Original Source for 1.13 Mod High Resolution version from 12/06/05

git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
This commit is contained in:
lalien
2006-04-19 11:32:51 +00:00
commit e54aeb96aa
790 changed files with 741287 additions and 0 deletions
@@ -0,0 +1,60 @@
#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 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 WORLDITEM *pInventoryPoolList;
// autoplace down object
BOOLEAN AutoPlaceObjectInInventoryStash( OBJECTTYPE *pItemPtr );
// the current inventory item
extern INT32 iCurrentlyHighLightedItem;
extern BOOLEAN fFlashHighLightInventoryItemOnradarMap;
extern INT16 sObjectSourceGridNo;
extern WORLDITEM *pInventoryPoolList;
extern INT32 iCurrentInventoryPoolPage;
extern BOOLEAN fMapInventoryItemCompatable[ ];
BOOLEAN IsMapScreenWorldItemInvisibleInMapInventory( WORLDITEM *pWorldItem );
BOOLEAN IsMapScreenWorldItemVisibleInMapInventory( WORLDITEM *pWorldItem );
#endif