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")
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http://www.scorpioncity.com/djgame.html Copyright (C) David Joffe. Generated: 23 Sep 2001 |