Files
source/Tactical/Handle Items.h
T

188 lines
7.4 KiB
C++

#ifndef __HANDLE_ITEMS_H
#define __HANDLE_ITEMS_H
#include "World Items.h"
#include "structure.h"
#include "Soldier Control.h"
#define ITEM_HANDLE_OK 1
#define ITEM_HANDLE_RELOADING -1
#define ITEM_HANDLE_UNCONSCIOUS -2
#define ITEM_HANDLE_NOAPS -3
#define ITEM_HANDLE_NOAMMO -4
#define ITEM_HANDLE_CANNOT_GETTO_LOCATION -5
#define ITEM_HANDLE_BROKEN -6
#define ITEM_HANDLE_NOROOM -7
#define ITEM_HANDLE_REFUSAL -8
// Define for code to try and pickup all items....
#define ITEM_PICKUP_ACTION_ALL 32000
#define ITEM_PICKUP_SELECTION 31000
#define ITEM_IGNORE_Z_LEVEL -1
#define ITEMLIST_INIT_HANDLE 1
#define ITEMLIST_DISPLAY 2
#define ITEMLIST_HANDLE 3
#define ITEMLIST_END_HANDLE 4
#define ITEMLIST_HANDLE_SELECTION 5
// visibility defines
#define ANY_VISIBILITY_VALUE -10
#define HIDDEN_ITEM -4
#define BURIED -3
#define HIDDEN_IN_OBJECT -2
#define INVISIBLE -1
#define VISIBLE 1
#define ITEM_LOCATOR_DELAY 0x01
#define ITEM_LOCATOR_LOCKED 0x02
// MACRO FOR DEFINING OF ITEM IS VISIBLE
#define ITEMPOOL_VISIBLE( pItemPool ) ( ( pItemPool->bVisible >= 1 ) || (gTacticalStatus.uiFlags&SHOW_ALL_ITEMS) )
typedef void ( *ITEM_POOL_LOCATOR_HOOK )( void );
class WORLDITEM;
struct LEVELNODE;
typedef struct TAG_ITEM_POOL
{
struct TAG_ITEM_POOL *pNext;
struct TAG_ITEM_POOL *pPrev;
INT32 iItemIndex;
INT8 bVisible;
INT8 bFlashColor;
UINT32 uiTimerID;
INT32 sGridNo;
UINT8 ubLevel;
UINT16 usFlags;
INT8 bRenderZHeightAboveLevel;
LEVELNODE *pLevelNode;
} ITEM_POOL;
typedef struct
{
ITEM_POOL *pItemPool;
// Additional info for locators
INT8 bRadioFrame;
UINT32 uiLastFrameUpdate;
ITEM_POOL_LOCATOR_HOOK Callback;
BOOLEAN fAllocated;
UINT8 ubFlags;
} ITEM_POOL_LOCATOR;
class SOLDIERTYPE;
INT32 HandleItem( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel, UINT16 usHandItem, BOOLEAN fFromUI );
void SoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel );
void HandleSoldierPickupItem( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel );
void HandleFlashingItems( );
BOOLEAN SoldierDropItem( SOLDIERTYPE * pSoldier, OBJECTTYPE * pObj );
void HandleSoldierThrowItem( SOLDIERTYPE *pSoldier, INT32 sGridNo );
BOOLEAN VerifyGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE **ppTargetSoldier );
void SoldierGiveItemFromAnimation( SOLDIERTYPE *pSoldier );
void SoldierGiveItem( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pTargetSoldier, OBJECTTYPE *pObject, INT8 bInvPos );
void NotifySoldiersToLookforItems( );
void AllSoldiersLookforItems( BOOLEAN RevealRoofsAndItems );
void SoldierGetItemFromWorld( SOLDIERTYPE *pSoldier, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
OBJECTTYPE* AddItemToPool( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID = -1 );
OBJECTTYPE* AddItemToPoolAndGetIndex( INT32 sGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
OBJECTTYPE* InternalAddItemToPool( INT32 *psGridNo, OBJECTTYPE *pObject, INT8 bVisible, UINT8 ubLevel, UINT16 usFlags, INT8 bRenderZHeightAboveLevel, INT8 soldierID, INT32 * piItemIndex );
INT32 AdjustGridNoForItemPlacement( SOLDIERTYPE *pSoldier, INT32 sGridNo );
BOOLEAN GetItemPool( INT32 usMapPos, ITEM_POOL **ppItemPool, UINT8 ubLevel );
BOOLEAN GetItemPoolFromGround( INT32 sMapPos, ITEM_POOL **ppItemPool );
BOOLEAN DrawItemPoolList( ITEM_POOL *pItemPool, INT32 sGridNo, UINT8 bCommand, INT8 bZLevel, INT16 sXPos, INT16 sYPos );
BOOLEAN RemoveItemFromPool( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
BOOLEAN ItemExistsAtLocation( INT32 sGridNo, INT32 iItemIndex, UINT8 ubLevel );
BOOLEAN MoveItemPools( INT32 sStartPos, INT32 sEndPos, INT8 bStartLevel, INT8 bEndLevel );
void SetItemPoolLocator( ITEM_POOL *pItemPool );
void SetItemPoolLocatorWithCallback( ITEM_POOL *pItemPool, ITEM_POOL_LOCATOR_HOOK Callback );
BOOLEAN SetItemPoolVisibilityOn( ITEM_POOL *pItemPool, INT8 bAllGreaterThan, BOOLEAN fSetLocator );
void AdjustItemPoolVisibility( ITEM_POOL *pItemPool );
void SetItemPoolVisibilityHiddenInObject( ITEM_POOL *pItemPool );
void SetItemPoolVisibilityHidden( ITEM_POOL *pItemPool );
INT32 GetItemOfClassTypeInPool( INT32 sGridNo, UINT32 uiItemClass, UINT8 ubLevel );
void RemoveItemPool( INT32 sGridNo, UINT8 ubLevel );
void RenderTopmostFlashingItems( );
void RemoveAllUnburiedItems( INT32 sGridNo, UINT8 ubLevel );
BOOLEAN DoesItemPoolContainAnyHiddenItems( ITEM_POOL *pItemPool );
BOOLEAN DoesItemPoolContainAllHiddenItems( ITEM_POOL *pItemPool );
void HandleSoldierDropBomb( SOLDIERTYPE *pSoldier, INT32 sGridNo );
void HandleSoldierUseRemote( SOLDIERTYPE *pSoldier, INT32 sGridNo );
void HandleTacticalFunctionSelection( SOLDIERTYPE *pSoldier, INT32 sGridNo ); // Flugente: in tactical, open a selection box for different actions
void HandleSoldierUseCorpse( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bLevel ); // Flugente: handle corpses
void HandleSoldierDefuseTripwire( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT32 sItem ); // Flugente: defuse tripwire
BOOLEAN ItemPoolOKForDisplay( ITEM_POOL *pItemPool, INT8 bZLevel );
INT16 GetNumOkForDisplayItemsInPool( ITEM_POOL *pItemPool, INT8 bZLevel );
void SoldierHandleDropItem( SOLDIERTYPE *pSoldier );
BOOLEAN LookForHiddenItems( INT32 sGridNo, INT8 ubLevel, BOOLEAN fSetLocator, INT8 bZLevel );
INT8 GetZLevelOfItemPoolGivenStructure( INT32 sGridNo, UINT8 ubLevel, STRUCTURE *pStructure );
INT8 GetLargestZLevelOfItemPool( ITEM_POOL *pItemPool );
BOOLEAN NearbyGroundSeemsWrong( SOLDIERTYPE * pSoldier, INT32 sGridNo, BOOLEAN fCheckAroundGridNo, INT32 * psProblemGridNo );
void MineSpottedDialogueCallBack( void );
extern INT32 gsBoobyTrapGridNo;
extern SOLDIERTYPE * gpBoobyTrapSoldier;
void AddBlueFlag( INT32 sGridNo, INT8 bLevel );
void RemoveBlueFlag( INT32 sGridNo, INT8 bLevel );
// check if item is booby trapped
BOOLEAN ContinuePastBoobyTrapInMapScreen( OBJECTTYPE *pObject, SOLDIERTYPE *pSoldier );
// set off the booby trap in mapscreen
void SetOffBoobyTrapInMapScreen( SOLDIERTYPE *pSoldier, OBJECTTYPE *pObject );
void RefreshItemPools( WORLDITEM* pItemList, INT32 iNumberOfItems );
BOOLEAN HandItemWorks( SOLDIERTYPE *pSoldier, INT8 bSlot );
BOOLEAN ItemTypeExistsAtLocation( INT32 sGridNo, UINT16 usItem, UINT8 ubLevel, INT32 * piItemIndex );
INT32 FindNearestAvailableGridNoForItem( INT32 sSweetGridNo, INT8 ubRadius );
BOOLEAN CanPlayerUseRocketRifle( SOLDIERTYPE *pSoldier, BOOLEAN fDisplay );
void MakeNPCGrumpyForMinorOffense( SOLDIERTYPE * pSoldier, SOLDIERTYPE *pOffendingSoldier );
void SoldierStealItemFromSoldier( SOLDIERTYPE *pSoldier, SOLDIERTYPE *pOpponent,ITEM_POOL *pItemPool, INT32 iItemIndex, INT32 sGridNo, INT8 bZLevel, BOOLEAN *pfSelectionList );
UINT8 StealItems(SOLDIERTYPE* pSoldier,SOLDIERTYPE* pOpponent, UINT8* ubIndexRet);
BOOLEAN MarblesExistAtLocation( INT32 sGridNo, UINT8 ubLevel, INT32 * piItemIndex );
BOOLEAN BuildFortification( INT32 sGridNo , UINT32 flag = FULL_SANDBAG ); // Flugente: build a structure, return true if sucessful
BOOLEAN RemoveFortification( INT32 sGridNo );
extern ITEM_POOL *gpItemPool;//dnl ch26 210909
#endif