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| Inventory (DragonsEngine *vm) |
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void | init (ActorManager *actorManager, BackgroundResourceLoader *backgroundResourceLoader, Bag *bag, DragonINIResource *dragonIniResource) |
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void | loadScene (uint32 sceneId) |
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bool | isActorSet () |
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int32 | getSequenceId () |
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void | setActorSequenceId (int32 sequenceId) |
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void | updateActorSequenceId (int32 sequenceId) |
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void | resetSequenceId () |
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InventoryState | getState () |
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void | setState (InventoryState newState) |
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void | setPreviousState () |
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int16 | getPositionIndex () |
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Common::Point | getPosition () |
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bool | isOpen () |
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void | close () |
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void | updateVisibility () |
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void | setActorFlag400 () |
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void | clearActorFlag400 () |
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void | setPriority (uint16 priority) |
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void | openInventory () |
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void | closeInventory () |
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void | draw () |
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uint16 | getIniAtPosition (int16 x, int16 y) |
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void | loadInventoryItemsFromSave () |
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void | openInventionBook () |
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void | closeInventionBook () |
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bool | addItem (uint16 iniId) |
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bool | addItemIfPositionIsEmpty (uint16 iniId, uint16 x, uint16 y) |
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void | replaceItem (uint16 existingIniId, uint16 newIniId) |
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bool | clearItem (uint16 iniId) |
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bool | hasItem (uint16 iniId) |
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Actor * | getInventoryItemActor (uint16 iniId) |
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void | inventoryMissing () |
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InventoryState | _previousState |
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The documentation for this class was generated from the following file: