340 lines
12 KiB
C++
340 lines
12 KiB
C++
// Copyright (C) 2007 Id Software, Inc.
|
|
//
|
|
|
|
#ifndef __GAME_ROLES_INVENTORY_H__
|
|
#define __GAME_ROLES_INVENTORY_H__
|
|
|
|
#include "../misc/RenderEntityBundle.h"
|
|
|
|
class idEntity;
|
|
class sdRequirement;
|
|
class idPlayer;
|
|
class sdInventory;
|
|
class sdInventoryManager;
|
|
class sdDeclItemPackage;
|
|
class sdDeclInvItem;
|
|
|
|
class sdItemPoolEntry {
|
|
public:
|
|
sdItemPoolEntry( void );
|
|
|
|
void SetItem( const sdDeclInvItem* );
|
|
const sdDeclInvItem* GetItem( void ) const { return item; }
|
|
|
|
void SetVisible( bool visible ) { flags.hidden = !visible; }
|
|
bool IsVisible( void ) const { return !flags.hidden; }
|
|
|
|
void SetDisabled( bool disabled ) { flags.disabled = disabled; }
|
|
bool IsDisabled( void ) const { return flags.disabled; }
|
|
|
|
void ShowModel( void ) { renderEntity.Show(); }
|
|
void HideModel( void ) { renderEntity.Hide(); }
|
|
void UpdateModel( void ) { renderEntity.Update(); }
|
|
|
|
renderEntity_t& GetModel( void ) { return renderEntity.GetEntity(); }
|
|
|
|
public:
|
|
idList< int > clips;
|
|
const sdDeclInvItem* item;
|
|
jointHandle_t joint;
|
|
|
|
private:
|
|
typedef struct flags_s {
|
|
bool disabled : 1;
|
|
bool hidden : 1;
|
|
} flags_t;
|
|
|
|
sdRenderEntityBundle renderEntity;
|
|
|
|
flags_t flags;
|
|
};
|
|
|
|
class sdInventoryPlayerStateData;
|
|
|
|
class sdPlayerClassSetup {
|
|
public:
|
|
sdPlayerClassSetup( void );
|
|
|
|
void operator=( const sdPlayerClassSetup& rhs );
|
|
|
|
const sdDeclPlayerClass* GetClass( void ) const { return playerClass; }
|
|
const idList< int >& GetOptions( void ) const { return playerClassOptions; }
|
|
|
|
void SetOptions( const idList< int >& options );
|
|
bool SetClass( const sdDeclPlayerClass* pc, bool force = false );
|
|
bool SetOption( int index, int itemIndex );
|
|
int GetOption( int index ) const;
|
|
|
|
private:
|
|
const sdDeclPlayerClass* playerClass;
|
|
idList< int > playerClassOptions;
|
|
};
|
|
|
|
class sdUpgradeItemPool {
|
|
public:
|
|
~sdUpgradeItemPool( void );
|
|
|
|
void Clear( void );
|
|
void Init( sdInventory* _parent );
|
|
int AddItem( const sdDeclInvItem* item, bool enabled );
|
|
|
|
const sdItemPoolEntry& operator[] ( int index ) const { return items[ index ]; }
|
|
sdItemPoolEntry& operator[] ( int index ) { return items[ index ]; }
|
|
|
|
void UpdateModels( void );
|
|
void UpdateModelShadows( void );
|
|
void SetupModelShadows( sdItemPoolEntry& entry );
|
|
|
|
void ApplyPlayerState( const sdInventoryPlayerStateData& newState );
|
|
void ReadPlayerState( const sdInventoryPlayerStateData& baseState, sdInventoryPlayerStateData& newState, const idBitMsg& msg ) const;
|
|
void WritePlayerState( const sdInventoryPlayerStateData& baseState, sdInventoryPlayerStateData& newState, idBitMsg& msg ) const;
|
|
bool CheckPlayerStateChanges( const sdInventoryPlayerStateData& baseState ) const;
|
|
|
|
int Num( void ) const { return items.Num(); }
|
|
|
|
void UpdateJoints( void );
|
|
|
|
void OnHide( void );
|
|
void OnShow( void );
|
|
|
|
bool ShowItem( sdItemPoolEntry& item );
|
|
void HideItem( sdItemPoolEntry& item );
|
|
|
|
private:
|
|
void ClearItem( sdItemPoolEntry& entry );
|
|
|
|
idList< sdItemPoolEntry > items;
|
|
idList< sdItemPoolEntry* > modelItems;
|
|
sdInventory* parent;
|
|
};
|
|
|
|
class sdInventoryBroadcastData : public sdEntityStateNetworkData {
|
|
public:
|
|
sdInventoryBroadcastData( void ) { ; }
|
|
|
|
virtual void MakeDefault( void );
|
|
|
|
virtual void Write( idFile* file ) const;
|
|
virtual void Read( idFile* file );
|
|
|
|
int idealWeapon;
|
|
sdBitField_Dynamic disabledMask;
|
|
sdBitField_Dynamic ammoMask; // Gordon: says whether the client has *any* ammo in this slot, will be sent for players you are not viewing, as you don't have full ammo information for them
|
|
sdProficiencyTable::sdNetworkData proficiencyData;
|
|
};
|
|
|
|
class sdInventoryItemStateData {
|
|
public:
|
|
sdInventoryItemStateData( void ) { ; }
|
|
|
|
void MakeDefault( void );
|
|
|
|
void Write( idFile* file ) const;
|
|
void Read( idFile* file );
|
|
|
|
idList< short > clips;
|
|
};
|
|
|
|
class sdInventoryPlayerStateData : public sdEntityStateNetworkData {
|
|
public:
|
|
sdInventoryPlayerStateData( void ) { ; }
|
|
|
|
virtual void MakeDefault( void );
|
|
|
|
virtual void Write( idFile* file ) const;
|
|
virtual void Read( idFile* file );
|
|
|
|
idList< short > ammo;
|
|
idList< sdInventoryItemStateData > itemData;
|
|
};
|
|
|
|
class sdInventory {
|
|
public:
|
|
sdInventory( void );
|
|
~sdInventory( void );
|
|
typedef enum iconType_e {
|
|
IT_ICON, IT_CLASS, IT_UNKNOWN
|
|
};
|
|
|
|
void Init( idDict& dict, bool full, bool setWeapon );
|
|
|
|
void WriteDemoBaseData( idFile* file ) const;
|
|
void ReadDemoBaseData( idFile* file );
|
|
|
|
float GetAmmoFraction( void );
|
|
|
|
void ShutdownThreads( void ) { ShutdownClassThread(); }
|
|
|
|
int GetMaxAmmo( int index ) const { return ammoLimits[ index ]; }
|
|
int GetAmmo( int index ) const;
|
|
int GetClip( int index, int modIndex ) const;
|
|
int GetClipSize( int index, int modIndex ) const;
|
|
bool GetWeaponChanged( void ) const { return weaponChanged; }
|
|
int GetCurrentWeapon( void ) const { return currentWeapon; }
|
|
const sdDeclInvItem* GetCurrentItem( void ) const;
|
|
int GetCurrentSlot( void ) const;
|
|
int GetSwitchingSlot( void ) const;
|
|
int GetIdealWeapon( void ) const { return idealWeapon; }
|
|
int GetSwitchingWeapon( void ) const { return switchingWeapon; }
|
|
const char* GetCurrentWeaponName( void );
|
|
const char* GetCurrentWeaponClass( void );
|
|
const idMaterial* GetCommandMapIcon( const iconType_e iconType ) const;
|
|
const sdDeclLocStr* GetWeaponTitle( void ) const;
|
|
const char* GetWeaponName( void ) const;
|
|
sdUpgradeItemPool& GetItemPool( void ) { return items; }
|
|
const sdUpgradeItemPool& GetItemPool( void ) const { return items; }
|
|
idPlayer* GetOwner( void );
|
|
|
|
|
|
void UpdatePlayerClassInfo( const sdDeclPlayerClass* pc ); //mal: update the players class/team info - called on every class change: sdInventory::SetPlayerClass
|
|
|
|
const sdDeclPlayerClass* GetClass( void ) const { return playerClass.GetClass(); }
|
|
int GetClassOption( int option ) const { return playerClass.GetOption( option ); }
|
|
const idList< int >& GetClassOptions( void ) const { return playerClass.GetOptions(); }
|
|
const sdPlayerClassSetup* GetClassSetup( void ) const { return &playerClass; }
|
|
|
|
int GetCachedClassOption( int option ) const { return cachedPlayerClass.GetOption( option ); }
|
|
const idList< int >& GetCachedClassOptions( void ) const { return cachedPlayerClass.GetOptions(); }
|
|
const sdDeclPlayerClass* GetCachedClass( void ) const { return cachedPlayerClass.GetClass(); }
|
|
|
|
bool CanEquip( int index, bool checkRequirements ) const;
|
|
bool CanAutoEquip( int index, bool checkExplosive ) const;
|
|
|
|
void SetOwner( idPlayer* _owner );
|
|
void SetMaxAmmo( int index, int count ) { ammoLimits[ index ] = count; }
|
|
void SetAmmo( int index, int count ) { ammo[ index ] = count; }
|
|
void SetClip( int index, int modIndex, int count );
|
|
void SelectWeaponByName( const char* weaponName, bool ignoreInhibit );
|
|
void SelectWeaponByNumber( const playerWeaponTypes_t weaponNum );
|
|
int FindWeaponNum( const playerWeaponTypes_t weaponNum );
|
|
int FindWeapon( const char* weaponName );
|
|
void SetIdealWeapon( int pos, bool force = false );
|
|
void SetSwitchingWeapon( int pos ) { switchingWeapon = pos; }
|
|
void SetWeaponChanged( void ) { weaponChanged = true; }
|
|
bool CheckWeaponHasAmmo( const sdDeclInvItem* item ) const;
|
|
|
|
bool CheckWeaponSlotHasAmmo( int slot );
|
|
void UpdatePrimaryWeapon();
|
|
|
|
int GetNumItems() const { return items.Num(); }
|
|
const sdDeclInvItem* GetItem( int index ) const { return index < 0 ? NULL : items[ index ].GetItem(); }
|
|
void HideCurrentItem( bool hide );
|
|
bool SetClass( const idBitMsg& msg, bool cached );
|
|
|
|
void CycleWeaponsNext( int currentSlot = -999 );
|
|
void CycleWeaponsPrev( int currentSlot = -999 );
|
|
int CycleWeaponByPosition( int pos, bool forward, bool& looped, bool force, bool primaryOnly );
|
|
int CycleWeaponBySlot( int slot, bool forward, bool& looped, bool force, int startingpos );
|
|
void CycleNextSafeWeapon( void );
|
|
void SelectBestWeapon( bool allowCurrent );
|
|
int FindBestWeapon( bool allowCurrent );
|
|
|
|
bool IsCurrentWeaponValid( void ) const;
|
|
bool IsIdealWeaponValid( void ) const;
|
|
int NumValidWeaponBanks() const;
|
|
bool IsWeaponBankValid( int bank ) const; // 0-based weapon bank (0 is fists, 1 is pistol, etc)
|
|
bool IsWeaponValid( int weapon ) const;
|
|
bool IsSwitchActive() const { return switchingWeapon != -1; }
|
|
|
|
idPlayer* GetActivePlayer( void ) const;
|
|
const sdDeclPlayerClass* GetActivePlayerClass( void ) const;
|
|
void SetupModel( void );
|
|
void SetupModel( const sdDeclPlayerClass* cls );
|
|
jointHandle_t GetPlayerJoint( const idDict& dict, const char* name );
|
|
void CheckPlayerClass( bool setWeapon );
|
|
bool SetClassOption( int optionIndex, int itemIndex, bool sendInfo = true );
|
|
|
|
static const idDeclSkin* SkinForClass( const sdDeclPlayerClass* cls );
|
|
|
|
void ClearAmmo( void );
|
|
|
|
void UpdateCurrentWeapon( void );
|
|
void AcceptWeaponSwitch( void );
|
|
void CancelWeaponSwitch( void );
|
|
void UpdateItems( void );
|
|
void Present( void );
|
|
|
|
|
|
bool GiveClass( const sdDeclPlayerClass* cls, bool sendInfo );
|
|
bool GiveConsumables( const sdDeclItemPackage* item );
|
|
void SortClips( void );
|
|
|
|
bool HasAbility( qhandle_t handle ) const;
|
|
|
|
void ClearClass( void );
|
|
|
|
bool SetCachedClass( const sdDeclPlayerClass* pc, bool sendInfo = true );
|
|
bool SetCachedClassOption( int optionIndex, int itemIndex, bool sendInfo = true );
|
|
void SendClassInfo( bool cached );
|
|
|
|
static void BuildSlotBankLookup( void );
|
|
|
|
void ApplyNetworkState( const sdInventoryBroadcastData& newState );
|
|
void ReadNetworkState( const sdInventoryBroadcastData& baseState, sdInventoryBroadcastData& newState, const idBitMsg& msg ) const;
|
|
void WriteNetworkState( const sdInventoryBroadcastData& baseState, sdInventoryBroadcastData& newState, idBitMsg& msg ) const;
|
|
bool CheckNetworkStateChanges( const sdInventoryBroadcastData& baseState ) const;
|
|
|
|
void ApplyPlayerState( const sdInventoryPlayerStateData& newState );
|
|
void ReadPlayerState( const sdInventoryPlayerStateData& baseState, sdInventoryPlayerStateData& newState, const idBitMsg& msg ) const;
|
|
void WritePlayerState( const sdInventoryPlayerStateData& baseState, sdInventoryPlayerStateData& newState, idBitMsg& msg ) const;
|
|
bool CheckPlayerStateChanges( const sdInventoryPlayerStateData& baseState ) const;
|
|
|
|
int GetMaxBanks() const { return slotForBank.Num(); }
|
|
int GetSlotForWeapon( int weapon ) const;
|
|
int GetSlotForBank( int bank ) const { return slotForBank[ bank ]; }
|
|
|
|
void UpdateForDisguise( void );
|
|
|
|
void OnHide( void );
|
|
void OnShow( void );
|
|
|
|
void UpdateModelShadows( void );
|
|
void SetupModelShadows( sdItemPoolEntry& entry );
|
|
|
|
bool CheckItems( const sdDeclItemPackage* package );
|
|
|
|
// Stats
|
|
void LogSuicide( void );
|
|
void LogDeath( void );
|
|
void LogRevive( void );
|
|
void LogTapOut( void );
|
|
void LogRespawn( void );
|
|
void LogClassTime( void );
|
|
|
|
private:
|
|
int ChooseCurrentSlot() const { return IsSwitchActive() ? GetSwitchingSlot() : GetCurrentSlot(); }
|
|
void SetupClassOptions( bool clearAmmo, bool setWeapon, bool allowCurrentWeapon = true );
|
|
void SetPlayerClass( const sdDeclPlayerClass* cls );
|
|
bool AddItems( const sdDeclItemPackage* package, bool enabled = true );
|
|
bool AddItemNode( const sdDeclItemPackageNode& node, bool enabled, bool testOnly );
|
|
bool GiveConsumablesNode( const sdDeclItemPackageNode& node );
|
|
void ShutdownClassThread( void );
|
|
void SetupClassThread( void );
|
|
|
|
void SetupLocationalDamage( const idDict& dict );
|
|
|
|
sdUpgradeItemPool items;
|
|
|
|
idPlayer* owner;
|
|
|
|
idList< int > ammo;
|
|
idList< int > ammoLimits;
|
|
|
|
int currentWeapon;
|
|
int idealWeapon;
|
|
int switchingWeapon;
|
|
int currentWeaponIndex;
|
|
|
|
int timeClassChanged;
|
|
|
|
bool weaponChanged;
|
|
|
|
sdProgramThread* classThread;
|
|
|
|
static idList< int > slotForBank;
|
|
|
|
sdPlayerClassSetup playerClass;
|
|
sdPlayerClassSetup cachedPlayerClass;
|
|
};
|
|
|
|
#endif // __GAME_ROLES_INVENTORY_H__
|