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engines/pegasus/items/inventory.h
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79
engines/pegasus/items/inventory.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1995-1997 Presto Studios, Inc.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef PEGASUS_ITEMS_INVENTORY_H
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#define PEGASUS_ITEMS_INVENTORY_H
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#include "pegasus/types.h"
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#include "pegasus/items/itemlist.h"
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namespace Pegasus {
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class Item;
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// Inventories have a "current item". This item is the default item the player can
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// use. In a text adventure system, the current item would be "it", as in
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// "Hit the troll with it," where "it" would refer to some weapon which is the current
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// item. In a graphic adventure, the current item would be the item the user selects
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// to use with the mouse or other pointing device.
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class Inventory {
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public:
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Inventory();
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virtual ~Inventory();
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WeightType getWeightLimit();
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void setWeightLimit(WeightType limit);
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WeightType getWeight();
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virtual InventoryResult addItem(Item *item);
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virtual InventoryResult removeItem(Item *item);
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virtual InventoryResult removeItem(ItemID id);
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virtual bool itemInInventory(Item *item);
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virtual bool itemInInventory(ItemID id);
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virtual Item *getItemAt(int32 index);
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virtual ItemID getItemIDAt(int32 index);
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virtual Item *findItemByID(ItemID id);
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virtual int32 findIndexOf(Item *item);
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virtual int32 findIndexOf(ItemID id);
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int32 getNumItems();
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virtual void removeAllItems();
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void setOwnerID(const ActorID id);
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ActorID getOwnerID() const;
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uint32 getReferenceCount() { return _referenceCount; }
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protected:
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WeightType _weightLimit;
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ActorID _ownerID;
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ItemList _inventoryList;
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private:
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uint32 _referenceCount;
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};
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} // End of namespace Pegasus
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#endif
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