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engines/mm/mm1/data/party.h
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110
engines/mm/mm1/data/party.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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* 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 MM1_DATA_PARTY_H
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#define MM1_DATA_PARTY_H
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#include "common/array.h"
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#include "mm/mm1/data/character.h"
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namespace MM {
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namespace MM1 {
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#define MAX_PARTY_SIZE 6
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struct Party : public Common::Array<Character> {
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/**
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* Share food, gold, gems between entire party
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*/
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static void share(TransferKind shareType);
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/**
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* Get the party gold combined
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*/
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uint getPartyGold() const;
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/**
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* Reset entire party's gold to zero
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*/
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void clearPartyGold();
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/**
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* Reset entire party's gems to zero
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*/
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void clearPartyGems();
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/**
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* Reset entire party's food to zero
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*/
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void clearPartyFood();
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/**
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* Update the entire party AC
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*/
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void updateAC();
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/**
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* Called to update the party after combat is done
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*/
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void combatDone();
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/**
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* Returns true if any of the party has an item
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*/
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bool hasItem(byte itemId) const;
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/**
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* Returns true if the party is dead or out of action
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*/
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bool isPartyDead() const;
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/**
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* Checks whether the party is dead or out of action,
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* and if so, switches to the death screen
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*/
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bool checkPartyDead() const;
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/**
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* Checks whether the party is incapitated, and if so,
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* switches to the death screen
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*/
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bool checkPartyIncapacitated() const;
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/**
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* Reorder the party based on a passed array of character pointers
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*/
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void rearrange(const Common::Array<Character *> &party);
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/**
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* Synchronizes the party to/from savegames
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*/
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void synchronize(Common::Serializer &s);
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/**
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* Return the index of a given character
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*/
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int indexOf(const Character *c);
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};
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} // namespace MM1
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} // namespace MM
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#endif
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