#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 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 INT32 iLastInventoryPoolPage; 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