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/**
* @file inv.h
*
* Interface of player inventory.
*/
#ifndef __INV_H__
#define __INV_H__
#include "items.h"
DEVILUTION_BEGIN_NAMESPACE
#ifdef __cplusplus
extern "C" {
#endif
extern BOOL invflag;
extern BOOL drawsbarflag;
extern const InvXY InvRect[73];
void FreeInvGFX();
void InitInv();
/**
* @brief Render the inventory panel to the given buffer.
*/
void DrawInv(CelOutputBuffer out);
void DrawInvBelt(CelOutputBuffer out);
BOOL AutoPlace(int pnum, int ii, int sx, int sy, BOOL saveflag);
BOOL SpecialAutoPlace(int pnum, int ii, const ItemStruct &item);
BOOL GoldAutoPlace(int pnum);
void CheckInvSwap(int pnum, BYTE bLoc, int idx, WORD wCI, int seed, BOOL bId);
void inv_update_rem_item(int pnum, BYTE iv);
void RemoveInvItem(int pnum, int iv);
void RemoveSpdBarItem(int pnum, int iv);
void CheckInvItem();
void CheckInvScrn();
void CheckItemStats(int pnum);
void InvGetItem(int pnum, int ii);
void AutoGetItem(int pnum, int ii);
int FindGetItem(int idx, WORD ci, int iseed);
void SyncGetItem(int x, int y, int idx, WORD ci, int iseed);
BOOL CanPut(int x, int y);
BOOL TryInvPut();
void DrawInvMsg(const char *msg);
int InvPutItem(int pnum, int x, int y);
int SyncPutItem(int pnum, int x, int y, int idx, WORD icreateinfo, int iseed, int Id, int dur, int mdur, int ch, int mch, int ivalue, DWORD ibuff, int to_hit, int max_dam, int min_str, int min_mag, int min_dex, int ac);
char CheckInvHLight();
void RemoveScroll(int pnum);
BOOL UseScroll();
void UseStaffCharge(int pnum);
BOOL UseStaff();
BOOL UseInvItem(int pnum, int cii);
void DoTelekinesis();
int CalculateGold(int pnum);
BOOL DropItemBeforeTrig();
/* data */
extern int AP2x2Tbl[10];
#ifdef __cplusplus
}
#endif
DEVILUTION_END_NAMESPACE
#endif /* __INV_H__ */