ScummVM API documentation
inventory.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1995-1997 Presto Studios, Inc.
9 *
10 * This program is free software: you can redistribute it and/or modify
11 * it under the terms of the GNU General Public License as published by
12 * the Free Software Foundation, either version 3 of the License, or
13 * (at your option) any later version.
14 *
15 * This program is distributed in the hope that it will be useful,
16 * but WITHOUT ANY WARRANTY; without even the implied warranty of
17 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
18 * GNU General Public License for more details.
19 *
20 * You should have received a copy of the GNU General Public License
21 * along with this program. If not, see <http://www.gnu.org/licenses/>.
22 *
23 */
24
25#ifndef PEGASUS_ITEMS_INVENTORY_H
26#define PEGASUS_ITEMS_INVENTORY_H
27
28#include "pegasus/types.h"
29#include "pegasus/items/itemlist.h"
30
31namespace Pegasus {
32
33class Item;
34
35// Inventories have a "current item". This item is the default item the player can
36// use. In a text adventure system, the current item would be "it", as in
37// "Hit the troll with it," where "it" would refer to some weapon which is the current
38// item. In a graphic adventure, the current item would be the item the user selects
39// to use with the mouse or other pointing device.
40
41class Inventory {
42public:
43 Inventory();
44 virtual ~Inventory();
45
46 WeightType getWeightLimit();
47 void setWeightLimit(WeightType limit);
48 WeightType getWeight();
49
50 virtual InventoryResult addItem(Item *item);
51 virtual InventoryResult removeItem(Item *item);
52 virtual InventoryResult removeItem(ItemID id);
53 virtual bool itemInInventory(Item *item);
54 virtual bool itemInInventory(ItemID id);
55 virtual Item *getItemAt(int32 index);
56 virtual ItemID getItemIDAt(int32 index);
57 virtual Item *findItemByID(ItemID id);
58 virtual int32 findIndexOf(Item *item);
59 virtual int32 findIndexOf(ItemID id);
60 int32 getNumItems();
61 virtual void removeAllItems();
62
63 void setOwnerID(const ActorID id);
64 ActorID getOwnerID() const;
65
66 uint32 getReferenceCount() { return _referenceCount; }
67
68protected:
69 WeightType _weightLimit;
70 ActorID _ownerID;
71 ItemList _inventoryList;
72
73private:
74 uint32 _referenceCount;
75};
76
77} // End of namespace Pegasus
78
79#endif
Definition: inventory.h:41
Definition: item.h:294
Definition: itemlist.h:41