etqw-sdk/source/game/roles/Inventory.h
2008-05-29 00:00:00 +00:00

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__