27 #ifndef __INVENTORY__H__INCL__
28 #define __INVENTORY__H__INCL__
97 void GetCargoList(std::multimap<uint8, InventoryItemRef> &cargoMap);
113 std::vector<InventoryItemRef>
SortVector(std::vector<InventoryItemRef> &itemVec);
void GetInvForOwner(uint32 ownerID, std::vector< InventoryItemRef > &items)
float GetRemainingCapacity(EVEItemFlags flag) const
std::map< EVEItemFlags, double > m_itemsByFlag
void GetInventoryVec(std::vector< InventoryItemRef > &itemVec)
float GetCapacity(EVEItemFlags flag) const
bool ContentsLoaded() const
bool GetTypesByFlag(EVEItemFlags flag, std::map< uint16, InventoryItemRef > &items)
void StackAll(EVEItemFlags flag, uint32 ownerID=0)
InventoryItemRef FindFirstByFlag(EVEItemFlags flag) const
bool ContainsTypeByFlag(uint16 typeID, EVEItemFlags flag=flagNone) const
bool HasAvailableSpace(EVEItemFlags flag, InventoryItemRef iRef) const
void AddItem(InventoryItemRef iRef)
std::multimap< uint8, InventoryItemRef > m_contentsByFlag
float GetCorpHangerCapyUsed() const
virtual ~Inventory() noexcept
void RemoveItem(InventoryItemRef iRef)
bool IsEmptyByFlag(EVEItemFlags flag) const
bool ContainsItem(uint32 itemID) const
uint32 GetItemsByFlag(EVEItemFlags flag, std::vector< InventoryItemRef > &items) const
bool GetItems(OwnerData od, std::vector< uint32 > &into)
Inventory(InventoryItemRef iRef)
std::map< uint32, InventoryItemRef > mContents
Python object "dbutil.CRowset".
void GetCargoList(std::multimap< uint8, InventoryItemRef > &cargoMap)
bool ValidateIHubUpgrade(InventoryItemRef iRef) const
uint32 GetItemsByFlagSet(std::set< EVEItemFlags > flags, std::vector< InventoryItemRef > &items) const
EVEItemFlags flag() const
void GetInventoryMap(std::map< uint32, InventoryItemRef > &invMap)
typeID Spawn an NPC with the specified type text Search for items matching the specified query() type()() itemID() copy() materialLevel()() itemID(attributeID)-Retrieves attribute value." ) COMMAND( setattr
InventoryItemRef GetItemByTypeFlag(uint16 typeID, EVEItemFlags flag=flagNone)
std::vector< InventoryItemRef > SortVector(std::vector< InventoryItemRef > &itemVec)
bool ContainsTypeQtyByFlag(uint16 typeID, EVEItemFlags flag=flagNone, uint32 qty=0) const
entityID heal the character with the entityID note giving you detailed ship status information gives a list of all dynamic entities and players and their destinyState in this bubble shows some current destiny variables save all items
InventoryItemRef GetByTypeFlag(uint32 typeID, EVEItemFlags flag) const
CRowSet * List(EVEItemFlags flag, uint32 ownerID=0) const
uint32 GetItemsByFlagRange(EVEItemFlags low_flag, EVEItemFlags high_flag, std::vector< InventoryItemRef > &items) const
bool ValidateAddItem(EVEItemFlags flag, InventoryItemRef iRef) const
bool ContainsTypeQty(uint16 typeID, uint32 qty=0) const
InventoryItemRef GetByID(uint32 id) const
float GetStoredVolume(EVEItemFlags flag, bool combined=true) const
bool GetSingleItemByFlag(EVEItemFlags flag, InventoryItemRef &iRef) const
Reference-counting-based smart pointer.