openmohaa/code/client/cl_inv.h

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team
This file is part of OpenMoHAA source code.
OpenMoHAA source code 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 2 of the License,
or (at your option) any later version.
OpenMoHAA source code 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 OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
#ifndef __CL_INV_H__
#define __CL_INV_H__
typedef enum { INV_MOVE_NONE, INV_MOVE_BOB, INV_MOVE_SPIN } inv_move_type;
typedef enum { INV_CASCADE_LEFT, INV_CASCADE_RIGHT } inv_cascade_type;
typedef enum { INV_HUDANGLES_BASE, INV_HUDANGLES_COMPASS, INV_HUDANGLES_COMPASS_NEEDLE } inv_hudangles_type;
class item_properties_t : public Class {
public:
float scale;
Vector angles;
Vector angledeltas;
Vector rotateoffset;
Vector offset;
inv_move_type move;
str model;
str anim;
};
class inventory_item_t : public Class {
public:
str name;
str ammoname;
int equip;
int width;
int height;
int barwidth;
int barheight;
int baroffsetY;
int baroffsetX;
float modelWindowX;
float modelWindowY;
float modelWindowWidth;
float modelWindowHeight;
bool selShaderOnTop;
bool checkammo;
str command;
inv_hudangles_type anglesType;
item_properties_t hudprops;
item_properties_t invprops;
UIReggedMaterial *bgshader;
UIReggedMaterial *barshader;
UIReggedMaterial *selshader;
};
class inventory_type_t {
public:
str name;
bool bg_tile;
UIReggedMaterial *texture;
UIReggedMaterial *bg;
UIReggedMaterial *hoverTexture;
UIReggedMaterial *selTexture;
Container<inventory_item_t *> items;
int IndexOfItemPtr( inventory_item_t *item );
};
inline
int inventory_type_t::IndexOfItemPtr( inventory_item_t *item )
{
for( int i = items.NumObjects(); i > 0; i-- )
{
if( items.ObjectAt( i ) == item )
{
return i;
}
}
return 0;
}
class inventory_t {
public:
int typewidth;
int typeheight;
int horizoffset;
int vertoffset;
int align;
inv_cascade_type cascade;
str selectsound;
str rejectsound;
str changesound;
Container<inventory_type_t *> types;
void Clear() { types.ClearObjectList(); }
};
class invlistener : public Listener {
protected:
inventory_t *inv;
inventory_type_t *curtype;
inventory_item_t *curitem;
int defaultWidth;
int defaultHeight;
int defaultBarWidth;
int defaultBarHeight;
int defaultBarOffsetX;
int defaultBarOffsetY;
public:
CLASS_PROTOTYPE( invlistener );
protected:
void verify_curitem( void );
void verify_curtype( void );
void verify_one_arg( Event *ev );
public:
invlistener( inventory_t *i );
invlistener();
bool Load( Script& script );
void InvSelectSound( Event *ev );
void InvRejectSound( Event *ev );
void InvChangeSound( Event *ev );
void InvWidth( Event *ev );
void InvHeight( Event *ev );
void InvHorizOffset( Event *ev );
void InvVertOffset( Event *ev );
void InvAlign( Event *ev );
void InvCascade( Event *ev );
void Typedef( Event *ev );
void OpenBrace( Event *ev );
void CloseBrace( Event *ev );
void ButtonShader( Event *ev );
void HoverShader( Event *ev );
void SelShader( Event *ev );
void Background( Event *ev );
void BackgroundTile( Event *ev );
void Width( Event *ev );
void Height( Event *ev );
void BarWidth( Event *ev );
void BarHeight( Event *ev );
void BarOffsetX( Event *ev );
void BarOffsetY( Event *ev );
void Item( Event *ev );
void Ammo( Event *ev );
void Equip( Event *ev );
void CheckAmmo( Event *ev );
void Command( Event *ev );
void BGShader( Event *ev );
void BarShader( Event *ev );
void SelItemShader( Event *ev );
void SelItemShaderOnTop( Event *ev );
void RotateOffset( Event *ev );
void Offset( Event *ev );
void Model( Event *ev );
void Anim( Event *ev );
void Scale( Event *ev );
void Angles( Event *ev );
void AngleDeltas( Event *ev );
void Move( Event *ev );
void ModelWindow( Event *ev );
void HudRotateOffset( Event *ev );
void HudOffset( Event *ev );
void HudModel( Event *ev );
void HudAnim( Event *ev );
void HudScale( Event *ev );
void HudAngles( Event *ev );
void HudAngleDeltas( Event *ev );
void HudMove( Event *ev );
void HudCompassAngles( Event *ev );
void HudCompassNeedleAngles( Event *ev );
};
bool CL_LoadInventory( const char *filename, inventory_t *inv );
inventory_item_t *CL_GetInvItemByName( inventory_t *inv, const char *name );
qboolean CL_HasInventoryItem( const char *name );
void CL_AmmoCount( const char *name, int *ammo_count, int *max_ammo_count );
#endif // __CL_INV_H__