/***
*
* 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
// this is the max number of items in each bucket
# define MAX_WEAPON_POSITIONS 1
class WeaponsResource
{
private :
// Information about weapons & ammo
WEAPON rgWeapons [ MAX_WEAPONS ] ; // Weapons Array
// counts of weapons * ammo
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
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 )
{
rgWeapons [ wp - > iId ] = * wp ;
LoadWeaponSprites ( & rgWeapons [ wp - > iId ] ) ;
}
void PickupWeapon ( WEAPON * wp )
{
rgSlots [ wp - > iSlot ] [ 0 ] = wp ;
}
void DropWeapon ( WEAPON * wp )
{
rgSlots [ wp - > iSlot ] [ 0 ] = NULL ;
}
void DropAllWeapons ( void )
{
for ( int i = 0 ; i < MAX_WEAPONS ; i + + )
{
if ( rgWeapons [ i ] . iId )
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
} ;
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