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276 lines
12 KiB
276 lines
12 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//============================================================================= |
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#ifndef BUY_PRESETS_H |
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#define BUY_PRESETS_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#define USE_BUY_PRESETS 1 |
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/** |
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* CLASS STRUCTURE: |
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* Buy presets are managed by TheBuyPresetManager, which has a list of BuyPreset objects. |
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* Each BuyPreset has a list of fallback WeaponSets. Each WeaponSet is a complete set of |
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* weapons and equipment that could be purchased by a buy preset. |
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* |
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* BUYING: |
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* When purchasing a buy preset, the fallback WeaponSets are considered in order from first |
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* to last. When one is deemed to be purchasable, the buy commands are generated and |
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* processing stops. |
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* |
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* EDITING: |
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* When editing buy presets, TheBuyPresetManager maintains a second list of BuyPresets, to |
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* allow an all-or-nothing undo system. The editing is done on two main VGUI menus: a |
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* list of the four main buy presets (CBuyPresetEditMainMenu), and a menu showing the |
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* fallbacks for a single preset (CBuyPresetEditOutfitListMenu). |
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* |
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* Presets and fallbacks can be copied, created, deleted, etc from these pages. From the |
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* fallback menu, a wizard can edit the contents of a fallback, specifying primary weapon, |
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* pistol, and equipment. |
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*/ |
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#include "weapon_csbase.h" |
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#include <KeyValues.h> |
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#include <utlvector.h> |
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class BuyPreset; |
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class CCSWeaponInfo; |
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//-------------------------------------------------------------------------------------------------------------- |
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enum BuyPresetStringSizes |
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{ |
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BUY_PRESET_COMMAND_LEN = 256, |
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MaxBuyPresetName = 64, |
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MaxBuyPresetImageFname = 64, |
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}; |
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enum AmmoSizeType |
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{ |
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AMMO_PERCENT, |
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AMMO_CLIPS, |
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AMMO_ROUNDS |
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}; |
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enum { NUM_PRESETS = 4 }; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* A BuyPresetWeapon stores the mp.dll version of the WeaponID, the increment for buying ammo (clips, rounds, etc), |
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* the number of increments to buy, etc. This is the basic info for buying a weapon that is present in an |
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* item set. |
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*/ |
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class BuyPresetWeapon |
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{ |
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public: |
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BuyPresetWeapon(); |
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BuyPresetWeapon( CSWeaponID weaponID ); |
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BuyPresetWeapon& operator= (const BuyPresetWeapon& other); |
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const wchar_t* GetName() const { return m_name; } ///< Returns the display name corresponding to the weapon ID |
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CSWeaponID GetWeaponID() const { return m_weaponID; } ///< Returns the WEAPON_* weapon ID |
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void SetWeaponID( CSWeaponID weaponID ); ///< Sets the WEAPON_* weapon ID (and resets ammo, etc) |
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void SetAmmoType( AmmoSizeType ammoType ) { m_ammoType = ammoType; } ///< Sets the ammo type - percent (unused), clips, or rounds (unused) |
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void SetAmmoAmount( int ammoAmount ) { m_ammoAmount = ammoAmount; } ///< Sets the amount of ammo, in units relevant to the ammo type |
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void SetFillAmmo( bool fill ) { m_fillAmmo = fill; } ///< Sets whether the weapon's ammo should be topped off |
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AmmoSizeType GetAmmoType() const { return m_ammoType; } ///< Returns ammo type - percent (unused), clips, or rounds (unused) |
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int GetAmmoAmount() const { return m_ammoAmount; } ///< Returns the amount of ammo, in units relevant to the ammo type |
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bool GetFillAmmo() const { return m_fillAmmo; } ///< Returns true if the weapon's ammo should be topped off |
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protected: |
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const wchar_t *m_name; |
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CSWeaponID m_weaponID; |
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AmmoSizeType m_ammoType; |
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int m_ammoAmount; |
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bool m_fillAmmo; |
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}; |
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typedef CUtlVector< BuyPresetWeapon > BuyPresetWeaponList; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* A WeaponSet is part of a buy preset. Each buy preset is composed of a series of (fallback) WeaponSets. |
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* The WeaponSet contains a snapshot of a set of weapons and equipment that should be bought. |
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*/ |
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class WeaponSet |
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{ |
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public: |
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WeaponSet(); |
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void GetCurrent( int& cost, WeaponSet& ws ) const; ///< Generates a WeaponSet containing only items that would be bought right now |
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void GetFromScratch( int& cost, WeaponSet& ws ) const; ///< Generates a WeaponSet containing everything that would be bought from scratch |
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void GenerateBuyCommands( char command[BUY_PRESET_COMMAND_LEN] ) const; ///< Generates a list of commands to buy the current WeaponSet. |
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int FullCost() const; ///< Calculates the full cost of the WeaponSet, including all optional items |
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void Reset( void ); |
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const BuyPresetWeapon& GetPrimaryWeapon() const { return m_primaryWeapon; } |
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const BuyPresetWeapon& GetSecondaryWeapon() const { return m_secondaryWeapon; } |
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BuyPresetWeapon m_primaryWeapon; |
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BuyPresetWeapon m_secondaryWeapon; |
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// Equipment -------------------------------- |
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int m_armor; |
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bool m_helmet; |
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bool m_smokeGrenade; |
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bool m_HEGrenade; |
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int m_flashbangs; |
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bool m_defuser; |
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bool m_nightvision; |
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}; |
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typedef CUtlVector< WeaponSet > WeaponSetList; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* The BuyPreset is a complete representation of a buy preset. Essentially, it consists of the preset name, |
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* whether or not the preset is used for autobuy, and a list of fallback WeaponSets. |
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*/ |
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class BuyPreset |
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{ |
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public: |
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BuyPreset(); |
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~BuyPreset(); |
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BuyPreset(const BuyPreset& other); |
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void SetName( const wchar_t *name ); |
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const wchar_t * GetName() const { return m_name; } |
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void Parse( KeyValues *data ); ///< Populates data from a KeyValues structure, for loading |
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void Save( KeyValues *data ); ///< Fills in a KeyValues structure with data, for saving |
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int GetNumSets() const { return m_weaponList.Count(); } ///< Returns the number of fallback WeaponSets |
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const WeaponSet * GetSet( int index ) const; ///< Returns the specified fallback WeaponSet, or NULL if it doesn't exist |
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int FullCost() const; ///< Calculates the full cost of the preset, which is exactly the full cost of the first fallback WeaponSet |
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// editing functions -------------------- |
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void DeleteSet( int index ); ///< Deletes a fallback |
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void SwapSet( int firstIndex, int secondIndex ); ///< Switches the order of two fallbacks |
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void ReplaceSet( int index, const WeaponSet& weaponSet ); ///< Replaces a fallback with the supplied WeaponSet |
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private: |
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wchar_t m_name[MaxBuyPresetName]; |
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WeaponSetList m_weaponList; |
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}; |
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typedef CUtlVector< BuyPreset > BuyPresetList; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* The BuyPresetManager singleton manages saving/loading/buying the individual BuyPresets. It also tracks the |
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* ownership of some items that aren't explicitly known by the client (defuser, nightvision). |
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* |
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* Two sets of BuyPresets are maintained - the live set used for purchasing, and a set that is acted upon for |
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* editing. This provides the basic save changes/abandon changes ability when editing presets. |
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*/ |
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class BuyPresetManager |
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{ |
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public: |
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BuyPresetManager(); |
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void Save(); |
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void PurchasePreset( int presetIndex ); ///< Generates and sends buy commands to buy a specific preset |
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int GetNumPresets() { VerifyLoadedTeam(); return m_presets.Count(); } |
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const BuyPreset * GetPreset( int index ) const; ///< Returns the specified "live" preset, or NULL if it doesn't exist |
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void SetPreset( int index, const BuyPreset *preset ); |
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void SetPresets( const BuyPresetList& presets ) { m_presets = presets; } |
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void SetEditPresets( const BuyPresetList& presets ) { m_editPresets = presets; } |
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int GetNumEditPresets() const { return m_editPresets.Count(); } |
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BuyPreset * GetEditPreset( int index ); ///< Returns the specified editing preset, or NULL if it doesn't exist |
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const CUtlVector< BuyPreset >& GetEditPresets() const { return m_editPresets; } |
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void ResetEditPresets() { m_editPresets = m_presets; } ///< Resets the editing presets to the live presets (e.g. when starting editing) |
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void ResetEditToDefaults( void ); ///< Loads the default presets into the editing presets (e.g. when hitting the "Use Defaults" button) |
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void GetCurrentLoadout( WeaponSet *weaponSet ); |
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private: |
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BuyPresetList m_presets; ///< Current (live) presets |
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BuyPresetList m_editPresets; ///< BuyPresets used when editing |
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int m_loadedTeam; |
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void VerifyLoadedTeam( void ); |
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}; |
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//-------------------------------------------------------------------------------------------------------------- |
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extern BuyPresetManager *TheBuyPresets; |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Functions for controlling the display of the various buy preset editing menus. Opening one closes any |
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* others open. |
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*/ |
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enum { REOPEN_YES, REOPEN_NO, REOPEN_DONTCHANGE }; ///< Determines if we need to re-open the buy menu when done editing. |
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void ShowBuyPresetMainMenu( bool runUpdate, int reopenBuyMenu ); ///< Open the main preset editing menu |
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void ShowBuyPresetEditMenu( int presetIndex ); ///< Open the menu for editing the list of fallbacks for an individual preset |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Returns the image filename for a given WEAPON_* weapon ID. Primary is specified because WEAPON_NONE returns |
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* separate images for primary and pistol, to facilitate showing an outline version for "Current Weapon". |
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*/ |
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const char *ImageFnameFromWeaponID( CSWeaponID weaponID, bool isPrimary ); |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Constructs a list of weapons that will satisfy the any unfinished weapon-specific career tasks: |
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* 1. If there are no unfinished career tasks, the source list is returned |
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* 2. If there are unfinished career tasks, all weapons that can be used for the tasks are added |
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* to the front of the list. This list of career weapons is sorted according to the order of |
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* weapons in the source list, so that if any weapons in the source list can be used for career |
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* tasks, they will be. |
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*/ |
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BuyPresetWeaponList CareerWeaponList( const BuyPresetWeaponList& source, bool isPrimary, CSWeaponID currentClientID ); |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Returns the number of clips that will have to be bought for the specified BuyPresetWeapon |
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*/ |
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class CCSWeaponInfo; |
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int CalcClipsNeeded( const BuyPresetWeapon *pWeapon, const CCSWeaponInfo *pInfo, const int ammo[MAX_AMMO_TYPES] ); |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Fills the ammo array with the ammo currently owned by the local player |
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*/ |
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void FillClientAmmo( int ammo[MAX_AMMO_TYPES] ); |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Returns true if the client can currently buy the weapon according to class/gamemode restrictions. Returns |
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* true also if the player owns the weapon already. |
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*/ |
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bool CanBuyWeapon( CSWeaponID currentPrimaryID, CSWeaponID currentSecondaryID, CSWeaponID weaponID ); |
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//-------------------------------------------------------------------------------------------------------------- |
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/** |
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* Returns the display name for a weapon, based on it's weaponID |
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*/ |
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const wchar_t* WeaponIDToDisplayName( CSWeaponID weaponID ); |
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//-------------------------------------------------------------------------------------------------------------- |
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// If our weapon is NONE, we want to be able to buy up to this many clips for the current gun we're holding |
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enum { NUM_CLIPS_FOR_CURRENT = 4 }; |
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#if USE_BUY_PRESETS |
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extern ConVar cl_buy_favorite_quiet; |
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extern ConVar cl_buy_favorite_nowarn; |
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#endif // USE_BUY_PRESETS |
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#endif // BUY_PRESETS_H
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