedItem( void );
// the list for the inventory
extern std::vector<WORLDITEM> pInventoryPoolList;
// autoplace down object
BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT32 sGridNo=0 );
// the current inventory item
extern INT32 iCurrentlyHighLightedItem;
extern BOOLEAN fFlashHighLightInventoryItemOnradarMap;
extern INT32 sObjectSourceGridNo;
extern INT32 iCurrentInventoryPoolPage;
extern BOOLEAN fMapInventoryItemCompatable[ ];
extern INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem );
//dnl ch51 081009
#define INVPOOLLISTNUM 10
BOOLEAN CopySectorInventoryToInventoryPoolQ(UINT8 idx);
BOOLEAN CopySectorInventoryToInventoryPoolQs(UINT8 idx);
BOOLEAN DisplaySectorItemsInfo(void);
BOOLEAN LoadInventoryPoolQ(UINT8 ubSaveGameID);
BOOLEAN MemFreeInventoryPoolQ(void);
BOOLEAN SaveInventoryPoolQ(UINT8 ubSaveGameID);
BOOLEAN SortInventoryPoolQ(void);
BOOLEAN SwitchToInventoryPoolQ(UINT8 newidx);
#endif