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CnC_Renegade/Code/Combat/weaponbag.h

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/*
** Command & Conquer Renegade(tm)
** Copyright 2025 Electronic Arts Inc.
**
** This program is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** This program is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
/***********************************************************************************************
*** Confidential - Westwood Studios ***
***********************************************************************************************
* *
* Project Name : Commando *
* *
* $Archive:: /Commando/Code/Combat/weaponbag.h $*
* *
* $Author:: Byon_g $*
* *
* $Modtime:: 12/10/01 11:52a $*
* *
* $Revision:: 33 $*
* *
*---------------------------------------------------------------------------------------------*
* Functions: *
* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
#ifndef WEAPONBAG_H
#define WEAPONBAG_H
#ifndef ALWAYS_H
#include "always.h"
#endif
#ifndef VECTOR_H
#include "vector.h"
#endif
/*
**
*/
class WeaponClass;
class ChunkSaveClass;
class ChunkLoadClass;
class ArmedGameObj;
class WeaponDefinitionClass;
class AmmoDefinitionClass;
class BitStreamClass;
class InventoryClass;
/*
** WeaponBags manage collections of weapons
*/
class WeaponBagClass {
public:
WeaponBagClass( ArmedGameObj * owner );
~WeaponBagClass( void );
bool Save( ChunkSaveClass & csave );
bool Load( ChunkLoadClass & cload );
bool Is_Weapon_Owned( int weapon_id );
bool Is_Ammo_Full( int weapon_id );
WeaponClass * Add_Weapon( const WeaponDefinitionClass * def, int rounds = 0, bool give_weapon = true );
WeaponClass * Add_Weapon( int id, int rounds = 0, bool give_weapon = true );
WeaponClass * Add_Weapon( const char *weapon_name, int rounds = 0, bool give_weapon = true );
void Remove_Weapon( int index );
void Clear_Weapons( void );
int Get_Count( void ) { return WeaponList.Count(); }
WeaponClass * Peek_Weapon( int index ) { return WeaponList[ index ]; }
WeaponClass * Get_Weapon( void ) { return WeaponList[ WeaponIndex ]; }
WeaponClass * Get_Next_Weapon( void );
void Import_Weapon_List(BitStreamClass & packet);
void Export_Weapon_List(BitStreamClass & packet);
int Get_Index( void ) { return WeaponIndex; }
void Select_Index( int index );
void Select_Next( void );
void Select_Prev( void );
void Select_Key_Number( int key_number );
void Select_Weapon( WeaponClass * weapon );
void Select_Weapon_ID( int weapon_id );
void Select_Weapon_Name( const char * name );
void Deselect( void );
bool Is_Changed( void ) { return IsChanged; }
void Force_Changed( void ) { IsChanged = true; }
void Reset_Changed( void ) { IsChanged = false; }
bool HUD_Is_Changed( void ) { return HUDIsChanged; }
void HUD_Reset_Changed( void ) { HUDIsChanged = false; }
// returns if anything was moved
bool Move_Contents( WeaponBagClass * source );
void Store_Inventory( InventoryClass * );
void Restore_Inventory( InventoryClass * );
private:
ArmedGameObj * Owner;
DynamicVectorClass<WeaponClass*> WeaponList;
int WeaponIndex;
bool IsChanged;
bool HUDIsChanged;
WeaponClass * Find_Weapon( const WeaponDefinitionClass * def );
void Mark_Owner_Dirty( void );
};
#endif // WEAPONBAG_H