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authorMatthew Hoops2011-09-02 01:06:17 -0400
committerMatthew Hoops2011-09-02 01:06:17 -0400
commitcb7b382acfd29957c9522b08b6460526fc73983c (patch)
tree2168c201e6bd111b32dce94497d29686c56540a2 /engines/pegasus/items/inventory.h
parente642906cdda1d943bcbc875c752bb7ba69c2b81e (diff)
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PEGASUS: Restructure remaining (already converted) Game Shell classes
Diffstat (limited to 'engines/pegasus/items/inventory.h')
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1 files changed, 80 insertions, 0 deletions
diff --git a/engines/pegasus/items/inventory.h b/engines/pegasus/items/inventory.h
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+/* ScummVM - Graphic Adventure Engine
+ *
+ * ScummVM is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * Additional copyright for this file:
+ * Copyright (C) 1995-1997 Presto Studios, Inc.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ */
+
+#ifndef PEGASUS_ITEMS_INVENTORY_H
+#define PEGASUS_ITEMS_INVENTORY_H
+
+#include "pegasus/types.h"
+#include "pegasus/items/itemlist.h"
+
+namespace Pegasus {
+
+class Item;
+
+// Inventories have a "current item". This item is the default item the player can
+// use. In a text adventure system, the current item would be "it", as in
+// "Hit the troll with it," where "it" would refer to some weapon which is the current
+// item. In a graphic adventure, the current item would be the item the user selects
+// to use with the mouse or other pointing device.
+
+class Inventory {
+public:
+ Inventory();
+ virtual ~Inventory();
+
+ tWeightType getWeightLimit();
+ void setWeightLimit(tWeightType limit);
+ tWeightType getWeight();
+
+ virtual tInventoryResult addItem(Item *item);
+ virtual tInventoryResult removeItem(Item *item);
+ virtual tInventoryResult removeItem(tItemID id);
+ virtual bool itemInInventory(Item *item);
+ virtual bool itemInInventory(tItemID id);
+ virtual Item *getItemAt(int32 index);
+ virtual tItemID getItemIDAt(int32 index);
+ virtual Item *findItemByID(tItemID id);
+ virtual int32 findIndexOf(Item *item);
+ virtual int32 findIndexOf(tItemID id);
+ int32 getNumItems();
+ virtual void removeAllItems();
+
+ void setOwnerID(const tActorID id);
+ tActorID getOwnerID() const;
+
+ uint32 getReferenceCount() { return _referenceCount; }
+
+protected:
+ tWeightType _weightLimit;
+ tActorID _ownerID;
+ ItemList _inventoryList;
+
+private:
+ uint32 _referenceCount;
+};
+
+} // End of namespace Pegasus
+
+#endif