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/*
* PROPRIETARY INFORMATION. This software is proprietary to POWDER
* Development, and is not to be reproduced, transmitted, or disclosed
* in any way without written permission.
*
* Produced by: Jeff Lait
*
* POWDER Development
*
* NAME: name.h ( POWDER Library, C++ )
*
* COMMENTS:
* This class handles the global namespace which allows
* users to name specific creatures or items. We don't
* want to waste 32 bits on a pointer, when there can
* only be a few names. This also simplifies the marshalling,
* etc, of names.
*/
#ifndef __name__
#define __name__
#include "buf.h"
// Required one time initialization.
void name_init(int numnames = 0);
// Required load/save functions. These save the
// actual data of the names.
void name_load(SRAMSTREAM &is);
void name_save(SRAMSTREAM &os);
class NAME
{
public:
NAME();
~NAME();
// Copy constructor & assignment operators.
NAME(const NAME &name);
NAME &operator=(const NAME &name);
const char *getName() const;
// Because you can't change an existing name, setName will
// actually allocate a new myIdx.
void setName(const char *name);
void setName(BUF buf)
{ setName(buf.buffer()); }
void save(SRAMSTREAM &os) const;
void load(SRAMSTREAM &is);
protected:
u16 myIdx;
};
#endif
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