#ifndef __OVERHEADMAP_H #define __OVERHEADMAP_H void InitNewOverheadDB( UINT8 ubTilesetID ); void RenderOverheadMap( INT16 sStartPointX_M, INT16 sStartPointY_M, INT16 sStartPointX_S, INT16 sStartPointY_S, INT16 sEndXS, INT16 sEndYS, UINT32 uiVSurface );//dnl ch82 090114 void HandleOverheadMap( ); BOOLEAN InOverheadMap( ); void GoIntoOverheadMap( ); void HandleOverheadUI( ); void KillOverheadMap(); void ClickOverheadRegionCallback( MOUSE_REGION *reg, INT32 reason ); void MoveInOverheadRegionCallback( MOUSE_REGION *reg, INT32 reason ); void CalculateRestrictedMapCoords( INT8 bDirection, INT16 *psX1, INT16 *psY1, INT16 *psX2, INT16 *psY2, INT16 sEndXS, INT16 sEndYS ); void CalculateRestrictedScaleFactors( INT16 *pScaleX, INT16 *pScaleY ); void TrashOverheadMap( ); //dnl ch45 031009 void ScrollOverheadMap(void); void ResetScrollOverheadMap(void); // WANNE - BMP: I THINK THIS NEEDS TO CHANGE FOR BIG MAPS! // OK, these are values that are calculated in InitRenderParams( ) with normal view settings. // These would be different if we change ANYTHING about the game worlkd map sizes... #define NORMAL_MAP_SCREEN_WIDTH 3160 #define NORMAL_MAP_SCREEN_HEIGHT 1540 #define NORMAL_MAP_SCREEN_X 1580 #define NORMAL_MAP_SCREEN_BY 2400 #define NORMAL_MAP_SCREEN_TY 860 #define FASTMAPROWCOLTOPOS( r, c ) ( (r) * WORLD_COLS + (c) ) extern BOOLEAN gfUseBiggerOverview; #endif