// Inventory and menu system orchestrator // This file loads all menu subsystems in the correct dependency order // Menu utilities (must be first - provides menu_background_tick used by all menus) #include "menus/menu_utils.nvgt" // Personal inventory #include "menus/inventory_core.nvgt" // Base storage #include "menus/storage_menu.nvgt" // Equipment management #include "menus/equipment_menu.nvgt" // Action menu (context-sensitive) #include "menus/action_menu.nvgt" // Character info display #include "menus/character_info.nvgt" // Base info display #include "menus/base_info.nvgt" // Altar/sacrifice menu #include "menus/altar_menu.nvgt" // Main key check functions (called from main game loop) void check_inventory_keys(int x) { if (key_pressed(KEY_P)) { run_character_info_menu(); return; } if (key_pressed(KEY_I)) { bool in_base = x <= BASE_END; if (in_base && world_storages.length() > 0) { run_inventory_root_menu(); } else { if (in_base && world_storages.length() == 0) { speak_with_history("No storage built.", true); } run_inventory_menu(false); } } }