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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
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