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/*
===========================================================================
Copyright (C) 2023 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
===========================================================================
*/
#pragma once
typedef enum {
INV_MOVE_NONE,
INV_MOVE_BOB,
INV_MOVE_SPIN
} inv_move_type;
typedef enum {
INV_ALIGN_NONE,
INV_ALIGN_LEFT,
INV_ALIGN_RIGHT
} inv_align_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;
inv_align_type align;
inv_cascade_type cascade;
str selectsound;
str rejectsound;
str changesound;
Container<inventory_type_t *> types;
public:
inventory_t();
~inventory_t();
inventory_t(const inventory_t& other);
inventory_t& operator=(const inventory_t& other);
void Clear();
};
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);
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