Inventory functions | |
#define | INV_MAXSIZE 10 |
void | InvClear () |
Clear the inventory out at beginning of level. Some objects may remain in inventory, such as power boots. | |
void | InvMakeAllPersistent () |
When we advance to next level, all stored objects become "persisent", i.e. we can't lose them just by dying. | |
void | InvEmpty () |
Empty the inventory out completely, deleting all objects. | |
bool | InvAdd (CThing *pThing) |
Add an item to the inventory. Return false if failed (e.g. if inventory full). | |
void | InvDraw () |
Draw the inventory. | |
int | InvGetSize () |
Get number of items in inventory. | |
CThing* | InvGetItem (int n) |
Get item at index n. | |
void | InvRemove (CThing *pThing) |
Remove (and delete) an item from the inventory. | |
void | InvSave (FILE *pOut) |
Save inventory to file for save-game (only saves items marked as persistent). | |
void | InvLoad (FILE *pIn) |
Load game: load inventory. |
License: GNU GPL Version 2 (*not* "later versions")
http://www.scorpioncity.com/djgame.html Copyright (C) David Joffe. Generated: 23 Sep 2001 |