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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_GAMESHELL_CINVENTORY_H
+#define PEGASUS_GAMESHELL_CINVENTORY_H
+
+#include "pegasus/Game_Shell/CItemList.h"
+#include "pegasus/Game_Shell/Headers/Game_Shell_Types.h"
+
+namespace Pegasus {
+
+class CItem;
+
+// 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 CInventory {
+public:
+ CInventory();
+ virtual ~CInventory();
+
+ tWeightType GetWeightLimit();
+ void SetWeightLimit(tWeightType limit);
+ tWeightType GetWeight();
+
+ virtual tInventoryResult AddItem(CItem *item);
+ virtual tInventoryResult RemoveItem(CItem *item);
+ virtual tInventoryResult RemoveItem(tItemID id);
+ virtual bool ItemInInventory(CItem *item);
+ virtual bool ItemInInventory(tItemID id);
+ virtual CItem *GetItemAt(int32 index);
+ virtual tItemID GetItemIDAt(int32 index);
+ virtual CItem *FindItemByID(tItemID id);
+ virtual int32 FindIndexOf(CItem *item);
+ virtual int32 FindIndexOf(tItemID id);
+ int32 GetNumItems();
+ virtual void RemoveAllItems();
+
+ void SetOwnerID(const tActorID id);
+ tActorID GetOwnerID() const;
+
+ uint32 GetReferenceCount() { return fReferenceCount; }
+
+protected:
+ tWeightType fWeightLimit;
+ tActorID fOwnerID;
+ CItemList fInventoryList;
+
+private:
+ uint32 fReferenceCount;
+};
+
+} // End of namespace Pegasus
+
+#endif