Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.
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21 changed files with 270 additions and 123 deletions
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@ -18,7 +18,7 @@ namespace System {
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void device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item);
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void plan_motion(DinkyECS::World& world, Point move_to);
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std::wstring draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir);
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DinkyECS::Entity spawn_item(GameLevel& level, const std::string& name);
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DinkyECS::Entity spawn_item(DinkyECS::World& world, const std::string& name);
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bool drop_item(GameLevel& level, DinkyECS::Entity item);
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void enemy_ai(GameLevel &level);
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