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engines/icb/icon_list.h
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146
engines/icb/icon_list.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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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 modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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, see <http://www.gnu.org/licenses/>.
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*
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*/
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#ifndef ICB_ICON_LIST_H_INCLUDED
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#define ICB_ICON_LIST_H_INCLUDED
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// Include headers needed by this class.
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#include "engines/icb/common/px_string.h"
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#include "engines/icb/common/px_clu_api.h"
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#include "engines/icb/p4.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/string_vest.h"
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namespace ICB {
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extern const char *global_deleted_list;
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// This is used as a placeholder for deleted lists to save reallocating.
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#define ICON_LIST_DELETED_PLACEHOLDER global_deleted_list
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// This defines the available values for the scope of these lists.
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enum IconListScope { CURRENT_LOGIC = 0, SESSION_WIDE, MISSION_WIDE, GAME_WIDE };
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// This defines the maximum number of icons that can be in the menu.
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#define ICON_LIST_MAX_ICONS 16 // This defines an array size, so must be a multiple of 4!
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// And this defines the maximum number that can be displayed at one time.
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#define ICON_LIST_MAX_DISPLAYED 10
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// This defines how many of each icon are allowed (only meaningful when the list is handling duplicates).
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#define ICON_MAX_DUPLICATE_COUNT 99
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// This means there is no current selection.
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#define ICON_LIST_NO_SELECTION (-1)
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// This defines the name of the 'empty' icon.
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extern const char *iconListEmptyIcon;
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#define ICON_LIST_EMPTY_ICON iconListEmptyIcon
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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 {
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public:
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// Default constructor and destructor.
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_icon_list();
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~_icon_list() {}
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// Alternative constructor, which takes the list name.
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inline _icon_list(const char *pcListName);
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// Copy constructor and assignment operator.
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inline _icon_list(const _icon_list &oX);
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inline const _icon_list &operator=(const _icon_list &oOpB);
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// This resets the list to its newly-created state.
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void Reset();
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// Gets and sets.
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const char *GetListName() const { return (m_pcListName); }
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void SetListName(const char *pcListName) { m_pcListName = pcListName; }
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uint8 GetIconCount() const { return (m_nItemCount); }
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IconListScope GetScope() const { return (m_eScope); }
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void SetScope(IconListScope eScope) { m_eScope = eScope; }
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inline const char *GetIcon(uint32 nIndex) const;
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inline uint32 GetIconHash(uint32 nIndex) const;
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uint8 GetDuplicateCount(const char *pcIconName) const;
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uint8 GetDuplicateCount(uint32 nIndex) const;
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void SetAbsoluteIconCount(const char *pcIconName, uint32 nCount);
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// This returns the index position of an icon in the list.
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int32 GetIconPosition(const char *pcIconName) const;
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// These add and remove items from the list.
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void AddIcon(const char *pcIconName, const uint32 nIconNameHash);
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void RemoveIcon(const char *pcIconName, bool8 bForceRemove);
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private:
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const char *m_pcListName; // The name of the list.
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IconListScope m_eScope; // Scope of the list (determines when it is allowed to be destroyed).
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uint32 m_pnIconListHash[ICON_LIST_MAX_ICONS]; // The hash number of items currently in the inventory.
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uint8 m_pnDuplicateCount[ICON_LIST_MAX_ICONS]; // The list of items currently in the inventory.
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char m_ppcIconList[ICON_LIST_MAX_ICONS][MAXLEN_ICON_NAME]; // The list of items currently in the inventory.
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uint8 m_nItemCount; // My own count of the number of items currently in the inventory.
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bool8 m_bAllowDuplicates; // If true, a count is incremented when a duplicate is added.
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uint8 m_nPad1;
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uint8 m_nPad2;
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// Private functions used only in this class.
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void Clone(const _icon_list &oSource);
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};
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inline _icon_list::_icon_list(const _icon_list &oX) { Clone(oX); }
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inline const _icon_list &_icon_list::operator=(const _icon_list &oOpB) {
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Clone(oOpB);
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return (*this);
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}
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inline void _icon_list::Reset() {
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memset((uint8 *)m_pnIconListHash, 0, ICON_LIST_MAX_ICONS * sizeof(uint32));
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memset((uint8 *)m_pnDuplicateCount, 0, ICON_LIST_MAX_ICONS * sizeof(uint8));
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memset((uint8 *)m_ppcIconList, 0, ICON_LIST_MAX_ICONS * MAXLEN_ICON_NAME * sizeof(char));
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m_nItemCount = 0;
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}
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inline const char *_icon_list::GetIcon(uint32 nIndex) const { return (m_ppcIconList[nIndex]); }
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inline uint32 _icon_list::GetIconHash(uint32 nIndex) const {
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if (nIndex >= m_nItemCount) {
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Fatal_error("_icon_list::GetIconHash( %d ) called - list has %d items", nIndex, m_nItemCount);
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}
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return (m_pnIconListHash[nIndex]);
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}
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} // End of namespace ICB
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#endif // #if !defined( ICON_LIST_H_INCLUDED )
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