scummvm/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.
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*
* 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
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#include "pegasus/types.h"
#include "pegasus/items/itemlist.h"
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namespace Pegasus {
class Item;
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// 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 {
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public:
Inventory();
virtual ~Inventory();
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WeightType getWeightLimit();
void setWeightLimit(WeightType limit);
WeightType getWeight();
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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();
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void setOwnerID(const ActorID id);
ActorID getOwnerID() const;
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uint32 getReferenceCount() { return _referenceCount; }
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protected:
WeightType _weightLimit;
ActorID _ownerID;
ItemList _inventoryList;
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private:
uint32 _referenceCount;
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};
} // End of namespace Pegasus
#endif