/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #ifndef MM1_DATA_ROSTER_H #define MM1_DATA_ROSTER_H #include "common/serializer.h" #include "mm/mm1/data/character.h" #include "mm/mm1/data/int_array.h" #include "mm/mm1/maps/maps.h" namespace MM { namespace MM1 { #define ROSTER_COUNT 18 struct Roster { private: Common::String rosterSaveName() const; public: Character _items[ROSTER_COUNT]; Maps::TownId _towns[ROSTER_COUNT] = { Maps::NO_TOWN }; Character &operator[](uint idx) { assert(idx < ROSTER_COUNT); return _items[idx]; } /** * Synchronizes the contents of the roster * @param isLoadingDefaults True if we're loading the * default roster of the game */ void synchronize(Common::Serializer &s, bool isLoadingDefaults); /** * Load the roster */ void load(); /** * Updates the roster from the party */ void update(const IntArray &charNums); /** * Save the roster */ void save(); /** * Save the roster in the original format */ void saveOriginal(); /** * Deletes a character */ void remove(Character *entry); /** * Returns true if the roster is empty */ bool empty() const; /** * Returns true if the roster is full */ bool full() const; }; } // namespace MM1 } // namespace MM #endif