/* 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(); WeightType getWeightLimit(); void setWeightLimit(WeightType limit); WeightType getWeight(); virtual InventoryResult addItem(Item *item); virtual InventoryResult removeItem(Item *item); virtual InventoryResult removeItem(ItemID id); virtual bool itemInInventory(Item *item); virtual bool itemInInventory(ItemID id); virtual Item *getItemAt(int32 index); virtual ItemID getItemIDAt(int32 index); virtual Item *findItemByID(ItemID id); virtual int32 findIndexOf(Item *item); virtual int32 findIndexOf(ItemID id); int32 getNumItems(); virtual void removeAllItems(); void setOwnerID(const ActorID id); ActorID getOwnerID() const; uint32 getReferenceCount() { return _referenceCount; } protected: WeightType _weightLimit; ActorID _ownerID; ItemList _inventoryList; private: uint32 _referenceCount; }; } // End of namespace Pegasus #endif