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139 lines
3.0 KiB
139 lines
3.0 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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// |
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// ammohistory.h |
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// |
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// this is the max number of items in each bucket |
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#define MAX_WEAPON_POSITIONS 1 |
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class WeaponsResource |
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{ |
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private: |
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// Information about weapons & ammo |
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WEAPON rgWeapons[MAX_WEAPONS]; // Weapons Array |
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// 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 |
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int riAmmo[MAX_AMMO_TYPES]; // count of each ammo type |
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public: |
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void Init( void ) |
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{ |
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memset( rgWeapons, 0, sizeof rgWeapons ); |
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Reset(); |
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} |
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void Reset( void ) |
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{ |
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iOldWeaponBits = 0; |
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memset( rgSlots, 0, sizeof rgSlots ); |
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memset( riAmmo, 0, sizeof riAmmo ); |
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} |
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///// WEAPON ///// |
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int iOldWeaponBits; |
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WEAPON *GetWeapon( int iId ) { return &rgWeapons[iId]; } |
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void AddWeapon( WEAPON *wp ) |
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{ |
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rgWeapons[wp->iId] = *wp; |
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LoadWeaponSprites( &rgWeapons[wp->iId] ); |
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} |
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void PickupWeapon( WEAPON *wp ) |
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{ |
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rgSlots[wp->iSlot][0] = wp; |
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} |
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void DropWeapon( WEAPON *wp ) |
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{ |
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rgSlots[wp->iSlot][0] = NULL; |
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} |
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void DropAllWeapons( void ) |
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{ |
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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] ); |
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} |
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} |
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WEAPON* GetWeaponSlot( int slot, int pos ) { return rgSlots[slot][pos]; } |
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void LoadWeaponSprites( WEAPON* wp ); |
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void LoadAllWeaponSprites( void ); |
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WEAPON* GetFirstPos( int iSlot ); |
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void SelectSlot( int iSlot, int fAdvance, int iDirection ); |
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WEAPON* GetNextActivePos( int iSlot, int iSlotPos ); |
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int HasAmmo( WEAPON *p ); |
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///// AMMO ///// |
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AMMO GetAmmo( int iId ) { return iId; } |
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void SetAmmo( int iId, int iCount ) { riAmmo[ iId ] = iCount; } |
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int CountAmmo( int iId ); |
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HSPRITE* GetAmmoPicFromWeapon( int iAmmoId, wrect_t& rect ); |
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}; |
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extern WeaponsResource gWR; |
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#define MAX_HISTORY 12 |
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enum { |
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HISTSLOT_EMPTY, |
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HISTSLOT_AMMO, |
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HISTSLOT_WEAP, |
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HISTSLOT_ITEM |
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}; |
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class HistoryResource |
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{ |
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private: |
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struct HIST_ITEM { |
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int type; |
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float DisplayTime; // the time at which this item should be removed from the history |
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int iCount; |
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int iId; |
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}; |
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HIST_ITEM rgAmmoHistory[MAX_HISTORY]; |
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public: |
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void Init( void ) |
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{ |
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Reset(); |
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} |
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void Reset( void ) |
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{ |
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memset( rgAmmoHistory, 0, sizeof rgAmmoHistory ); |
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} |
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int iHistoryGap; |
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int iCurrentHistorySlot; |
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void AddToHistory( int iType, int iId, int iCount = 0 ); |
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void AddToHistory( int iType, const char *szName, int iCount = 0 ); |
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void CheckClearHistory( void ); |
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int DrawAmmoHistory( float flTime ); |
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}; |
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extern HistoryResource gHR;
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