Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, 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.
*
****/
//
// ammohistory.h
//
#pragma once
#ifndef AMMOHISTORY_H
#define AMMOHISTORY_H
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// this is the max number of items in each bucket
#define MAX_WEAPON_POSITIONS 1
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class WeaponsResource
{
private:
// Information about weapons & ammo
WEAPON rgWeapons[MAX_WEAPONS]; // Weapons Array
// counts of weapons * ammo
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WEAPON* rgSlots[MAX_WEAPON_SLOTS + 1][MAX_WEAPON_POSITIONS + 1]; // The slots currently in use by weapons. The value is a pointer to the weapon; if it's NULL, no weapon is there
int riAmmo[MAX_AMMO_TYPES]; // count of each ammo type
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public:
void Init( void )
{
memset( rgWeapons, 0, sizeof rgWeapons );
Reset();
}
void Reset( void )
{
iOldWeaponBits = 0;
memset( rgSlots, 0, sizeof rgSlots );
memset( riAmmo, 0, sizeof riAmmo );
}
///// WEAPON /////
int iOldWeaponBits;
WEAPON *GetWeapon( int iId ) { return &rgWeapons[iId]; }
void AddWeapon( WEAPON *wp )
{
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rgWeapons[wp->iId] = *wp;
LoadWeaponSprites( &rgWeapons[wp->iId] );
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}
void PickupWeapon( WEAPON *wp )
{
rgSlots[wp->iSlot][0] = wp;
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}
void DropWeapon( WEAPON *wp )
{
rgSlots[wp->iSlot][0] = NULL;
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}
void DropAllWeapons( void )
{
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for( int i = 0; i < MAX_WEAPONS; i++ )
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{
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if( rgWeapons[i].iId )
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DropWeapon( &rgWeapons[i] );
}
}
WEAPON* GetWeaponSlot( int slot, int pos ) { return rgSlots[slot][pos]; }
void LoadWeaponSprites( WEAPON* wp );
void LoadAllWeaponSprites( void );
WEAPON* GetFirstPos( int iSlot );
void SelectSlot( int iSlot, int fAdvance, int iDirection );
WEAPON* GetNextActivePos( int iSlot, int iSlotPos );
int HasAmmo( WEAPON *p );
///// AMMO /////
AMMO GetAmmo( int iId ) { return iId; }
void SetAmmo( int iId, int iCount ) { riAmmo[ iId ] = iCount; }
int CountAmmo( int iId );
HSPRITE* GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect );
};
extern WeaponsResource gWR;
#define MAX_HISTORY 12
enum {
HISTSLOT_EMPTY,
HISTSLOT_AMMO,
HISTSLOT_WEAP,
HISTSLOT_ITEM
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};
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;
#endif // AMMOHISTORY_H