#ifndef JEWL_H #define JEWL_H // Programmer: Brett Weiland // Date: 4/30/23 // File: jewl.h // Assignment: SP-B-finalProject // Purpose: jewl gameObject. This class is what cops and robbers have in their inventory // (although this doesn't have to be the case, as they're both templeted). // if there were more types of inventory objects, i'd make this an abstract class. #include "gameObject.h" class jewl : public gameObject { public: //Desc: returns value of this //Pre: valid gameObject location set //Post: returns sum of coordinates unsigned int value() const; //Desc: attaches jewl to map, notifies city we are available //Pre: valid coordinates are set //Post: jewl attached to map, can be picked up by npc void drop(); //Desc: detaches jewl from map, notifies city we are no longer available //Pre: none //Post: jewl detached from map, can't be picked up until dropped unsigned int pickup(); //overriden members, see respective base classes char getIcon() const override; //gameObject.h unsigned int get_drawPriority() const override; //gameObject.h }; #endif