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inventory_sam.cpp
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inventory_sam.cpp
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#include "inventory.h"
#define START_MAX_SPACE 100 //At instantiation, serves simply as maximum space, but allows for inventory space to become bigger
#define MIN_SPACE 0 //This should not be changed ever, even when MAX_SPACE is altered/removed
//Should Gold(money) be included in inventory and just not take up any space? probably the best way to handle it.
Inventory::Inventory(){
filledSpace = MIN_SPACE;
emptySpace = START_MAX_SPACE;
wood = 0;
food = 0;
explosiveCannonBalls = 0;
chainShot = 0;
cannonBalls = 0;
scatterShot = 0;
booze = 0;
}
int Inventory::getWood(){
return wood;
}
void Inventory::setWood(int value){
wood = value;
}
int Inventory::getFood(){
return food;
}
void Inventory::setFood(int value){
food = value;
}
int Inventory::getExplosiveCannonBalls(){
return explosiveCannonBalls;
}
void Inventory::setExplosiveCannonBalls(int value){
explosiveCannonBalls = value;
}
int Inventory::getChainShot(){
return chainShot;
}
void Inventory::setChainShot(int value){
chainShot = value;
}
int Inventory::getCannonBalls(){
return cannonBalls;
}
void Inventory::setCannonBalls(int value){
cannonBalls = value;
}
int Inventory::getScatterShot(){
return scatterShot;
}
void Inventory::setScatterShot(int value){
scatterShot = value;
}
int Inventory::getBooze(){
return booze;
}
void Inventory::setBooze(int value){
booze = value;
}
int Inventory::getFilledSpace(){
return filledSpace;
}
void Inventory::setFilledSpace(int value){
filledSpace = value;
}
int Inventory::getEmptySpace(){
return emptySpace;
}
void Inventory::setEmptySpace(int value){
emptySpace = value;
}