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scummvm-cursorfix/engines/mm/mm1/data/roster.h
2026-02-02 04:50:13 +01:00

94 lines
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C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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