mirror of
https://github.com/ENSL/NS.git
synced 2024-11-15 01:11:43 +00:00
130 lines
3.2 KiB
C++
130 lines
3.2 KiB
C++
/***
|
|
*
|
|
* Copyright (c) 1999, Valve LLC. All rights reserved.
|
|
*
|
|
* This product contains software technology licensed from Id
|
|
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
|
* All Rights Reserved.
|
|
*
|
|
* Use, distribution, and modification of this source code and/or resulting
|
|
* object code is restricted to non-commercial enhancements to products from
|
|
* Valve LLC. All other use, distribution, or modification is prohibited
|
|
* without written permission from Valve LLC.
|
|
*
|
|
* Modified by Charles G. Cleveland
|
|
*
|
|
* $Workfile: ammohistory.h $
|
|
* $Date: 2002/06/25 17:05:31 $
|
|
*
|
|
*-------------------------------------------------------------------------------
|
|
* $Log: ammohistory.h,v $
|
|
* Revision 1.3 2002/06/25 17:05:31 Flayra
|
|
* - Weapon enabling/disabling works differently now
|
|
*
|
|
*===============================================================================
|
|
****/
|
|
//
|
|
// ammohistory.h
|
|
//
|
|
|
|
// this is the max number of items in each bucket
|
|
#define MAX_WEAPON_POSITIONS 10
|
|
|
|
class WeaponsResource
|
|
{
|
|
public:
|
|
WeaponsResource( void );
|
|
~WeaponsResource( void );
|
|
void Init( void );
|
|
void Reset( void );
|
|
|
|
void LoadWeaponSprites( WEAPON* wp, int custom );
|
|
void LoadAllWeaponSprites( void );
|
|
|
|
WEAPON* GetWeapon( int iId );
|
|
WEAPON* GetWeaponSlot( int slot, int pos );
|
|
WEAPON* GetFirstPos( int iSlot );
|
|
WEAPON* GetNextActivePos( int iSlot, int iSlotPos );
|
|
|
|
bool IsEnabled( WEAPON *p );
|
|
bool IsSelectable( WEAPON *p );
|
|
|
|
bool HasAmmo( WEAPON *p );
|
|
int CountAmmo( int iId );
|
|
int GetAmmo( int iId );
|
|
void SetAmmo( int iId, int iCount );
|
|
AVHHSPRITE* GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ); //TODO: fix bass-ackwards arrangement and store sprites with ammo types
|
|
|
|
void AddWeapon( WEAPON* wp );
|
|
void PickupWeapon( WEAPON* wp );
|
|
void DropWeapon( WEAPON* wp );
|
|
void DropAllWeapons( void );
|
|
|
|
//CONSIDER: Should the selection functions be in the menu with the selection variables?
|
|
void UserCmd_LastInv( void );
|
|
void UserCmd_MovementOn( void );
|
|
void UserCmd_MovementOff( void );
|
|
void SetValidWeapon( void );
|
|
void SetCurrentWeapon( WEAPON* wp );
|
|
void SelectSlot( int iSlot, int fAdvance, int iDirection );
|
|
|
|
friend CHudAmmo; //for iOldWeaponBits access
|
|
private:
|
|
WEAPON rgWeapons[MAX_WEAPONS]; // current weapon state
|
|
WEAPON* rgSlots[MAX_WEAPON_SLOTS][MAX_WEAPON_POSITIONS]; // current weapon slot map
|
|
WEAPON* lastWeapon; // client-side lastinv
|
|
|
|
int riAmmo[MAX_AMMO_TYPES]; // current ammo counts
|
|
int iOldWeaponBits;
|
|
int lastWeaponId;
|
|
};
|
|
|
|
extern WeaponsResource gWR;
|
|
|
|
|
|
#define MAX_HISTORY 12
|
|
enum {
|
|
HISTSLOT_EMPTY,
|
|
HISTSLOT_AMMO,
|
|
HISTSLOT_WEAP,
|
|
HISTSLOT_ITEM,
|
|
};
|
|
|
|
class HistoryResource
|
|
{
|
|
private:
|
|
struct HIST_ITEM {
|
|
int type;
|
|
float DisplayTime; // the time at which this item should be removed from the history
|
|
int iCount;
|
|
int iId;
|
|
};
|
|
|
|
HIST_ITEM rgAmmoHistory[MAX_HISTORY];
|
|
|
|
public:
|
|
|
|
void Init( void )
|
|
{
|
|
Reset();
|
|
}
|
|
|
|
void Reset( void )
|
|
{
|
|
memset( rgAmmoHistory, 0, sizeof rgAmmoHistory );
|
|
}
|
|
|
|
int iHistoryGap;
|
|
int iCurrentHistorySlot;
|
|
|
|
void AddToHistory( int iType, int iId, int iCount = 0 );
|
|
void AddToHistory( int iType, const char *szName, int iCount = 0 );
|
|
|
|
void CheckClearHistory( void );
|
|
int DrawAmmoHistory( float flTime );
|
|
};
|
|
|
|
extern HistoryResource gHR;
|
|
|
|
|
|
|