ScummVM API documentation
icon_list_manager.h
1/* ScummVM - Graphic Adventure Engine
2 *
3 * ScummVM is the legal property of its developers, whose names
4 * are too numerous to list here. Please refer to the COPYRIGHT
5 * file distributed with this source distribution.
6 *
7 * Additional copyright for this file:
8 * Copyright (C) 1999-2000 Revolution Software Ltd.
9 * This code is based on source code created by Revolution Software,
10 * used with permission.
11 *
12 * This program is free software: you can redistribute it and/or modify
13 * it under the terms of the GNU General Public License as published by
14 * the Free Software Foundation, either version 3 of the License, or
15 * (at your option) any later version.
16 *
17 * This program is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
20 * GNU General Public License for more details.
21 *
22 * You should have received a copy of the GNU General Public License
23 * along with this program. If not, see <http://www.gnu.org/licenses/>.
24 *
25 */
26
27#ifndef ICB_ICON_LIST_MANAGER_H_INCLUDED
28#define ICB_ICON_LIST_MANAGER_H_INCLUDED
29
30#include "engines/icb/common/px_string.h"
31#include "engines/icb/string_vest.h"
32#include "engines/icb/p4.h"
33#include "engines/icb/icon_menu.h"
34#include "engines/icb/icon_list.h"
35
36namespace ICB {
37
38#define ICON_LIST_MANAGER_LOG "icon_list_manager_log.txt"
39
40extern const char *global_icon_list_remora;
41extern const char *global_icon_list_inventory;
42extern const char *global_icon_list_arms;
43
44// These are predefined lists : make them global to reduce rdata usage
45#define ICON_LIST_REMORA global_icon_list_remora
46#define ICON_LIST_INVENTORY global_icon_list_inventory
47
48// This indicates a list cannot be found.
49#define ICON_LIST_NOT_FOUND (-1)
50
51// The maximum number of lists allowed.
52#define ICON_LIST_MANAGER_MAX_LISTS 8
53
54// Class to manage the lists of icons used in the game. the inventory, Remora and speech system all use these lists.
56public:
57 // Default constructor and destructor.
60
61 // This resets lists that have a scope less than the argument passed in.
62 void ResetToScopeLevel(IconListScope eScope);
63
64 // Call this to activate the menu selection for a list of icons. Note that the chooser does not have a
65 // deactivate or cycle-logic function because once activated, all its functionality (including shutting down)
66 // is handled by class _icon_menu.
67 void ActivateIconMenu(const char *pcListName, bool8 bAllowEscape, bool8 bDrawStatusIcons);
68
69 // This reports whether or not the inventory is active.
70 bool8 IsActive() const { return (g_oIconMenu->IsActive()); }
71
72 // This returns the contents of a list to the engine (for save and restore etc.).
73 uint32 GetList(const char *pcListName, char *pNames[ICON_LIST_MAX_ICONS], uint32 *pnHashes, uint32 *pnCounts) const;
74
75 // The same logic as the adding of ammo etc is borrowed for when an email arrives.
76 void SetEmailArrived() { g_oIconMenu->SetEmailArrived(); }
77
78 // Call this every cycle to cycle the inventory's logic when it is active.
79 void CycleInventoryLogic(const _input &sKeyboardState) const { g_oIconMenu->CycleIconMenu(sKeyboardState); }
80
81 // These cycle the logic for a currently-held item.
82 bool8 IsHolding() const { return (g_oIconMenu->IsHolding()); }
83 void CycleHoldingLogic() const { g_oIconMenu->CycleHoldingLogic(); }
84
85 // This is for internal engine use only, as it returns a string, which cannot go back to script.
86 inline const char *HoldingWhat() const;
87
88 // These have direct script counterparts.
89 void AddIconToList(const char *pcListName, const char *pcIconName);
90 void AddIconToList(const char *pcListName, const char *pcIconName, const uint32 nHash);
91 void RemoveIconFromList(const char *pcListName, const char *pcIconName);
92 uint32 GetItemCount(const char *pcListName) const;
93 bool8 Carrying(const char *pcListName, const char *pcItem) const;
94 uint32 CarryingHowMany(const char *pcListName, const char *pcItem) const;
95 bool8 ItemHeld() const { return (g_oIconMenu->IsHolding()); }
96 bool8 Holding(const char *pcItem) const;
97 void Drop() { g_oIconMenu->ClearSelection(); }
98 void SetListScope(const char *pcListName, IconListScope eScope);
99 void DestroyList(const char *pcListName);
100 void ResetList(const char *pcListName);
101
102private:
103 _icon_list m_pListOfLists[ICON_LIST_MANAGER_MAX_LISTS]; // The list of icon lists.
104
105 // Here I block the use of the default '='.
107
108 void operator=(const _icon_list_manager &) {}
109
110 // Private functions used only within this class.
111 int32 FindListByName(const char *pcListName) const;
112};
113
114inline const char *_icon_list_manager::HoldingWhat() const { return (g_oIconMenu->GetLastSelection()); }
115
116extern _icon_list_manager *g_oIconListManager;
117
118} // End of namespace ICB
119
120#endif // #if !defined( ICON_LIST_MANAGER_H_INCLUDED )
Definition: icon_list_manager.h:55
Definition: icon_list.h:65
Definition: player.h:147