Planeshift
psCharacterInventory Member List

This is the complete list of members for psCharacterInventory, including all inherited members.

Add(psItem *&item, bool test=false, bool stack=true, INVENTORY_SLOT_NUMBER slot=PSCHARACTER_SLOT_NONE, gemContainer *container=NULL, bool precise=true, bool skip_requirements=false)psCharacterInventory
AddLoadedItem(uint32 parentID, INVENTORY_SLOT_NUMBER slot, psItem *item)psCharacterInventory
AddOrDrop(psItem *&item, bool stack=true)psCharacterInventory
AddStacked(psItem *&item, int &added)psCharacterInventory
AddStorageItem(psItem *&item)psCharacterInventory
BeginExchange()psCharacterInventory
CalculateLimits()psCharacterInventory
CanItemAttack(INVENTORY_SLOT_NUMBER slot)psCharacterInventory
CheckSlotRequirements(psItem *item, INVENTORY_SLOT_NUMBER proposedSlot, unsigned short stackCount=0)psCharacterInventory
CommitExchange()psCharacterInventory
CreateGlyphList(csArray< glyphSlotInfo > &slots)psCharacterInventory
doRestrictionspsCharacterInventoryprotected
Equip(psItem *item)psCharacterInventory
EquipItem(psItem *newItem, INVENTORY_SLOT_NUMBER slotID)psCharacterInventory
equipmentpsCharacterInventoryprotected
FindExchangeSlotOffered(int slotID)psCharacterInventory
FindFreeEquipSlot(psItem *itemToPlace)psCharacterInventory
FindItemID(uint32 itemID, bool storage=false)psCharacterInventory
FindItemStatIndex(psItemStats *itemstats, size_t startAt=1)psCharacterInventory
FindSlotHoldingItem(psItem *item)psCharacterInventory
GetCharInventoryItem(INVENTORY_SLOT_NUMBER slot)psCharacterInventory
GetContainedItemCount(psItem *container)psCharacterInventory
GetContainedSize(psItem *container)psCharacterInventory
GetContainedWeight(psItem *container)psCharacterInventory
GetCurrentMaxSpace()psCharacterInventory
GetCurrentTotalSpace()psCharacterInventory
GetCurrentTotalWeight()psCharacterInventory
GetDoRestrictions()psCharacterInventoryinline
GetEffectiveArmorInSlot(INVENTORY_SLOT_NUMBER slot)psCharacterInventory
GetEffectiveWeaponInSlot(INVENTORY_SLOT_NUMBER slot, bool includeShield=false)psCharacterInventory
GetEquipmentObject(INVENTORY_SLOT_NUMBER idx)psCharacterInventory
GetIndexCharInventoryItem(size_t index)psCharacterInventoryinline
GetInventoryCacheServer(void)psCharacterInventoryinline
GetInventoryIndexCount()psCharacterInventoryinline
GetInventoryIndexItem(size_t which)psCharacterInventoryinline
GetInventoryItem(INVENTORY_SLOT_NUMBER slot)psCharacterInventory
GetInventoryVersion() const psCharacterInventoryinline
GetItem(psItem *container, INVENTORY_SLOT_NUMBER slot)psCharacterInventory
GetItemFactory(psItemStats *stats)psCharacterInventorystatic
GetItemHeld()psCharacterInventory
GetItemsInCategory(psItemCategory *category, bool storage=false)psCharacterInventory
GetOfferedStackCount(psItem *item)psCharacterInventory
GetTotalSizeOfItemsInContainer(psItem *container=NULL)psCharacterInventory
HasEnoughUnusedSpace(float desiredSpace)psCharacterInventory
HasEnoughUnusedWeight(float requiredWeight)psCharacterInventory
hasItemCategory(psItemCategory *category, bool includeEquipment, bool includeBulk, bool includeStorage=false)psCharacterInventory
hasItemCategory(csString &categoryname, bool includeEquipment, bool includeBulk, bool includeStorage=false, int amountMin=1, int amountMax=-1, float qualityMin=0, float qualityMax=0)psCharacterInventory
hasItemsWithName(csString &itemname, bool includeEquipment, bool includeBulk, int amountMin=1, int amountMax=-1, float qualityMin=0, float qualityMax=0)psCharacterInventory
HasPurifiedGlyphs(const glyphList_t glyphsToCheck)psCharacterInventory
HaveKeyForLock(uint32 lock)psCharacterInventory
HowManyCanFit(psItem *item)psCharacterInventory
IncreaseInventoryVersion()psCharacterInventoryinline
inExchangeModepsCharacterInventoryprotected
inventorypsCharacterInventoryprotected
IsItemAutoAttack(INVENTORY_SLOT_NUMBER slot)psCharacterInventory
lastErrorpsCharacterInventory
Load()psCharacterInventory
Load(PID id)psCharacterInventory
loadedpsCharacterInventoryprotected
maxSizepsCharacterInventoryprotected
maxWeightpsCharacterInventoryprotected
MaxWeight()psCharacterInventoryinline
ownerpsCharacterInventory
psCharacterInventory(psCharacter *owner)psCharacterInventory
PurgeOffered()psCharacterInventory
QuickLoad(PID id)psCharacterInventory
RemoveInventoryItem(INVENTORY_SLOT_NUMBER slot, int count=-1)psCharacterInventory
RemoveItem(psItem *container, INVENTORY_SLOT_NUMBER bulkslot, int count=-1)psCharacterInventory
RemoveItemID(uint32 itemID, int count=-1, bool storage=false)psCharacterInventory
RemoveItemIndex(size_t index, int count=-1, bool storage=false)psCharacterInventory
RestoreAllInventoryQuality()psCharacterInventory
RollbackExchange()psCharacterInventory
RunEquipScripts()psCharacterInventory
SetBasicArmor(psRaceInfo *race=NULL)psCharacterInventory
SetBasicWeapon(psRaceInfo *race=NULL)psCharacterInventory
SetDoRestrictions(bool v)psCharacterInventory
SetExchangeOfferSlot(psItem *Container, INVENTORY_SLOT_NUMBER slot, int toSlot, int stackCount)psCharacterInventory
StackNumberItems(const csString &itemname, int count, bool container)psCharacterInventory
storageInventorypsCharacterInventoryprotected
TotalStackOfItem(psItemStats *item)psCharacterInventory
Unequip(psItem *item)psCharacterInventory
UpdateEncumbrance()psCharacterInventory
versionpsCharacterInventoryprotected
WriteAllInventory(iDocumentNode *npcRoot)psCharacterInventory
~psCharacterInventory()psCharacterInventory