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/*
* Copyright (C) Volition, Inc. 1999. All rights reserved.
*
* All source code herein is the property of Volition, Inc. You may not sell
* or otherwise commercially exploit the source or things you created based on the
* source.
*
*/
#ifndef __MISSION_WEAPON_CHOICE_H__
#define __MISSION_WEAPON_CHOICE_H__
class p_object;
struct wss_unit;
struct ship_weapon;
// mask regions for icons in the scrollable lists
#define ICON_PRIMARY_0 28
#define ICON_PRIMARY_1 29
#define ICON_PRIMARY_2 30
#define ICON_PRIMARY_3 31
#define ICON_SECONDARY_0 10
#define ICON_SECONDARY_1 11
#define ICON_SECONDARY_2 12
#define ICON_SECONDARY_3 13
// mask regions for icons that sit above the ship
#define ICON_SHIP_PRIMARY_0 32
#define ICON_SHIP_PRIMARY_1 33
#define ICON_SHIP_PRIMARY_2 34
#define ICON_SHIP_SECONDARY_0 35
#define ICON_SHIP_SECONDARY_1 36
#define ICON_SHIP_SECONDARY_2 37
#define ICON_SHIP_SECONDARY_3 38
extern int Weapon_select_overlay_id;
void weapon_select_init();
void weapon_select_common_init();
void weapon_select_do(float frametime);
void weapon_select_close();
void weapon_select_close_team();
void wl_update_parse_object_weapons(p_object *pobjp, wss_unit *slot);
int wl_update_ship_weapons(int objnum, wss_unit *slot);
void wl_bash_ship_weapons(ship_weapon *swp, wss_unit *slot);
void wl_set_default_weapons(int index, int ship_class);
void wl_reset_to_defaults();
// Set selected slot to first placed ship
void wl_reset_selected_slot();
void wl_remove_weps_from_pool(int *wep, int *wep_count, int ship_class);
void wl_get_ship_class_weapons(int ship_class, int *wep, int *wep_count);
void wl_get_default_weapons(int ship_class, int slot_num, int *wep, int *wep_count);
void wl_synch_interface();
int wl_apply(int mode,int from_bank,int from_list,int to_bank,int to_list,int ship_slot,int player_index = -1, bool dont_play_sound = false);
int wl_drop(int from_bank,int from_list,int to_bank,int to_list, int ship_slot,int player_index = -1, bool dont_play_sound = false);
#endif /* __MISSION_WEAPON_CHOICE_H__ */
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