ns/main/source/cl_dll/ammohistory.h

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/***
*
* 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 );
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 );
HSPRITE* 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 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;
};
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;