Big BIG refactor to make inventory use a model that's placed into the world, following a more sane MVC style.

This commit is contained in:
Zed A. Shaw 2025-06-20 13:17:12 -04:00
parent 119b3ed11d
commit a0eff927b6
21 changed files with 270 additions and 123 deletions

View file

@ -18,7 +18,7 @@ namespace System {
void device(DinkyECS::World &world, DinkyECS::Entity actor, DinkyECS::Entity item);
void plan_motion(DinkyECS::World& world, Point move_to);
std::wstring draw_map(GameLevel level, size_t view_x, size_t view_y, int compass_dir);
DinkyECS::Entity spawn_item(GameLevel& level, const std::string& name);
DinkyECS::Entity spawn_item(DinkyECS::World& world, const std::string& name);
bool drop_item(GameLevel& level, DinkyECS::Entity item);
void enemy_ai(GameLevel &level);