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122 lines
4.9 KiB
C++
122 lines
4.9 KiB
C++
/* ResidualVM - A 3D game interpreter
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*
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* ResidualVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the AUTHORS
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (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, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#ifndef ICB_ICON_LIST_MANAGER_H_INCLUDED
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#define ICB_ICON_LIST_MANAGER_H_INCLUDED
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#include "engines/icb/common/px_string.h"
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#include "engines/icb/string_vest.h"
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#include "engines/icb/p4.h"
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#include "engines/icb/icon_menu.h"
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#include "engines/icb/icon_list.h"
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namespace ICB {
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#define ICON_LIST_MANAGER_LOG "icon_list_manager_log.txt"
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extern const char *global_icon_list_remora;
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extern const char *global_icon_list_inventory;
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extern const char *global_icon_list_arms;
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// These are predefined lists : make them global to reduce rdata usage
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#define ICON_LIST_REMORA global_icon_list_remora
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#define ICON_LIST_INVENTORY global_icon_list_inventory
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// This indicates a list cannot be found.
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#define ICON_LIST_NOT_FOUND (-1)
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// The maximum number of lists allowed.
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#define ICON_LIST_MANAGER_MAX_LISTS 8
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// Class to manage the lists of icons used in the game. the inventory, Remora and speech system all use these lists.
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class _icon_list_manager {
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public:
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// Default constructor and destructor.
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_icon_list_manager();
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~_icon_list_manager() {}
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// This resets lists that have a scope less than the argument passed in.
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void ResetToScopeLevel(IconListScope eScope);
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// Call this to activate the menu selection for a list of icons. Note that the chooser does not have a
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// deactivate or cycle-logic function because once activated, all its functionality (including shutting down)
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// is handled by class _icon_menu.
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void ActivateIconMenu(const char *pcListName, bool8 bAllowEscape, bool8 bDrawStatusIcons);
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// This reports whether or not the inventory is active.
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bool8 IsActive() const { return (g_oIconMenu->IsActive()); }
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// This returns the contents of a list to the engine (for save and restore etc.).
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uint32 GetList(const char *pcListName, char *pNames[ICON_LIST_MAX_ICONS], uint32 *pnHashes, uint32 *pnCounts) const;
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// The same logic as the adding of ammo etc is borrowed for when an email arrives.
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void SetEmailArrived() { g_oIconMenu->SetEmailArrived(); }
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// Call this every cycle to cycle the inventory's logic when it is active.
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void CycleInventoryLogic(const _input &sKeyboardState) const { g_oIconMenu->CycleIconMenu(sKeyboardState); }
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// These cycle the logic for a currently-held item.
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bool8 IsHolding() const { return (g_oIconMenu->IsHolding()); }
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void CycleHoldingLogic() const { g_oIconMenu->CycleHoldingLogic(); }
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// This is for internal engine use only, as it returns a string, which cannot go back to script.
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inline const char *HoldingWhat() const;
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// These have direct script counterparts.
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void AddIconToList(const char *pcListName, const char *pcIconName);
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void AddIconToList(const char *pcListName, const char *pcIconName, const uint32 nHash);
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void RemoveIconFromList(const char *pcListName, const char *pcIconName);
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uint32 GetItemCount(const char *pcListName) const;
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bool8 Carrying(const char *pcListName, const char *pcItem) const;
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uint32 CarryingHowMany(const char *pcListName, const char *pcItem) const;
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bool8 ItemHeld() const { return (g_oIconMenu->IsHolding()); }
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bool8 Holding(const char *pcItem) const;
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void Drop() { g_oIconMenu->ClearSelection(); }
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void SetListScope(const char *pcListName, IconListScope eScope);
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void DestroyList(const char *pcListName);
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void ResetList(const char *pcListName);
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private:
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_icon_list m_pListOfLists[ICON_LIST_MANAGER_MAX_LISTS]; // The list of icon lists.
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// Here I block the use of the default '='.
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_icon_list_manager(const _icon_list_manager &) {}
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void operator=(const _icon_list_manager &) {}
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// Private functions used only within this class.
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int32 FindListByName(const char *pcListName) const;
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};
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inline const char *_icon_list_manager::HoldingWhat() const { return (g_oIconMenu->GetLastSelection()); }
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extern _icon_list_manager *g_oIconListManager;
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} // End of namespace ICB
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#endif // #if !defined( ICON_LIST_MANAGER_H_INCLUDED )
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