Files
source/Strategic/Map Screen Interface Map Inventory.cpp
T
Wanne f010769397 *************************
* HAM 3.6 (by Headrock) *
*************************
- Info: Needed GameDir files for HAM 3.6 are not committed yet to the SVN GameDir. Will do that in the next few days
- For more infos on HAM 3.6 check out: http://www.ja-galaxy-forum.com/board/ubbthreads.php?ubb=showflat&Number=244808&page=0&fpart=1


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@3323 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2010-02-20 15:49:46 +00:00

2403 lines
73 KiB
C++

#ifdef PRECOMPILEDHEADERS
#include "Strategic All.h"
#include "GameSettings.h"
#else
#include "Map Screen Interface Map Inventory.h"
#include "Render Dirty.h"
#include "vobject.h"
#include "Utilities.h"
#include "WCheck.h"
#include "sysutil.h"
#include "Map Screen Interface Border.h"
#include "Map Screen Interface.h"
#include "Map Screen Interface Map.h"
#include "Items.h"
#include "Interface Items.h"
#include "Cursor Control.h"
#include "Interface Utils.h"
#include "Text.h"
#include "Font Control.h"
#include "strategicmap.h"
#include "Tactical Save.h"
#include "Overhead.h"
#include "english.h"
#include "Multi Language Graphic Utils.h"
#include "GameSettings.h"
#include "Radar Screen.h"
#include "message.h"
#include "weapons.h"
#include "finances.h"
#include "Game Clock.h"
#include "Sound Control.h"
#include "interface panels.h"
#include "wordwrap.h"
#include "Soldier macros.h"
#endif
#include "ShopKeeper Interface.h"
#include "ArmsDealerInvInit.h"
#include <algorithm>
//forward declarations of common classes to eliminate includes
class OBJECTTYPE;
class SOLDIERTYPE;
extern BOOLEAN SaveWorldItemsToTempItemFile( INT16 sMapX, INT16 sMapY, INT8 bMapZ, UINT32 uiNumberOfItems, WORLDITEM* pData );
#define MAP_INV_X_OFFSET (((SCREEN_WIDTH - 261) - 380) / 2)
//#define MAP_INV_Y_OFFSET (((SCREEN_HEIGHT - 121) -
// status bar colors
#define DESC_STATUS_BAR FROMRGB( 201, 172, 133 )
#define DESC_STATUS_BAR_SHADOW FROMRGB( 140, 136, 119 )
// page display positions
#define MAP_INVENTORY_POOL_PAGE_X (MAP_INV_X_OFFSET + 506)
#define MAP_INVENTORY_POOL_PAGE_Y (SCREEN_HEIGHT - 121 - 23) //336
#define MAP_INVENTORY_POOL_PAGE_WIDTH 46
#define MAP_INVENTORY_POOL_PAGE_HEIGHT 13
// the number of items
#define MAP_INVENTORY_POOL_NUMBER_X (MAP_INV_X_OFFSET + 436)
#define MAP_INVENTORY_POOL_NUMBER_WIDTH 40
// location
#define MAP_INVENTORY_POOL_LOC_X MAP_INV_X_OFFSET + 326
#define MAP_INVENTORY_POOL_LOC_WIDTH 40
// delay for flash of item
#define DELAY_FOR_HIGHLIGHT_ITEM_FLASH 200
// inventory slot font
#define MAP_IVEN_FONT SMALLCOMPFONT
// the position of the background graphic
#define INVEN_POOL_X 261
#define INVEN_POOL_Y 0
// inventory Graphic Offset X and y
#define MAP_INVENTORY_POOL_SLOT_OFFSET_X 2
#define MAP_INVENTORY_POOL_SLOT_OFFSET_Y 5
// height of map inventory pool bar
#define ITEMDESC_ITEM_STATUS_HEIGHT_INV_POOL 20
#define ITEMDESC_ITEM_STATUS_WIDTH_INV_POOL 2
// map bar offsets
#define ITEMDESC_ITEM_STATUS_INV_POOL_OFFSET_X 5
#define ITEMDESC_ITEM_STATUS_INV_POOL_OFFSET_Y 22
// inventory pool slot positions and sizes
//#define MAP_INVENTORY_POOL_SLOT_START_X 271
//#define MAP_INVENTORY_POOL_SLOT_START_Y 36
#define MAP_INVEN_SLOT_WIDTH 65
#define MAP_INVEN_SPACE_BTWN_SLOTS 72
#define MAP_INVEN_SLOT_HEIGHT 32
#define MAP_INVEN_SLOT_IMAGE_HEIGHT 24
// Number of inventory slots in 1024x768
#define MAP_INVENTORY_POOL_MAX_SLOTS 170
INT32 MAP_INV_SLOT_COLS; // Number of vertical slots
INT32 MAP_INVENTORY_POOL_SLOT_COUNT;
INT32 MAP_INVENTORY_POOL_SLOT_START_X;
INT32 MAP_INVENTORY_POOL_SLOT_START_Y;
// the current highlighted item
INT32 iCurrentlyHighLightedItem = -1;
BOOLEAN fFlashHighLightInventoryItemOnradarMap = FALSE;
// whether we are showing the inventory pool graphic
BOOLEAN fShowMapInventoryPool = FALSE;
// the v-object index value for the background
UINT32 guiMapInventoryPoolBackground;
// inventory pool list
std::vector<WORLDITEM> pInventoryPoolList;
// current page of inventory
INT32 iCurrentInventoryPoolPage = 0;
INT32 iLastInventoryPoolPage = 0;
INT16 sObjectSourceGridNo = 0;
INT8 sObjectSourseSoldierID = -1;
// number of unseen items in sector
UINT32 uiNumberOfUnSeenItems = 0;
// the inventory slots
//MOUSE_REGION MapInventoryPoolSlots[ MAP_INVENTORY_POOL_SLOT_COUNT ];
MOUSE_REGION MapInventoryPoolSlots[ MAP_INVENTORY_POOL_MAX_SLOTS ];
MOUSE_REGION MapInventoryPoolMask;
//BOOLEAN fMapInventoryItemCompatable[ MAP_INVENTORY_POOL_SLOT_COUNT ];
BOOLEAN fMapInventoryItemCompatable[ MAP_INVENTORY_POOL_MAX_SLOTS ];
BOOLEAN fChangedInventorySlots = FALSE;
// the unseen items list...have to save this
WORLDITEM *pUnSeenItems = NULL;
// save list to write to temp file
WORLDITEM *pSaveList = NULL;
INT32 giFlashHighlightedItemBaseTime = 0;
INT32 giCompatibleItemBaseTime = 0;
// the buttons and images
UINT32 guiMapInvenButtonImage[ 3 ];
UINT32 guiMapInvenButton[ 3 ];
BOOLEAN gfCheckForCursorOverMapSectorInventoryItem = FALSE;
extern int PLAYER_INFO_Y;
extern int INV_REGION_Y;
extern BOOLEAN fShowInventoryFlag;
extern BOOLEAN fMapScreenBottomDirty;
extern BOOLEAN ReduceStringLength( STR16 pString, UINT32 uiWidthToFitIn, UINT32 uiFont );
extern OBJECTTYPE gItemPointer;
extern OBJECTTYPE * gpItemPointer;
// outside vidieo objects for cursor
extern UINT32 guiExternVo;
extern UINT16 gusExternVoSubIndex;
extern MOUSE_REGION gMPanelRegion;
// map inventory callback
void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason );
void MapInvenPoolSlotsMove( MOUSE_REGION * pRegion, INT32 iReason );
void CreateMapInventoryPoolSlots( void );
void DestroyMapInventoryPoolSlots( void );
void CreateMapInventoryButtons( void );
void DestroyMapInventoryButtons( void );
void DestroyStash( void );
void BuildStashForSelectedSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ );
void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot );
BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pItemPtr );
void RenderItemsForCurrentPageOfInventoryPool( void );
BOOLEAN RenderItemInPoolSlot( INT32 iCurrentSlot, INT32 iFirstSlotOnPage );
void UpdateHelpTextForInvnentoryStashSlots( void );
void MapInventoryPoolPrevBtn( GUI_BUTTON *btn, INT32 reason );
void MapInventoryPoolNextBtn( GUI_BUTTON *btn, INT32 reason );
void DisplayPagesForMapInventoryPool( void );
void DrawNumberOfIventoryPoolItems( void );
void CreateMapInventoryPoolDoneButton( void );
void DestroyInventoryPoolDoneButton( void );
void MapInventoryPoolDoneBtn( GUI_BUTTON *btn, INT32 reason );
void DisplayCurrentSector( void );
void ResizeInventoryList( void );
void ClearUpTempUnSeenList( void );
void SaveSeenAndUnseenItems( void );
void DrawTextOnMapInventoryBackground( void );
void DrawTextOnSectorInventory( void );
INT32 GetTotalNumberOfItemsInSectorStash( void );
void HandleMapSectorInventory( void );
void ResetMapSectorInventoryPoolHighLights( void );
void ReBuildWorldItemStashForLoadedSector( INT32 iNumberSeenItems, INT32 iNumberUnSeenItems, WORLDITEM *pSeenItemsList, WORLDITEM *pUnSeenItemsList );
BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem );
BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
void CheckGridNoOfItemsInMapScreenMapInventory();
INT32 MapScreenSectorInventoryCompare( const void *pNum1, const void *pNum2);
void SortSectorInventory( std::vector<WORLDITEM>& pInventory, UINT32 uiSizeOfArray );
BOOLEAN CanPlayerUseSectorInventory( SOLDIERTYPE *pSelectedSoldier );
extern void MAPEndItemPointer( );
extern BOOLEAN GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle( INT16 *psSectorX, INT16 *psSectorY, INT16 *psSectorZ );
extern BOOLEAN MAPInternalInitItemDescriptionBox( OBJECTTYPE *pObject, UINT8 ubStatusIndex, SOLDIERTYPE *pSoldier );
void DeleteAllItemsInInventoryPool();
void DeleteItemsOfType( UINT16 usItemType );
INT32 SellItem( OBJECTTYPE& object, BOOLEAN useModifier = TRUE );
// load the background panel graphics for inventory
BOOLEAN LoadInventoryPoolGraphic( void )
{
VOBJECT_DESC VObjectDesc;
// load the file
VObjectDesc.fCreateFlags=VOBJECT_CREATE_FROMFILE;
if (iResolution == 0)
{
MAP_INV_SLOT_COLS = 8;
MAP_INVENTORY_POOL_SLOT_COUNT = 40;
MAP_INVENTORY_POOL_SLOT_START_X = 269;
MAP_INVENTORY_POOL_SLOT_START_Y = 51;
sprintf( VObjectDesc.ImageFile, "INTERFACE\\sector_inventory.sti" );
}
else if (iResolution == 1)
{
MAP_INV_SLOT_COLS = 11;
MAP_INVENTORY_POOL_SLOT_COUNT = 77;
MAP_INVENTORY_POOL_SLOT_START_X = 278;
MAP_INVENTORY_POOL_SLOT_START_Y = 62;
sprintf( VObjectDesc.ImageFile, "INTERFACE\\sector_inventory_800x600.sti" );
}
else if (iResolution == 2)
{
MAP_INV_SLOT_COLS = 17;
MAP_INVENTORY_POOL_SLOT_COUNT = MAP_INVENTORY_POOL_MAX_SLOTS;
MAP_INVENTORY_POOL_SLOT_START_X = 282;
MAP_INVENTORY_POOL_SLOT_START_Y = 50;
sprintf( VObjectDesc.ImageFile, "INTERFACE\\sector_inventory_1024x768.sti" );
}
// add to V-object index
CHECKF(AddVideoObject(&VObjectDesc, &guiMapInventoryPoolBackground));
return( TRUE );
}
// remove background panel graphics for inventory
void RemoveInventoryPoolGraphic( void )
{
// remove from v-object index
if( guiMapInventoryPoolBackground )
{
DeleteVideoObjectFromIndex( guiMapInventoryPoolBackground );
guiMapInventoryPoolBackground = 0;
}
return;
}
// blit the background panel for the inventory
void BlitInventoryPoolGraphic( void )
{
HVOBJECT hHandle;
// blit inventory pool graphic to the screen
GetVideoObject(&hHandle, guiMapInventoryPoolBackground);
BltVideoObject( guiSAVEBUFFER , hHandle, 0,INVEN_POOL_X, INVEN_POOL_Y , VO_BLT_SRCTRANSPARENCY,NULL );
// resize list
ResizeInventoryList( );
// now the items
RenderItemsForCurrentPageOfInventoryPool( );
// now update help text
UpdateHelpTextForInvnentoryStashSlots( );
// show which page and last page
DisplayPagesForMapInventoryPool( );
// draw number of items in current inventory
DrawNumberOfIventoryPoolItems( );
// display current sector inventory pool is at
DisplayCurrentSector( );
DrawTextOnMapInventoryBackground( );
// re render buttons
MarkButtonsDirty( );
// which buttons will be active and which ones not
HandleButtonStatesWhileMapInventoryActive( );
// Invalidate
RestoreExternBackgroundRect(MAP_BORDER_X, MAP_BORDER_Y, SCREEN_WIDTH - MAP_BORDER_X, SCREEN_HEIGHT - 121);
return;
}
void RenderItemsForCurrentPageOfInventoryPool( void )
{
INT32 iCounter = 0;
// go through list of items on this page and place graphics to screen
for( iCounter = 0; iCounter < MAP_INVENTORY_POOL_SLOT_COUNT ; iCounter++ )
{
RenderItemInPoolSlot( iCounter, ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) );
}
return;
}
BOOLEAN RenderItemInPoolSlot( INT32 iCurrentSlot, INT32 iFirstSlotOnPage )
{
// render item in this slot of the list
INT16 sCenX, sCenY, usWidth, usHeight, sX, sY;
HVOBJECT hHandle;
ETRLEObject *pTrav;
CHAR16 sString[ 64 ];
INT16 sWidth = 0, sHeight = 0;
INT16 sOutLine = 0;
BOOLEAN fOutLine = FALSE;
// check if anything there
if( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.exists() == false )
{
//return ( FALSE );
}
GetVideoObject( &hHandle, GetInterfaceGraphicForItem( &(Item[ pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.usItem ] ) ) );
pTrav = &( hHandle->pETRLEObject[ Item[pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.usItem ].ubGraphicNum] );
usHeight = (UINT16)pTrav->usHeight;
usWidth = (UINT16)pTrav->usWidth;
// set sx and sy
sX = ( INT16 )( MAP_INVENTORY_POOL_SLOT_OFFSET_X + MAP_INVENTORY_POOL_SLOT_START_X + ( ( MAP_INVEN_SPACE_BTWN_SLOTS ) * ( iCurrentSlot / MAP_INV_SLOT_COLS ) ) );
sY = ( INT16 )( MAP_INVENTORY_POOL_SLOT_START_Y + ( ( MAP_INVEN_SLOT_HEIGHT ) * ( iCurrentSlot % ( MAP_INV_SLOT_COLS ) ) ) );
// CENTER IN SLOT!
sCenX = sX + ( abs( MAP_INVEN_SPACE_BTWN_SLOTS - usWidth ) / 2 ) - pTrav->sOffsetX;
sCenY = sY + ( abs( MAP_INVEN_SLOT_HEIGHT - 5 - usHeight ) / 2 ) - pTrav->sOffsetY;
if( fMapInventoryItemCompatable[ iCurrentSlot ] )
{
sOutLine = Get16BPPColor( FROMRGB( 255, 255, 255 ) );
fOutLine = TRUE;
}
else
{
sOutLine = us16BPPItemCyclePlacedItemColors[ 0 ];
fOutLine = FALSE;
}
SetFontDestBuffer( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
if(UsingNewInventorySystem() == true && gpItemPointer != NULL)
{
int itemSlotLimit = ItemSlotLimit(gpItemPointer, STACK_SIZE_LIMIT);
RenderPocketItemCapacity( guiSAVEBUFFER, itemSlotLimit, STACK_SIZE_LIMIT, 0, &pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object, (sX + 7), sY );
}
INVRenderItem( guiSAVEBUFFER, NULL, &(pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object),
(INT16)(sX + 7), sY, 60, 25, DIRTYLEVEL2, NULL, 0, fOutLine, sOutLine );//67
SetFontDestBuffer( FRAME_BUFFER, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
if( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.exists() == false )
{
return ( FALSE );
}
// now blit this object in the box
//BltVideoObjectOutlineFromIndex( guiSAVEBUFFER, GetInterfaceGraphicForItem( &(Item[ pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.usItem ]) ),
// Item[ pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.usItem ].ubGraphicNum,
// sCenX, sCenY,
//sOutLine, TRUE );
// now draw bar for condition
// Display ststus
DrawItemUIBarEx( &( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object ), 0,
(INT16)( ITEMDESC_ITEM_STATUS_INV_POOL_OFFSET_X + MAP_INVENTORY_POOL_SLOT_START_X + ( ( MAP_INVEN_SPACE_BTWN_SLOTS ) * ( iCurrentSlot / MAP_INV_SLOT_COLS ) ) ),
( INT16 )( ITEMDESC_ITEM_STATUS_INV_POOL_OFFSET_Y + MAP_INVENTORY_POOL_SLOT_START_Y + ( ( MAP_INVEN_SLOT_HEIGHT ) * ( iCurrentSlot % ( MAP_INV_SLOT_COLS ) ) ) )
, ITEMDESC_ITEM_STATUS_WIDTH_INV_POOL, ITEMDESC_ITEM_STATUS_HEIGHT_INV_POOL, Get16BPPColor( DESC_STATUS_BAR ), Get16BPPColor( DESC_STATUS_BAR_SHADOW ), TRUE, guiSAVEBUFFER );
//
// if the item is not reachable, or if the selected merc is not in the current sector
//
if( !( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].usFlags & WORLD_ITEM_REACHABLE ) ||
!(( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX == sSelMapX ) &&
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY == sSelMapY ) &&
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ == iCurrentMapSectorZ )
) )
{
//Shade the item, but only if it is an active item!
if ( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.exists() == true) {
DrawHatchOnInventory( guiSAVEBUFFER, sX, sY, MAP_INVEN_SLOT_WIDTH, MAP_INVEN_SLOT_IMAGE_HEIGHT );
}
}
// the name
wcscpy( sString, ShortItemNames[ pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.usItem ] );
if( StringPixLength( sString, MAP_IVEN_FONT ) >= ( MAP_INVEN_SLOT_WIDTH ) )
{
ReduceStringLength( sString, ( INT16 )( MAP_INVEN_SLOT_WIDTH - StringPixLength( L" ...", MAP_IVEN_FONT ) ), MAP_IVEN_FONT );
}
FindFontCenterCoordinates( (INT16)( 4 + MAP_INVENTORY_POOL_SLOT_START_X + ( ( MAP_INVEN_SPACE_BTWN_SLOTS ) * ( iCurrentSlot / MAP_INV_SLOT_COLS ) ) ),
0, MAP_INVEN_SLOT_WIDTH, 0,
sString, MAP_IVEN_FONT,
&sWidth, &sHeight );
SetFontDestBuffer( guiSAVEBUFFER, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
SetFont( MAP_IVEN_FONT );
SetFontForeground( FONT_WHITE );
SetFontBackground( FONT_BLACK );
mprintf( sWidth,
( INT16 )( 3 + ITEMDESC_ITEM_STATUS_INV_POOL_OFFSET_Y + MAP_INVENTORY_POOL_SLOT_START_Y + ( ( MAP_INVEN_SLOT_HEIGHT ) * ( iCurrentSlot % ( MAP_INV_SLOT_COLS ) ) ) )
, sString );
/*
if( pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.ubNumberOfObjects > 1 )
{
swprintf( sString, L"x%d", pInventoryPoolList[ iCurrentSlot + iFirstSlotOnPage ].object.ubNumberOfObjects );
// find font right coord
FindFontRightCoordinates( ( INT16 )( ITEMDESC_ITEM_STATUS_INV_POOL_OFFSET_X + MAP_INVENTORY_POOL_SLOT_START_X - 1 + ( ( MAP_INVEN_SPACE_BTWN_SLOTS ) * ( iCurrentSlot / MAP_INV_SLOT_COLS ) ) ),0, MAP_INVEN_SPACE_BTWN_SLOTS - 10, 0, sString, MAP_IVEN_FONT, &sX, &sY );
sY = ( INT16 )( 3 + ITEMDESC_ITEM_STATUS_INV_POOL_OFFSET_Y + MAP_INVENTORY_POOL_SLOT_START_Y + ( ( MAP_INVEN_SLOT_HEIGHT ) * ( iCurrentSlot % ( MAP_INV_SLOT_COLS ) ) ) ) - 7;
// print string
mprintf( sX, sY, sString );
}
*/
SetFontDestBuffer( FRAME_BUFFER, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
return( TRUE );
}
void UpdateHelpTextForInvnentoryStashSlots( void )
{
CHAR16 pStr[ 512 ];
INT32 iCounter = 0;
INT32 iFirstSlotOnPage = ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT );
// run through list of items in slots and update help text for mouse regions
for( iCounter = 0; iCounter < MAP_INVENTORY_POOL_SLOT_COUNT; iCounter++ )
{
if( pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object.exists() == true )
{
GetHelpTextForItem( pStr , &( pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object ), NULL );
SetRegionFastHelpText( &(MapInventoryPoolSlots[ iCounter ] ), pStr );
/*
// set text for current item
if( pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object.usItem == MONEY )
{
swprintf( pStr, L"$%ld", pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object[0]->data.money.uiMoneyAmount );
SetRegionFastHelpText( &(MapInventoryPoolSlots[ iCounter ]), pStr );
}
else
{
SetRegionFastHelpText( &(MapInventoryPoolSlots[ iCounter ]), ItemNames[ pInventoryPoolList[ iCounter + iFirstSlotOnPage ].object.usItem ] );
}
*/
}
else
{
//OK, for each item, set dirty text if applicable!
SetRegionFastHelpText( &(MapInventoryPoolSlots[ iCounter ]), L"" );
}
}
return;
}
// create and remove buttons for inventory
void CreateDestroyMapInventoryPoolButtons( BOOLEAN fExitFromMapScreen )
{
static BOOLEAN fCreated = FALSE;
/* player can leave items underground, no?
if( iCurrentMapSectorZ )
{
fShowMapInventoryPool = FALSE;
}
*/
if( ( fShowMapInventoryPool ) && ( fCreated == FALSE ) )
{
if( ( gWorldSectorX == sSelMapX ) && ( gWorldSectorY == sSelMapY ) && ( gbWorldSectorZ == iCurrentMapSectorZ ) )
{
// handle all reachable before save
HandleAllReachAbleItemsInTheSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ );
}
// destroy buttons for map border
DeleteMapBorderButtons( );
fCreated = TRUE;
// also create the inventory slot
CreateMapInventoryPoolSlots( );
// create buttons
CreateMapInventoryButtons( );
// build stash
BuildStashForSelectedSector( sSelMapX, sSelMapY, ( INT16 )( iCurrentMapSectorZ ) );
CreateMapInventoryPoolDoneButton( );
fMapPanelDirty = TRUE;
fMapScreenBottomDirty = TRUE;
}
else if( ( fShowMapInventoryPool == FALSE ) && ( fCreated == TRUE ) )
{
// check fi we are in fact leaving mapscreen
if( fExitFromMapScreen == FALSE )
{
// recreate mapborder buttons
CreateButtonsForMapBorder( );
}
fCreated = FALSE;
// destroy the map inventory slots
DestroyMapInventoryPoolSlots( );
// destroy map inventory buttons
DestroyMapInventoryButtons( );
DestroyInventoryPoolDoneButton( );
// clear up unseen list
ClearUpTempUnSeenList( );
// now save results
SaveSeenAndUnseenItems( );
DestroyStash( );
fMapPanelDirty = TRUE;
fTeamPanelDirty = TRUE;
fCharacterInfoPanelDirty = TRUE;
// HEADROCK HAM 3.6: Yet again, make sure to refresh the bottom panel on closing.
fMapScreenBottomDirty = TRUE;
//CHRISL: close stack popup and item description windows
DeleteItemStackPopup();
if ( gfInItemDescBox )
{
DeleteItemDescriptionBox();
}
//DEF: added to remove the 'item blip' from staying on the radar map
iCurrentlyHighLightedItem = -1;
// re render radar map
RenderRadarScreen( );
}
// do our handling here
HandleMapSectorInventory( );
}
void CancelSectorInventoryDisplayIfOn( BOOLEAN fExitFromMapScreen )
{
if ( fShowMapInventoryPool )
{
// get rid of sector inventory mode & buttons
fShowMapInventoryPool = FALSE;
CreateDestroyMapInventoryPoolButtons( fExitFromMapScreen );
}
}
void ClearUpTempUnSeenList( void )
{
// save these items and all the others
if( pUnSeenItems == NULL )
{
return;
}
// build the list based on this
pSaveList = pUnSeenItems;
pUnSeenItems = NULL;
return;
}
void SaveSeenAndUnseenItems( void )
{
WORLDITEM *pSeenItemsList = NULL;
UINT32 iCounter = 0;
INT32 iItemCount = 0;
INT32 iTotalNumberItems = 0;
// allocate space
iTotalNumberItems = GetTotalNumberOfItems( );
// if there are seen items, build a temp world items list of them and save them
if( iTotalNumberItems > 0 )
{
pSeenItemsList = new WORLDITEM[ iTotalNumberItems ];
// copy
for( iCounter = 0; iCounter < pInventoryPoolList.size(); iCounter++ )
{
if( pInventoryPoolList[ iCounter ].object.exists() == true )
{
// copy object stuff
pSeenItemsList[ iItemCount ] = pInventoryPoolList[ iCounter ];
// check if item actually lives at a gridno
// if not, check predicessor, iItemCount is not 0
if( pSeenItemsList[ iItemCount ].sGridNo == 0 )
{
if( iItemCount > 0 )
{
// borrow from predicessor
pSeenItemsList[ iItemCount ].sGridNo = pSeenItemsList[ iItemCount - 1 ].sGridNo;
}
else
{
// get entry grid location
}
}
pSeenItemsList[ iItemCount ].fExists = TRUE;
pSeenItemsList[ iItemCount ].bVisible = TRUE;
iItemCount++;
}
}
}
// if this is the loaded sector handle here
if( ( gWorldSectorX == sSelMapX ) && ( gWorldSectorY == sSelMapY ) && ( gbWorldSectorZ == ( INT8 ) ( iCurrentMapSectorZ ) ) )
{
ReBuildWorldItemStashForLoadedSector( iItemCount, uiNumberOfUnSeenItems, pSeenItemsList, pSaveList );
}
else
{
// now copy over unseen and seen
if( uiNumberOfUnSeenItems > 0 )
{
// over write file and copy unseen
AddWorldItemsToUnLoadedSector( sSelMapX, sSelMapY, ( INT8 )( iCurrentMapSectorZ ), 0, uiNumberOfUnSeenItems, pSaveList, TRUE );
// check if seen items exist too
if( iItemCount > 0 )
{
AddWorldItemsToUnLoadedSector( sSelMapX, sSelMapY, ( INT8 )( iCurrentMapSectorZ ), 0, iItemCount, pSeenItemsList, FALSE );
}
}
else if( iItemCount > 0 )
{
// copy only seen items
AddWorldItemsToUnLoadedSector( sSelMapX, sSelMapY, ( INT8 )( iCurrentMapSectorZ ), 0, iItemCount, pSeenItemsList, TRUE );
}
else
{
// get rid of the file
SaveWorldItemsToTempItemFile( sSelMapX, sSelMapY, ( INT8 )( iCurrentMapSectorZ ), 0, NULL );
return;
}
}
// now clear out seen list
if( pSeenItemsList != NULL )
{
delete[]( pSeenItemsList );
pSeenItemsList = NULL;
}
// clear out unseen list
if( pSaveList != NULL )
{
delete[]( pSaveList );
pSaveList = NULL;
}
uiNumberOfUnSeenItems = 0;
iItemCount = 0;
}
// the screen mask bttn callaback...to disable the inventory and lock out the map itself
void MapInvenPoolScreenMaskCallback(MOUSE_REGION * pRegion, INT32 iReason )
{
if( ( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP ) )
{
fShowMapInventoryPool = FALSE;
}
return;
}
void CreateMapInventoryPoolSlots( void )
{
INT32 iCounter = 0;
INT16 sX = 0, sY = 0;
INT16 sXA = 0, sYA = 0;
INT16 sULX = 0, sULY = 0;
INT16 sBRX = 0, sBRY = 0;
MSYS_DefineRegion( &MapInventoryPoolMask,
MAP_INVENTORY_POOL_SLOT_START_X, 0, SCREEN_WIDTH - MAP_INVENTORY_POOL_SLOT_START_X, SCREEN_HEIGHT - 120,
MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MSYS_NO_CALLBACK, MapInvenPoolScreenMaskCallback);
for( iCounter = 0; iCounter < MAP_INVENTORY_POOL_SLOT_COUNT; iCounter++ )
{
sX = ( iCounter / MAP_INV_SLOT_COLS );
sY = ( iCounter % ( MAP_INV_SLOT_COLS ) );
sXA = sX + 1;
sYA = sY + 1;
sULX = MAP_INVENTORY_POOL_SLOT_START_X + 4;
sULY = MAP_INVENTORY_POOL_SLOT_START_Y + 1;
sULX += ( INT16 ) ( sX * MAP_INVEN_SPACE_BTWN_SLOTS );
sULY += ( INT16 ) ( ( sY * MAP_INVEN_SLOT_HEIGHT ) );
sBRX = ( INT16 ) ( MAP_INVENTORY_POOL_SLOT_START_X + ( sXA * MAP_INVEN_SPACE_BTWN_SLOTS ) );
sBRY = ( INT16 ) ( MAP_INVENTORY_POOL_SLOT_START_Y + ( sYA * MAP_INVEN_SLOT_HEIGHT ) ) - 1;
MSYS_DefineRegion( &MapInventoryPoolSlots[ iCounter ],
sULX, sULY, sBRX, sBRY,
MSYS_PRIORITY_HIGH, MSYS_NO_CURSOR, MapInvenPoolSlotsMove, MapInvenPoolSlots );
MSYS_SetRegionUserData( &MapInventoryPoolSlots[iCounter], 0, iCounter );
}
}
void DestroyMapInventoryPoolSlots( void )
{
INT32 iCounter = 0;
for( iCounter = 0; iCounter < MAP_INVENTORY_POOL_SLOT_COUNT; iCounter++ )
{
MSYS_RemoveRegion( &MapInventoryPoolSlots[ iCounter ] );
}
// remove map inventory mask
MSYS_RemoveRegion( &MapInventoryPoolMask );
}
void MapInvenPoolSlotsMove( MOUSE_REGION * pRegion, INT32 iReason )
{
INT32 iCounter = 0;
iCounter = MSYS_GetRegionUserData( pRegion, 0 );
if( iReason & MSYS_CALLBACK_REASON_GAIN_MOUSE )
{
iCurrentlyHighLightedItem = iCounter;
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = TRUE;
}
else if( iReason & MSYS_CALLBACK_REASON_LOST_MOUSE )
{
iCurrentlyHighLightedItem = -1;
fChangedInventorySlots = TRUE;
gfCheckForCursorOverMapSectorInventoryItem = FALSE;
// re render radar map
RenderRadarScreen( );
}
}
void MapInvenPoolSlots(MOUSE_REGION * pRegion, INT32 iReason )
{
// btn callback handler for assignment screen mask region
INT32 iCounter = 0;
UINT16 usOldItemIndex, usNewItemIndex;
INT32 iOldNumberOfObjects = 0;
INT16 sDistanceFromObject = 0;
SOLDIERTYPE *pSoldier = NULL;
CHAR16 sString[ 128 ];
extern OBJECTTYPE *gpItemDescObject;
iCounter = MSYS_GetRegionUserData( pRegion, 0 );
if( ( iReason & MSYS_CALLBACK_REASON_RBUTTON_UP ) )
{
if(gGameExternalOptions.fSectorDesc == TRUE)
{
//CHRISL: Make it possible to right click and pull up stack popup and/or item description boxes
WORLDITEM * twItem = &(pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ]);
bool fValidPointer = false;
if ( !InSectorStackPopup( ) && !InItemStackPopup( ) && !InItemDescriptionBox( ) && !InKeyRingPopup( ) && twItem->object.exists() == true && (bSelectedInfoChar != -1 && gCharactersList[bSelectedInfoChar].fValid))
{
if(OK_CONTROL_MERC( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] ))
{
//CHRISL: The old setup had a flaw I didn't consider. if, for some reason, the ItemSlotLimit = 0
// nothing might happen. Now we setup a flag to determine if our cursor is value for the item we're
// clicking on. If it's not valid, we can't do anything so all conditions rely on it being true.
//if(ItemSlotLimit( &twItem->object, STACK_SIZE_LIMIT ) == 1)
if(gpItemPointer == NULL)
fValidPointer = true;
else
{
if(gpItemPointer->usItem == twItem->object.usItem)
fValidPointer = true;
if(ValidAttachment(gpItemPointer->usItem, twItem->object.usItem) == TRUE)
fValidPointer = true;
if(ValidAmmoType(twItem->object.usItem, gpItemPointer->usItem) == TRUE)
fValidPointer = true;
}
if(twItem->object.ubNumberOfObjects == 1 && fValidPointer)
{
fShowInventoryFlag = TRUE;
MAPInternalInitItemDescriptionBox( &twItem->object, 0, MercPtrs[gCharactersList[bSelectedInfoChar].usSolID] );
}
else if(fValidPointer)
{
InitSectorStackPopup( MercPtrs[gCharactersList[bSelectedInfoChar].usSolID], twItem, iCounter, 0, INV_REGION_Y, 261, ( SCREEN_HEIGHT - PLAYER_INFO_Y ) );
fTeamPanelDirty=TRUE;
fInterfacePanelDirty = DIRTYLEVEL2;
}
}
}
}
else
{
if ( gpItemPointer == NULL )
{
fShowMapInventoryPool = FALSE;
}
// else do nothing
}
}
else if( iReason & MSYS_CALLBACK_REASON_LBUTTON_UP )
{
// check if item in cursor, if so, then swap, and no item in curor, pick up, if item in cursor but not box, put in box
if ( gpItemPointer == NULL )
{
// Return if empty
if ( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object.exists() == false )
return;
// CHRISL: Also return if the item we've clicked on is currently displayed in the item description box
if(InItemDescriptionBox( ) && gpItemDescObject == &pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object)
return;
}
// is this item reachable
if( !( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].usFlags & WORLD_ITEM_REACHABLE ) )
{
if ( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object.exists() == true )
{
// not reachable
DoMapMessageBox( MSG_BOX_BASIC_STYLE, gzLateLocalizedString[38], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
}
}
// check if selected merc is in this sector, if not, warn them and leave
// valid character?
if( gCharactersList[ bSelectedInfoChar ].fValid == FALSE )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 1 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
}
//if( fShowInventoryFlag )
{
// not in sector?
if( ( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorX != sSelMapX ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].sSectorY != sSelMapY ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].bSectorZ != iCurrentMapSectorZ ) ||
( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].flags.fBetweenSectors ) )
{
if ( gpItemPointer == NULL )
{
swprintf( sString, pMapInventoryErrorString[ 2 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
}
else
{
swprintf( sString, pMapInventoryErrorString[ 5 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
}
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
}
}
// If we do not have an item in hand, start moving it
if ( gpItemPointer == NULL )
{
// Return if empty
if ( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object.exists() == false )
return;
// if in battle inform player they will have to do this in tactical
// if( ( ( gTacticalStatus.fEnemyInSector ) ||( ( sSelMapX == gWorldSectorX ) && ( sSelMapY == gWorldSectorY ) && ( iCurrentMapSectorZ == gbWorldSectorZ ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) ) )
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 3 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
}
sObjectSourceGridNo = pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].sGridNo;
sObjectSourseSoldierID = pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].soldierID;
// check if this is the loaded sector, if so, then notify player, can't do anything
if( ( sSelMapX == gWorldSectorX )&&( gWorldSectorY == sSelMapY ) &&(gbWorldSectorZ == iCurrentMapSectorZ ) )
{
// notify
pSoldier = &( Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] );
sDistanceFromObject = PythSpacesAway( sObjectSourceGridNo, pSoldier->sGridNo);
/* if( sDistanceFromObject > MAX_DISTANCE_TO_PICKUP_ITEM )
{
// see for the loaded sector if the merc is cloase enough?
swprintf( sString, pMapInventoryErrorString[ 0 ], Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ].name );
DoMapMessageBox( MSG_BOX_BASIC_STYLE, sString, MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
}
*/
}
BeginInventoryPoolPtr( &( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object ) );
}
else
{
// if in battle inform player they will have to do this in tactical
// if( ( gTacticalStatus.fEnemyInSector ) ||( ( sSelMapX == gWorldSectorX ) && ( sSelMapY == gWorldSectorY ) && ( iCurrentMapSectorZ == gbWorldSectorZ ) && ( gTacticalStatus.uiFlags & INCOMBAT ) ) )
if( !CanPlayerUseSectorInventory( &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ] ) )
{
DoMapMessageBox( MSG_BOX_BASIC_STYLE, pMapInventoryErrorString[ 4 ], MAP_SCREEN, MSG_BOX_FLAG_OK, NULL );
return;
}
usOldItemIndex = pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object.usItem;
usNewItemIndex = gpItemPointer->usItem;
iOldNumberOfObjects = pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object.ubNumberOfObjects;
// Else, try to place here
if ( PlaceObjectInInventoryStash( &( pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].object ), gpItemPointer ) )
{
// set as reachable and set gridno
pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].usFlags |= WORLD_ITEM_REACHABLE;
// if loaded sector, grab grid no of dropping soldier
//if( ( sSelMapX == gWorldSectorX )&&( gWorldSectorY == sSelMapY ) &&(gbWorldSectorZ == iCurrentMapSectorZ ) )
//{
// nothing here before, then place here
if( iOldNumberOfObjects == 0 )
{
if( sObjectSourceGridNo == NOWHERE )
{
pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].sGridNo = sObjectSourceGridNo;
}
else
{
pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].sGridNo = sObjectSourceGridNo;
}
if( sObjectSourseSoldierID != -1 )
pInventoryPoolList[ ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) + iCounter ].soldierID = sObjectSourseSoldierID;
}
//}
// Check if it's the same now!
if ( gpItemPointer->exists() == false )
{
MAPEndItemPointer( );
}
else
{
// update ptr
// now set the cursor
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
fMapInventoryItem = TRUE;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
SetCurrentCursorFromDatabase( EXTERN_CURSOR );
}
/*
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
}
*/
}
}
// dirty region, force update
fMapPanelDirty = TRUE;
}
}
void CreateMapInventoryButtons( void )
{
guiMapInvenButtonImage[ 0 ]= LoadButtonImage( "INTERFACE\\map_screen_bottom_arrows.sti" , 10, 1, -1, 3, -1 );
guiMapInvenButton[ 0 ] = QuickCreateButton( guiMapInvenButtonImage[ 0 ], (MAP_INV_X_OFFSET + 559), (SCREEN_HEIGHT - 144),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)MapInventoryPoolNextBtn );
guiMapInvenButtonImage[ 1 ]= LoadButtonImage( "INTERFACE\\map_screen_bottom_arrows.sti" ,9, 0, -1, 2, -1 );
guiMapInvenButton[ 1 ] = QuickCreateButton( guiMapInvenButtonImage[ 1 ], (MAP_INV_X_OFFSET + 487), (SCREEN_HEIGHT - 144),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)MapInventoryPoolPrevBtn );
//reset the current inventory page to be the first page
iCurrentInventoryPoolPage = 0;
return;
}
void DestroyMapInventoryButtons( void )
{
RemoveButton( guiMapInvenButton[ 0 ] );
RemoveButton( guiMapInvenButton[ 1 ] );
UnloadButtonImage( guiMapInvenButtonImage[ 0 ] );
UnloadButtonImage( guiMapInvenButtonImage[ 1 ] );
return;
}
void BuildStashForSelectedSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ )
{
INT32 iSize = 0;
UINT32 uiItemCount = 0;
UINT32 uiTotalNumberOfItems = 0, uiTotalNumberOfRealItems = 0;
WORLDITEM * pTotalSectorList = NULL;
INT32 iCounter = 0;
UINT32 uiTotalNumberOfSeenItems=0;
// #ifdef _DEBUG
BOOLEAN fReturn = TRUE;
// #endif
// get size of the current stash in sector (count stacks as one item)
iSize = GetSizeOfStashInSector( sMapX, sMapY, sMapZ, TRUE );
// round off .. we want at least 1 free page of space...
iSize = ((iSize / MAP_INVENTORY_POOL_SLOT_COUNT) + 1) * MAP_INVENTORY_POOL_SLOT_COUNT;
// allocate space for list
pInventoryPoolList.clear();
pInventoryPoolList.resize( iSize );
iLastInventoryPoolPage = ( ( iSize - 1 ) / MAP_INVENTORY_POOL_SLOT_COUNT );
uiNumberOfUnSeenItems = 0;
// now laod these items into memory, based on fact if sector is in fact loaded
if( ( sMapX == gWorldSectorX )&&( gWorldSectorY == sMapY ) &&(gbWorldSectorZ == sMapZ ) )
{
// sector loaded, just copy from list
for( iCounter = 0; ( UINT32 )( iCounter ) < guiNumWorldItems; iCounter++ )
{
// check if visible, if so, then copy over object type
// if visible to player, then state fact
/*
if( gWorldItems[ iCounter].bVisible == 1 &&
gWorldItems[ iCounter ].fExists &&
gWorldItems[ iCounter ].object.usItem != SWITCH &&
gWorldItems[ iCounter ].object.bTrap <= 0 )
*/
if( IsMapScreenWorldItemVisibleInMapInventory( &gWorldItems[ iCounter ] ) )
{
// one more item
pInventoryPoolList[ uiItemCount ] = gWorldItems[ iCounter ];
uiItemCount++;
}
}
uiTotalNumberOfSeenItems = uiItemCount;
// now allocate space for all the unseen items
if( guiNumWorldItems > uiItemCount )
{
pUnSeenItems = new WORLDITEM[ guiNumWorldItems - uiItemCount ];
uiItemCount = 0;
// now copy over
for( iCounter = 0; ( UINT32 )iCounter < guiNumWorldItems; iCounter++ )
{
if( IsMapScreenWorldItemInvisibleInMapInventory( &gWorldItems[ iCounter ] ) )
{
// one more item
pUnSeenItems[ uiItemCount ] = gWorldItems[ iCounter ];
uiItemCount++;
}
}
// copy over number of unseen
uiNumberOfUnSeenItems = uiItemCount;
}
}
else
{
// not loaded, load
// get total number, visable and invisible
fReturn = GetNumberOfWorldItemsFromTempItemFile( sMapX, sMapY, ( INT8 )( sMapZ ), &( uiTotalNumberOfItems ), FALSE );
Assert( fReturn );
fReturn = GetNumberOfActiveWorldItemsFromTempFile( sMapX, sMapY, ( INT8 )( sMapZ ), &( uiTotalNumberOfRealItems ) );
Assert( fReturn );
if( uiTotalNumberOfRealItems > 0 )
{
// allocate space for the list
pTotalSectorList = new WORLDITEM[ uiTotalNumberOfItems ];
// now load into mem
LoadWorldItemsFromTempItemFile( sMapX, sMapY, ( INT8 ) ( sMapZ ), pTotalSectorList );
}
// now run through list and
for( iCounter = 0; ( UINT32 )( iCounter )< uiTotalNumberOfRealItems; iCounter++ )
{
// if visible to player, then state fact
/*
if( pTotalSectorList[ iCounter].bVisible == 1 &&
pTotalSectorList[ iCounter].fExists &&
pTotalSectorList[ iCounter].object.usItem != SWITCH &&
pTotalSectorList[ iCounter].object.bTrap <= 0 )
*/
//TEST!! If the item exists, and is NOT VALID, report it
if( pTotalSectorList[ iCounter].fExists && pTotalSectorList[ iCounter].object.usItem > MAXITEMS )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"The %d item in the list is NOT valid. Please send save. DF 1.", iCounter );
}
if( IsMapScreenWorldItemVisibleInMapInventory( &pTotalSectorList[ iCounter] ) )
{
// one more item
pInventoryPoolList[ uiItemCount ] = pTotalSectorList[ iCounter ];
uiItemCount++;
}
}
uiTotalNumberOfSeenItems = uiItemCount;
// now allocate space for all the unseen items
if( uiTotalNumberOfRealItems > uiItemCount )
{
pUnSeenItems = new WORLDITEM[ uiTotalNumberOfRealItems - uiItemCount ];
uiItemCount = 0;
// now copy over
for( iCounter = 0; ( UINT32 )iCounter < uiTotalNumberOfItems; iCounter++ )
{
if( IsMapScreenWorldItemInvisibleInMapInventory( &pTotalSectorList[ iCounter] ) )
{
// one more item
pUnSeenItems[ uiItemCount ] = pTotalSectorList[ iCounter ];
uiItemCount++;
}
}
// copy over number of unseen
uiNumberOfUnSeenItems = uiItemCount;
}
// if anything was alloced, then get rid of it
if( uiTotalNumberOfRealItems > 0 )
{
delete[]( pTotalSectorList );
}
}
//Check to see if any of the items in the list have a gridno of NOWHERE and the entry point flag NOT set
CheckGridNoOfItemsInMapScreenMapInventory();
//Sort the sector invenrtory
SortSectorInventory( pInventoryPoolList, uiTotalNumberOfSeenItems );
}
void ReBuildWorldItemStashForLoadedSector( INT32 iNumberSeenItems, INT32 iNumberUnSeenItems, WORLDITEM *pSeenItemsList, WORLDITEM *pUnSeenItemsList )
{
INT32 iTotalNumberOfItems = 0;
INT32 iCurrentItem = 0;
INT32 iCounter = 0;
INT32 iRemainder = 0;
UINT32 uiTotalNumberOfVisibleItems=0;
WORLDITEM * pTotalList = NULL;
// clear out the list
TrashWorldItems( );
// get total number of items
iTotalNumberOfItems = iNumberUnSeenItems + iNumberSeenItems;
iRemainder = iTotalNumberOfItems % 10;
// if there is a remainder, then add onto end of list
if( iRemainder )
{
iTotalNumberOfItems += 10 - iRemainder;
}
// allocate space for items
pTotalList = new WORLDITEM[ iTotalNumberOfItems ];
// place seen items in the world
for( iCounter = 0; iCounter < iNumberSeenItems; iCounter++ )
{
pTotalList[ iCurrentItem ] = pSeenItemsList[ iCounter ];
iCurrentItem++;
}
// now store the unseen item list
for( iCounter = 0; iCounter < iNumberUnSeenItems; iCounter++ )
{
pTotalList[ iCurrentItem ] = pUnSeenItemsList[ iCounter ];
iCurrentItem++;
}
RefreshItemPools( pTotalList, iTotalNumberOfItems );
//Count the total number of visible items
for( iCounter = 0; iCounter < iNumberSeenItems; iCounter++ )
{
uiTotalNumberOfVisibleItems += pSeenItemsList[ iCounter ].object.ubNumberOfObjects;
}
//reset the visible item count in the sector info struct
SetNumberOfVisibleWorldItemsInSectorStructureForSector( gWorldSectorX, gWorldSectorY, gbWorldSectorZ , uiTotalNumberOfVisibleItems );
// clear out allocated space for total list
delete[]( pTotalList );
// reset total list
pTotalList = NULL;
return;
}
void DestroyStash( void )
{
// clear out stash
pInventoryPoolList.clear();
}
INT32 GetSizeOfStashInSector( INT16 sMapX, INT16 sMapY, INT16 sMapZ, BOOLEAN fCountStacksAsOne )
{
// get # of items in sector that are visible to the player
UINT32 uiTotalNumberOfItems = 0, uiTotalNumberOfRealItems = 0;
WORLDITEM * pTotalSectorList = NULL;
UINT32 uiItemCount = 0;
INT32 iCounter = 0;
BOOLEAN fReturn = TRUE;
if( ( sMapX == gWorldSectorX ) && ( sMapY == gWorldSectorY) && ( sMapZ == gbWorldSectorZ ) )
{
uiTotalNumberOfItems = guiNumWorldItems;
// now run through list and
for( iCounter = 0; ( UINT32 )( iCounter )< uiTotalNumberOfItems; iCounter++ )
{
// if visible to player, then state fact
// if( gWorldItems[ iCounter ].bVisible == 1 && gWorldItems[ iCounter ].fExists )
if( IsMapScreenWorldItemVisibleInMapInventory( &gWorldItems[ iCounter ] ) )
{
// add it
if ( fCountStacksAsOne )
{
uiItemCount++;
}
else
{
uiItemCount += gWorldItems[ iCounter ].object.ubNumberOfObjects;
}
}
}
}
else
{
// get total number, visable and invisible
fReturn = GetNumberOfActiveWorldItemsFromTempFile( sMapX, sMapY, ( INT8 )( sMapZ ), &( uiTotalNumberOfRealItems ) );
Assert( fReturn );
fReturn = GetNumberOfWorldItemsFromTempItemFile( sMapX, sMapY, ( INT8 )( sMapZ ), &( uiTotalNumberOfItems ), FALSE );
Assert( fReturn );
if( uiTotalNumberOfItems > 0 )
{
// allocate space for the list
pTotalSectorList = new WORLDITEM[ uiTotalNumberOfItems ];
// now load into mem
LoadWorldItemsFromTempItemFile( sMapX, sMapY, ( INT8 ) ( sMapZ ), pTotalSectorList );
}
// now run through list and
for( iCounter = 0; ( UINT32 )( iCounter )< uiTotalNumberOfRealItems; iCounter++ )
{
// if visible to player, then state fact
// if( pTotalSectorList[ iCounter ].bVisible == 1 && pTotalSectorList[ iCounter ].fExists )
if( IsMapScreenWorldItemVisibleInMapInventory( &pTotalSectorList[ iCounter ] ) )
{
// add it
if ( fCountStacksAsOne )
{
uiItemCount++;
}
else
{
uiItemCount += pTotalSectorList[ iCounter ].object.ubNumberOfObjects;
}
}
}
// if anything was alloced, then get rid of it
if( pTotalSectorList != NULL )
{
delete[]( pTotalSectorList );
pTotalSectorList = NULL;
#ifdef JA2BETAVERSION
if( uiTotalNumberOfItems == 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"pTotalSectorList is NOT NULL when uiTotalNumberOfRealItems is %d.", uiTotalNumberOfRealItems );
}
#endif
}
}
return( uiItemCount );
}
void BeginInventoryPoolPtr( OBJECTTYPE *pInventorySlot )
{
BOOLEAN fOk = FALSE;
BOOLEAN fSELLALL = gGameExternalOptions.fSellAll;
// If not null return
if ( gpItemPointer != NULL )
{
return;
}
// if shift key get all
if (_KeyDown( SHIFT ))
{
// Remove all from soldier's slot
fOk = (0 == pInventorySlot->MoveThisObjectTo(gItemPointer,-1,0,NUM_INV_SLOTS,MAX_OBJECTS_PER_SLOT));
}
else
{
fOk = (0 == pInventorySlot->MoveThisObjectTo(gItemPointer, 1));
}
if (fOk)
{
if (pInventorySlot->exists() == false) {
pInventorySlot->initialize();
}
// Dirty interface
fMapPanelDirty = TRUE;
gpItemPointer = &gItemPointer;
if ( _KeyDown ( CTRL ))//Delete Item
{
gpItemPointer = NULL;
fMapInventoryItem = FALSE;
if ( _KeyDown ( 89 )) //Lalien: delete all items of this type on Ctrl+Y
{
DeleteItemsOfType( gItemPointer.usItem );
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, New113Message[MSG113_DELETE_ALL] );
}
else {
ScreenMsg( FONT_MCOLOR_LTRED, MSG_INTERFACE, New113Message[MSG113_DELETED] );
}
if ( fShowMapInventoryPool )
HandleButtonStatesWhileMapInventoryActive();
}
else if ( _KeyDown ( ALT ) && fSELLALL)//Sell Item
{
INT32 iPrice = SellItem( gItemPointer );
PlayJA2Sample( COMPUTER_BEEP2_IN, RATE_11025, 15, 1, MIDDLEPAN );
gpItemPointer = NULL;
fMapInventoryItem = FALSE;
if ( _KeyDown ( 89 )) //Lalien: sell all items of this type on Alt+Y
{
for( UINT32 iNumber = 0 ; iNumber < pInventoryPoolList.size() ; ++iNumber)
{
if ( pInventoryPoolList[ iNumber ].object.usItem == gItemPointer.usItem && pInventoryPoolList[ iNumber ].usFlags & WORLD_ITEM_REACHABLE)
{
iPrice += SellItem( pInventoryPoolList[ iNumber ].object );
DeleteObj( &pInventoryPoolList [ iNumber ].object );
}
}
}
//ADB you can sell items for 0, but that's not fair
//and it's not easy to stop the sale so make the price 1
if (iPrice == 0) {
iPrice = 1;
}
if ( _KeyDown ( 89 )) //Lalien: sell all items of this type on Alt+Y
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SOLD_ALL] );
}
else {
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_INTERFACE, New113Message[MSG113_SOLD] );
}
AddTransactionToPlayersBook( SOLD_ITEMS, 0, GetWorldTotalMin(), iPrice );
if ( fShowMapInventoryPool )
HandleButtonStatesWhileMapInventoryActive();
}
else
{
gpItemPointerSoldier = NULL;
// now set the cursor
guiExternVo = GetInterfaceGraphicForItem( &(Item[ gpItemPointer->usItem ]) );
gusExternVoSubIndex = Item[ gpItemPointer->usItem ].ubGraphicNum;
fMapInventoryItem = TRUE;
MSYS_ChangeRegionCursor( &gMPanelRegion , EXTERN_CURSOR );
SetCurrentCursorFromDatabase( EXTERN_CURSOR );
if ( fShowInventoryFlag && bSelectedInfoChar >= 0 )
{
ReevaluateItemHatches( MercPtrs[ gCharactersList[ bSelectedInfoChar ].usSolID ], FALSE );
fTeamPanelDirty = TRUE;
}
}
}
}
BOOLEAN PlaceObjectInInventoryStash( OBJECTTYPE *pInventorySlot, OBJECTTYPE *pItemPtr )
{
// if there is something there, swap it, if they are of the same type and stackable then add to the count
if (pInventorySlot->exists() == false)
{
// placement in an empty slot
pItemPtr->MoveThisObjectTo(*pInventorySlot);
}
else
{
if (pItemPtr->usItem == pInventorySlot->usItem && ItemSlotLimit(pItemPtr, STACK_SIZE_LIMIT) >= 2)
{
// stacking
pInventorySlot->AddObjectsToStack(*pItemPtr);
}
else
{
SwapObjs( pItemPtr, pInventorySlot );
}
}
return( TRUE );
}
BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr, INT16 sGridNo )
{
OBJECTTYPE *pInventorySlot;
INT32 cnt = 0;
//CHRISL: I'm not sure why this never fails. Maybe it just isn't used often. But if we try and look for index
// pInventoryPoolList.size() we're going to crash since "size()" returns the total number of indecies in human terms (1-xxx)
// but we have to start with 0. In other words, size() might return a value of 10 but those are numbers 0-9.
while(1)
{
//if we run out of indecies before running out of items to place, make new indecies
if(cnt == pInventoryPoolList.size())
{
ResizeInventoryList();
}
pInventorySlot = &pInventoryPoolList[cnt].object;
if(pInventorySlot->usItem == pItemPtr->usItem)
{
pInventorySlot->AddObjectsToStack(*pItemPtr);
}
else if(pInventorySlot->exists() == false)
{
pItemPtr->MoveThisObjectTo(*pInventorySlot);
if(sGridNo != 0)
{
pInventoryPoolList[cnt].sGridNo = sGridNo;
pInventoryPoolList[cnt].usFlags = 512;
pInventoryPoolList[cnt].bVisible = 1;
pInventoryPoolList[cnt].fExists = TRUE;
}
}
else
{
cnt++;
continue;
}
if(pItemPtr->exists() == false)
{
break;
}
else
{
cnt++;
}
}
// if there is something there, swap it, if they are of the same type and stackable then add to the count
// pInventorySlot = &( pInventoryPoolList[ pInventoryPoolList.size() ].object );
// placement in an empty slot
// could be wrong type of object for slot... need to check...
// but assuming it isn't
// pItemPtr->MoveThisObjectTo(*pInventorySlot);
return( TRUE );
}
void MapInventoryPoolNextBtn( 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 can go to next page, go there
if( iCurrentInventoryPoolPage < ( iLastInventoryPoolPage ) )
{
iCurrentInventoryPoolPage++;
fMapPanelDirty = TRUE;
}
}
}
}
void MapInventoryPoolPrevBtn( 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 can go to next page, go there
if( iCurrentInventoryPoolPage > 0 )
{
iCurrentInventoryPoolPage--;
fMapPanelDirty = TRUE;
}
}
}
}
void MapInventoryPoolDoneBtn( 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);
// done
fShowMapInventoryPool = FALSE;
}
}
}
void DisplayPagesForMapInventoryPool( void )
{
// get the current and last pages and display them
CHAR16 sString[ 32 ];
INT16 sX, sY;
SetFont( COMPFONT );
SetFontForeground( 183 );
SetFontBackground( FONT_BLACK );
// set the buffer
SetFontDestBuffer( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
// grab current and last pages
swprintf( sString, L"%d / %d", iCurrentInventoryPoolPage + 1, iLastInventoryPoolPage + 1 );
// grab centered coords
FindFontCenterCoordinates(MAP_INVENTORY_POOL_PAGE_X, MAP_INVENTORY_POOL_PAGE_Y ,MAP_INVENTORY_POOL_PAGE_WIDTH ,MAP_INVENTORY_POOL_PAGE_HEIGHT ,sString , MAP_SCREEN_FONT, &sX, &sY);
mprintf( sX, sY, sString );
SetFontDestBuffer( FRAME_BUFFER, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
INT32 GetTotalNumberOfItemsInSectorStash( void )
{
INT32 iCount = 0;
// run through list of items and find out how many are there
for( UINT32 iCounter = 0; iCounter < pInventoryPoolList.size(); iCounter++ )
{
if( pInventoryPoolList[ iCounter].object.exists() == true )
{
iCount += pInventoryPoolList[ iCounter].object.ubNumberOfObjects;
}
}
return iCount;
}
INT32 GetTotalNumberOfItems( void )
{
INT32 iCount = 0;
// run through list of items and find out how many are there
for(UINT32 iCounter = 0; iCounter < pInventoryPoolList.size(); iCounter++ )
{
if( pInventoryPoolList[ iCounter].object.exists() == true )
{
iCount++;
}
}
return iCount;
}
void DrawNumberOfIventoryPoolItems( void )
{
INT32 iNumberOfItems = 0;
CHAR16 sString[ 32 ];
INT16 sX, sY;
iNumberOfItems = GetTotalNumberOfItemsInSectorStash( );
// get number of items
swprintf( sString, L"%d", iNumberOfItems );
// set font stuff
SetFont( COMPFONT );
SetFontForeground( 183 );
SetFontBackground( FONT_BLACK );
// set the buffer
SetFontDestBuffer( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
// grab centered coords
FindFontCenterCoordinates(MAP_INVENTORY_POOL_NUMBER_X, MAP_INVENTORY_POOL_PAGE_Y ,MAP_INVENTORY_POOL_NUMBER_WIDTH ,MAP_INVENTORY_POOL_PAGE_HEIGHT ,sString , MAP_SCREEN_FONT, &sX, &sY);
mprintf( sX, sY, sString );
SetFontDestBuffer( FRAME_BUFFER, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
return;
}
void CreateMapInventoryPoolDoneButton( void )
{
// create done button
guiMapInvenButtonImage[ 2 ]= LoadButtonImage( "INTERFACE\\done_button.sti" , -1, 0, -1, 1, -1 );
guiMapInvenButton[ 2 ] = QuickCreateButton( guiMapInvenButtonImage[ 2 ], MAP_INV_X_OFFSET + 587 , (SCREEN_HEIGHT - 147),
BUTTON_TOGGLE, MSYS_PRIORITY_HIGHEST,
(GUI_CALLBACK)BtnGenericMouseMoveButtonCallback, (GUI_CALLBACK)MapInventoryPoolDoneBtn );
return;
}
void DestroyInventoryPoolDoneButton( void )
{
// destroy ddone button
RemoveButton( guiMapInvenButton[ 2 ] );
UnloadButtonImage( guiMapInvenButtonImage[ 2 ] );
return;
}
void DisplayCurrentSector( void )
{
// grab current sector being displayed
CHAR16 sString[ 32 ];
INT16 sX, sY;
swprintf( sString, L"%s%s%s", pMapVertIndex[ sSelMapY ], pMapHortIndex[ sSelMapX ], pMapDepthIndex[ iCurrentMapSectorZ ] );
// set font stuff
SetFont( COMPFONT );
SetFontForeground( 183 );
SetFontBackground( FONT_BLACK );
// set the buffer
SetFontDestBuffer( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
// grab centered coords
FindFontCenterCoordinates(MAP_INVENTORY_POOL_LOC_X, MAP_INVENTORY_POOL_PAGE_Y ,MAP_INVENTORY_POOL_LOC_WIDTH ,MAP_INVENTORY_POOL_PAGE_HEIGHT ,sString , MAP_SCREEN_FONT, &sX, &sY);
mprintf( sX, sY, sString );
SetFontDestBuffer( FRAME_BUFFER, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
void ResizeInventoryList( void )
{
if (pInventoryPoolList.empty() == true) {
pInventoryPoolList.resize(MAP_INVENTORY_POOL_SLOT_COUNT);
}
int emptySlots = 0;
//if it's not the exact size of a page, then make it so
if (pInventoryPoolList.size() % MAP_INVENTORY_POOL_SLOT_COUNT) {
emptySlots = MAP_INVENTORY_POOL_SLOT_COUNT - (pInventoryPoolList.size() % MAP_INVENTORY_POOL_SLOT_COUNT);
pInventoryPoolList.resize(pInventoryPoolList.size() + emptySlots);
}
//This lets us determine whether to create a new page based on the contents of the last page instead of every page
// which lets players move things around without having to first hunt down and fill up blank slots on other pages
iLastInventoryPoolPage = ( ( pInventoryPoolList.size() - 1 ) / MAP_INVENTORY_POOL_SLOT_COUNT );
int lastPageIndex = iLastInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT;
int activeSlotsOnPage = 0;
for (int x = 0; x < MAP_INVENTORY_POOL_SLOT_COUNT; ++x) {
//don't test fExists because that hasn't been set yet, test object.exists
if (pInventoryPoolList[lastPageIndex + x].object.exists() == true) {
++activeSlotsOnPage;
}
}
//if there aren't enough empty slots we need to grow it further
emptySlots = MAP_INVENTORY_POOL_SLOT_COUNT - activeSlotsOnPage;
if (emptySlots < 3) {
//we want 1 blank page
pInventoryPoolList.resize(pInventoryPoolList.size() + MAP_INVENTORY_POOL_SLOT_COUNT);
}
//do this again, it may have changed
iLastInventoryPoolPage = ( ( pInventoryPoolList.size() - 1 ) / MAP_INVENTORY_POOL_SLOT_COUNT );
return;
}
void DrawTextOnMapInventoryBackground( void )
{
// CHAR16 sString[ 64 ];
UINT16 usStringHeight;
SetFont( MAP_IVEN_FONT );
SetFontBackground( FONT_BLACK );
SetFontForeground( FONT_BEIGE );
// set the buffer
SetFontDestBuffer( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
////Calculate the height of the string, as it needs to be vertically centered.
//usStringHeight = DisplayWrappedString( 268, 342, 53, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 0 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED | DONT_DISPLAY_TEXT );
//DisplayWrappedString( 268, (UINT16)(342 - (usStringHeight / 2) ), 53, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 0 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED );
////Calculate the height of the string, as it needs to be vertically centered.
//usStringHeight = DisplayWrappedString( 369, 342, 65, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 1 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED | DONT_DISPLAY_TEXT );
//DisplayWrappedString( 369, (UINT16)(342 - (usStringHeight / 2) ), 65, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 1 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED );
//Calculate the height of the string, as it needs to be vertically centered.
usStringHeight = DisplayWrappedString( MAP_INV_X_OFFSET + 268, (SCREEN_HEIGHT - 138), 53, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 0 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED | DONT_DISPLAY_TEXT );
DisplayWrappedString( MAP_INV_X_OFFSET + 268, (UINT16)((SCREEN_HEIGHT - 138) - (usStringHeight / 2) ), 53, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 0 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED );
//Calculate the height of the string, as it needs to be vertically centered.
usStringHeight = DisplayWrappedString( MAP_INV_X_OFFSET + 369, (SCREEN_HEIGHT - 138), 65, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 1 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED | DONT_DISPLAY_TEXT );
DisplayWrappedString( MAP_INV_X_OFFSET + 369, (UINT16)((SCREEN_HEIGHT - 138) - (usStringHeight / 2) ), 65, 1, MAP_IVEN_FONT, FONT_BEIGE, pMapInventoryStrings[ 1 ], FONT_BLACK, FALSE, RIGHT_JUSTIFIED );
DrawTextOnSectorInventory( );
SetFontDestBuffer( FRAME_BUFFER, 0,0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
return;
}
void HandleButtonStatesWhileMapInventoryActive( void )
{
// are we even showing the amp inventory pool graphic?
if( fShowMapInventoryPool == FALSE )
{
return;
}
// first page, can't go back any
if( iCurrentInventoryPoolPage == 0 )
{
DisableButton( guiMapInvenButton[ 1 ] );
}
else
{
EnableButton( guiMapInvenButton[ 1 ] );
}
// last page, go no further
if( iCurrentInventoryPoolPage == iLastInventoryPoolPage )
{
DisableButton( guiMapInvenButton[ 0 ] );
}
else
{
EnableButton( guiMapInvenButton[ 0 ] );
}
// item picked up ..disable button
if( gMPanelRegion.Cursor == EXTERN_CURSOR )
{
DisableButton( guiMapInvenButton[ 2 ] );
}
else
{
EnableButton( guiMapInvenButton[ 2 ] );
}
}
void DrawTextOnSectorInventory( void )
{
INT16 sX = 0, sY = 0;
CHAR16 sString[ 64 ];
// parse the string
swprintf( sString, zMarksMapScreenText[ 11 ] );
SetFontDestBuffer( guiSAVEBUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
//FindFontCenterCoordinates( MAP_INV_X_OFFSET + MAP_INVENTORY_POOL_SLOT_START_X, MAP_INVENTORY_POOL_SLOT_START_Y - 20, 630 - MAP_INVENTORY_POOL_SLOT_START_X, GetFontHeight( FONT14ARIAL ), sString, FONT14ARIAL, &sX, &sY );
FindFontCenterCoordinates( 271, 18, SCREEN_WIDTH - 271, GetFontHeight( FONT14ARIAL ), sString, FONT14ARIAL, &sX, &sY );
SetFont( FONT14ARIAL );
SetFontForeground( FONT_WHITE );
SetFontBackground( FONT_BLACK );
mprintf( sX, sY, sString );
SetFontDestBuffer( FRAME_BUFFER, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT, FALSE );
}
void HandleFlashForHighLightedItem( void )
{
INT32 iCurrentTime = 0;
INT32 iDifference = 0;
// if there is an invalid item, reset
if( iCurrentlyHighLightedItem == -1 )
{
fFlashHighLightInventoryItemOnradarMap = FALSE;
giFlashHighlightedItemBaseTime = 0;
}
// get the current time
iCurrentTime = GetJA2Clock();
// if there basetime is uninit
if( giFlashHighlightedItemBaseTime == 0 )
{
giFlashHighlightedItemBaseTime = iCurrentTime;
}
iDifference = iCurrentTime - giFlashHighlightedItemBaseTime;
if( iDifference > DELAY_FOR_HIGHLIGHT_ITEM_FLASH )
{
// reset timer
giFlashHighlightedItemBaseTime = iCurrentTime;
// flip flag
fFlashHighLightInventoryItemOnradarMap = !fFlashHighLightInventoryItemOnradarMap;
// re render radar map
RenderRadarScreen( );
}
}
void HandleMouseInCompatableItemForMapSectorInventory( INT32 iCurrentSlot )
{
SOLDIERTYPE *pSoldier = NULL;
static BOOLEAN fItemWasHighLighted = FALSE;
if( iCurrentSlot == -1 )
{
giCompatibleItemBaseTime = 0;
}
if( fChangedInventorySlots == TRUE )
{
giCompatibleItemBaseTime = 0;
fChangedInventorySlots = FALSE;
}
// reset the base time to the current game clock
if( giCompatibleItemBaseTime == 0 )
{
giCompatibleItemBaseTime = GetJA2Clock( );
if( fItemWasHighLighted == TRUE )
{
fTeamPanelDirty = TRUE;
fMapPanelDirty = TRUE;
fItemWasHighLighted = FALSE;
}
}
ResetCompatibleItemArray( );
ResetMapSectorInventoryPoolHighLights( );
if( iCurrentSlot == -1 )
{
return;
}
// given this slot value, check if anything in the displayed sector inventory or on the mercs inventory is compatable
if( fShowInventoryFlag )
{
// check if any compatable items in the soldier inventory matches with this item
if( gfCheckForCursorOverMapSectorInventoryItem )
{
pSoldier = &Menptr[ gCharactersList[ bSelectedInfoChar ].usSolID ];
if( pSoldier )
{
if( HandleCompatibleAmmoUIForMapScreen( pSoldier, iCurrentSlot + ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ), TRUE, FALSE ) )
{
if( GetJA2Clock( ) - giCompatibleItemBaseTime > 100 )
{
if( fItemWasHighLighted == FALSE )
{
fTeamPanelDirty = TRUE;
fItemWasHighLighted = TRUE;
}
}
}
}
}
else
{
giCompatibleItemBaseTime = 0;
}
}
// now handle for the sector inventory
if( fShowMapInventoryPool )
{
// check if any compatable items in the soldier inventory matches with this item
if( gfCheckForCursorOverMapSectorInventoryItem )
{
if( HandleCompatibleAmmoUIForMapInventory( pSoldier, iCurrentSlot, ( iCurrentInventoryPoolPage * MAP_INVENTORY_POOL_SLOT_COUNT ) , TRUE, FALSE ) )
{
if( GetJA2Clock( ) - giCompatibleItemBaseTime > 100 )
{
if( fItemWasHighLighted == FALSE )
{
fItemWasHighLighted = TRUE;
fMapPanelDirty = TRUE;
}
}
}
}
else
{
giCompatibleItemBaseTime = 0;
}
}
return;
}
void ResetMapSectorInventoryPoolHighLights( void )
{
INT32 iCounter = 0;
// now reset the highlight list for the map sector inventory
for ( iCounter = 0; iCounter < MAP_INVENTORY_POOL_SLOT_COUNT; iCounter++ )
{
if ( fMapInventoryItemCompatable[ iCounter ] )
{
fMapInventoryItemCompatable[ iCounter ] = FALSE;
}
}
return;
}
void HandleMapSectorInventory( void )
{
// handle mouse in compatable item map sectors inventory
HandleMouseInCompatableItemForMapSectorInventory( iCurrentlyHighLightedItem );
return;
}
//CJC look here to add/remove checks for the sector inventory
BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem )
{
if( pWorldItem->bVisible == 1 &&
pWorldItem->fExists &&
pWorldItem->object.exists() == true &&
pWorldItem->object.usItem != SWITCH &&
pWorldItem->object.usItem != ACTION_ITEM &&
pWorldItem->object[0]->data.bTrap <= 0 )
{
return( TRUE );
}
return( FALSE );
}
//CJC look here to add/remove checks for the sector inventory
BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem )
{
if( pWorldItem->fExists &&
pWorldItem->object.exists() == true &&
!IsMapScreenWorldItemVisibleInMapInventory( pWorldItem ) )
{
return( TRUE );
}
return( FALSE );
}
//Check to see if any of the items in the list have a gridno of NOWHERE and the entry point flag NOT set
void CheckGridNoOfItemsInMapScreenMapInventory()
{
INT32 iCnt;
UINT32 uiNumFlagsNotSet = 0;
INT32 iTotalNumberItems = GetTotalNumberOfItems( );
for( iCnt=0; iCnt<iTotalNumberItems; iCnt++)
{
if( pInventoryPoolList[ iCnt ].sGridNo == NOWHERE && !( pInventoryPoolList[ iCnt ].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT ) )
{
//set the flag
pInventoryPoolList[ iCnt ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
//count the number
uiNumFlagsNotSet++;
}
}
//loop through all the UNSEEN items
for( iCnt=0; iCnt<(INT32)uiNumberOfUnSeenItems; iCnt++)
{
if( pUnSeenItems[ iCnt ].sGridNo == NOWHERE && !( pUnSeenItems[ iCnt ].usFlags & WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT ) )
{
//set the flag
pUnSeenItems[ iCnt ].usFlags |= WORLD_ITEM_GRIDNO_NOT_SET_USE_ENTRY_POINT;
//count the number
uiNumFlagsNotSet++;
}
}
#ifdef JA2BETAVERSION
if( uiNumFlagsNotSet > 0 )
{
ScreenMsg( FONT_MCOLOR_LTYELLOW, MSG_BETAVERSION, L"Item with invalid gridno doesnt have flag set.", uiNumFlagsNotSet );
}
#endif
}
void SortSectorInventory( std::vector<WORLDITEM>& pInventory, UINT32 uiSizeOfArray )
{
//first, compress the inventory by stacking like items that are reachable, while moving empty items towards the back
for (std::vector<WORLDITEM>::iterator iter = pInventory.begin(); iter != pInventory.end(); ++iter) {
//if object exists, we want to try to stack it
if (iter->fExists && iter->object.exists() == true) {
//ADB TODO if it is active and reachable etc, alternatively if it's on the same gridNo
#if 0
if (iter->object.ubNumberOfObjects < ItemSlotLimit( iter->object.usItem, STACK_SIZE_LIMIT )) {
std::vector<WORLDITEM>::iterator second = iter;
for (++second; second != pInventory.end(); ++second) {
if (second->object.usItem == iter->object.usItem
&& second->object.exists() == true) {
iter->object.AddObjectsToStack(second->object, second->object.ubNumberOfObjects);
if (iter->object.ubNumberOfObjects >= ItemSlotLimit( iter->object.usItem, STACK_SIZE_LIMIT )) {
break;
}
}
}
}
#endif
}
else {
//object does not exist, so compress the list
std::vector<WORLDITEM>::iterator second = iter;
for (++second; second != pInventory.end(); ++second) {
if (second->fExists && second->object.exists() == true) {
*iter = *second;
second->initialize();
break;
}
}
if (second == pInventory.end()) {
//we reached the end of the list without finding any active item, so we can break out of this loop too!
break;
}
}
}
//once compressed, we need only sort the existing items
//all empty items should be at the back!!!
std::vector<WORLDITEM>::iterator endSort = pInventory.begin();
for (unsigned int x = 1; x < pInventory.size(); ++x) {
if (pInventory[x].fExists && pInventory[x].object.exists() == true) {
++endSort;
}
else {
break;
}
}
++endSort;
//ADB I'm not sure qsort will work with OO data, so replace it with stl sort, which is faster anyways
std::sort(pInventory.begin(), endSort);
//then compress it by removing the empty objects, we know they are at the back
//we want the size to equal x * MAP_INVENTORY_POOL_SLOT_COUNT
for (unsigned int x = 1; x <= pInventory.size() / MAP_INVENTORY_POOL_SLOT_COUNT && pInventory.size() > x * MAP_INVENTORY_POOL_SLOT_COUNT; ++x) {
if (pInventory[x * MAP_INVENTORY_POOL_SLOT_COUNT].fExists == false
&& pInventory[x * MAP_INVENTORY_POOL_SLOT_COUNT].object.exists() == false) {
//we have found a page where the first item on the page does not exist, resize to this
//we may have just cut off a blank page leaving the previous page full with no place to put
//any new objects, but ResizeInventoryList after this will take care of that.
pInventory.resize(x * MAP_INVENTORY_POOL_SLOT_COUNT);
}
}
}
INT32 MapScreenSectorInventoryCompare( const void *pNum1, const void *pNum2)
{
WORLDITEM *pFirst = (WORLDITEM *)pNum1;
WORLDITEM *pSecond = (WORLDITEM *)pNum2;
UINT16 usItem1Index;
UINT16 usItem2Index;
UINT16 ubItem1Quality;
UINT16 ubItem2Quality;
usItem1Index = pFirst->object.usItem;
usItem2Index = pSecond->object.usItem;
ubItem1Quality = pFirst->object[0]->data.objectStatus;
ubItem2Quality = pSecond->object[0]->data.objectStatus;
return( CompareItemsForSorting( usItem1Index, usItem2Index, ubItem1Quality, ubItem2Quality ) );
}
BOOLEAN CanPlayerUseSectorInventory( SOLDIERTYPE *pSelectedSoldier )
{
INT16 sSectorX, sSectorY, sSectorZ;
//Get the sector that has a battle
BOOLEAN fInCombat = GetCurrentBattleSectorXYZAndReturnTRUEIfThereIsABattle( &sSectorX, &sSectorY, &sSectorZ );
//if there is a battle going on
if( fInCombat )
{
//if the selected map is the one with the combat
if( ( ( sSelMapX == sSectorX ) &&
( sSelMapY == sSectorY ) &&
( iCurrentMapSectorZ == sSectorZ )
)
)
{
return( FALSE );
}
}
return( TRUE );
}
void DeleteAllItemsInInventoryPool()
{
pInventoryPoolList.clear();
fMapPanelDirty = TRUE;
ClearUpTempUnSeenList( );
SaveSeenAndUnseenItems();
iCurrentInventoryPoolPage = 0;
iLastInventoryPoolPage = 0;
DestroyStash();
BuildStashForSelectedSector( sSelMapX, sSelMapY, iCurrentMapSectorZ);
}
void DeleteItemsOfType( UINT16 usItemType )
{
for( UINT32 iNumber = 0 ; iNumber < pInventoryPoolList.size() ; ++iNumber)
{
if ( pInventoryPoolList [ iNumber ].object.usItem == usItemType )
{
DeleteObj( &pInventoryPoolList [ iNumber ].object );
}
}
}
extern UINT8 CurrentPlayerProgressPercentage(void);
INT32 SellItem( OBJECTTYPE& object, BOOLEAN useModifier )
{
INT32 iPrice = 0;
INT16 iPriceModifier = gGameExternalOptions.iPriceModifier;
UINT16 usItemType = object.usItem;
UINT16 itemPrice = Item[usItemType].usPrice;
//CHRISL: make price modifier based on current game progress
if(iPriceModifier == 0)
{
iPriceModifier = __max(1, (INT16)((CurrentPlayerProgressPercentage()/5)+.5));
}
else if(iPriceModifier == -1)
{
iPriceModifier = __max(1, (INT16)(((100-CurrentPlayerProgressPercentage())/5)+.5));
}
if( Item[ usItemType ].usItemClass == IC_AMMO )
{
//we are selling ammo
UINT16 magSize = Magazine[ Item[ usItemType ].ubClassIndex ].ubMagSize;
for (INT8 bLoop = 0; bLoop < object.ubNumberOfObjects; bLoop++)
{
iPrice += (INT32)( itemPrice * (float) object[bLoop]->data.ubShotsLeft / magSize );
}
}
//CHRISL: If we're dealing with money, we want to use the money's amount and just return that value with no modification
else if(Item[usItemType].usItemClass == IC_MONEY)
{
for (INT8 bLoop = 0; bLoop < object.ubNumberOfObjects; bLoop++)
{
iPrice += (INT32)(object[bLoop]->data.money.uiMoneyAmount);
}
return iPrice;
}
else if(Item[usItemType].usItemClass == IC_LBEGEAR && UsingNewInventorySystem() == true)
{
//CHRISL: If we're selling an LBE Item, we need to verify if it's an LBENODE, first. If it is, we need to sell
// everything stored in the LBENODE before we sell teh LBE Item itself.
for(INT8 bLoop = 0; bLoop < object.ubNumberOfObjects; bLoop++)
{
if(object.IsActiveLBE(bLoop) == true)
{
LBENODE* pLBE = object.GetLBEPointer(bLoop);
if(pLBE)
{
for(unsigned int x = 0; x < pLBE->inv.size(); x++)
{
if(pLBE->inv[x].exists() == true)
{
iPrice += SellItem(pLBE->inv[x], FALSE);
}
}
}
}
iPrice += ( itemPrice * object[bLoop]->data.objectStatus / 100 );
for (attachmentList::iterator iter = object[bLoop]->attachments.begin(); iter != object[bLoop]->attachments.end(); ++iter) {
iPrice += SellItem(*iter, FALSE);
}
}
}
else
{
//we are selling a gun or something - it could be stacked or single, and if single it could have attachments
for (INT8 bLoop = 0; bLoop < object.ubNumberOfObjects; bLoop++)
{
iPrice += ( itemPrice * object[bLoop]->data.objectStatus / 100 );
for (attachmentList::iterator iter = object[bLoop]->attachments.begin(); iter != object[bLoop]->attachments.end(); ++iter) {
iPrice += SellItem(*iter, FALSE);
}
}
}
if( iPriceModifier > 1 && useModifier == TRUE) {
iPrice /= iPriceModifier;
}
return iPrice;
}