1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778
|
////////////////////////////////////////////////////////////////////////////////
//
// Copyright 2016 RWS Inc, All Rights Reserved
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of version 2 of the GNU General Public License as published by
// the Free Software Foundation
//
// 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, write to the Free Software Foundation, Inc.,
// 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
//
// Stockpile.cpp
// Project: Nostril (aka Postal)
//
// History:
// 06/03/97 JMI Started.
//
// 06/06/97 JMI Added Add(), Union(), Intersect(), and Copy() functions.
//
// 06/11/97 JMI Added Zero().
//
// 06/12/97 JMI Added weapon values.
//
// 06/14/97 JMI Added m_sKevlarLayers.
//
// 06/15/97 JMI Added m_sBackpack and maximums.
//
// 06/15/97 JMI Added m_sBackpack, maximums, and Truncate().
//
// 07/10/97 JMI Increased maximums on fuel.
//
// 07/14/97 JMI Can now edit fuel via dialog.
//
// 07/15/97 JMI Added Sub().
//
// 07/15/97 JMI Transferred powerup index enums into CStockPile.
// Also, added GetItem(). See proto for details.
//
// 07/16/97 JMI Moved IsEmpty() from powerup to stockpile.
//
// 07/19/97 JMI Added optional child GUI param to UserEdit().
//
// 07/23/97 JMI Added separate launcher for napalm.
// Also, made all functions like Add(), Sub(), etc. use
// iterative technique for accessing members so I don't
// have to keep updating every one to have new members.
//
// 07/30/97 JMI Added DeathWadLauncher.
// Made pstockpile inputs to functions const. This caused
// some silly stupidity in GetItem() calls but I just casted
// it away b/c the stockpile was not being modified.
//
// 08/02/97 JMI Upgraded kevlar maximums from 50 to 32767.
//
// 08/07/97 JMI Added DoubleBarrel.
//
// 08/13/97 JMI Decreased maxes on m_sKevlarLayers to 100 (was 32767).
//
// 08/21/97 JMI Set maximums for hitpoints to 1000.
//
// 08/24/97 JMI Decreased the max carry with backpack on grenades,
// firebombs, missiles, heatseekers, napalms, and mines.
//
// 12/08/97 JMI Added GetWeapon() that takes a CDude::WeaponType enum
// to index into the stockpile.
//
//////////////////////////////////////////////////////////////////////////////
//
// This represents a character's stockpile of weapons and health.
//
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// C Headers -- Must be included before RSPiX.h b/c RSPiX utilizes SHMalloc.
//////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// RSPiX Headers.
///////////////////////////////////////////////////////////////////////////////
#include "RSPiX.h"
//////////////////////////////////////////////////////////////////////////////
// Postal Headers.
//////////////////////////////////////////////////////////////////////////////
#include "StockPile.h"
#include "game.h"
#include "thing.h"
#include "dude.h" // For GetWeapon().
//////////////////////////////////////////////////////////////////////////////
// Module specific macros.
//////////////////////////////////////////////////////////////////////////////
#define GUI_FILE_NAME "res/editor/EditPile.gui"
// IDs for GUIs.
#define HITPOINTS_GUI_ID 3
#define GRENADES_GUI_ID 4
#define FIREBOMB_GUI_ID 5
#define MISSILE_GUI_ID 6
#define NAPALM_GUI_ID 7
#define BULLETS_GUI_ID 8
#define SHELLS_GUI_ID 9
#define MINES_GUI_ID 10
#define HEATSEEKERS_GUI_ID 11
#define FUEL_GUI_ID 12
#define MACHINEGUN_GUI_ID 20
#define MISSILELAUNCHER_GUI_ID 21
#define SHOTGUN_GUI_ID 22
#define SPRAYCANNON_GUI_ID 23
#define FLAMETHROWER_GUI_ID 24
#define NAPALMLAUNCHER_GUI_ID 25
#define DEATHWADLAUNCHER_GUI_ID 26
#define DOUBLEBARREL_GUI_ID 27
#define ARMOR_GUI_ID 30
#define BACKPACK_GUI_ID 40
#define DEATHWADLAUNCHER_TXT_ID 100
#define DOUBLEBARREL_TXT_ID 101
// Space above, below, to the left, and right of optional
// user's GUI on stockpile's GUI.
#define GUI_SPACING 5
//////////////////////////////////////////////////////////////////////////////
// Module specific typedefs.
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Exported (extern) variables.
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Module specific (static) variables / Instantiate class statics.
//////////////////////////////////////////////////////////////////////////////
CStockPile CStockPile::ms_stockpileMax = // Maximum one can carry
// w/o a backpack.
{
1000, // m_sHitPoints
10, // m_sNumGrenades
10, // m_sNumFireBombs
5, // m_sNumMissiles
5, // m_sNumNapalms
100, // m_sNumBullets
50, // m_sNumShells
250, // m_sNumFuel
5, // m_sNumMines
5, // m_sNumHeatseekers
1, // m_sMachineGun
1, // m_sMissileLauncher
1, // m_sShotGun
1, // m_sSprayCannon
1, // m_sFlameThrower
1, // m_sNapalmLauncher
1, // m_sDeathWadLauncher
1, // m_sDoubleBarrel
100, // m_sKevlarLayers
1, // m_sBackpack
};
CStockPile CStockPile::ms_stockpileBackPackMax = // Maximum one can carry
// with a backpack.
{
1000, // m_sHitPoints
20, // m_sNumGrenades
20, // m_sNumFireBombs
15, // m_sNumMissiles
15, // m_sNumNapalms
100, // m_sNumBullets
100, // m_sNumShells
500, // m_sNumFuel
10, // m_sNumMines
15, // m_sNumHeatseekers
1, // m_sMachineGun
1, // m_sMissileLauncher
1, // m_sShotGun
1, // m_sSprayCannon
1, // m_sFlameThrower
1, // m_sNapalmLauncher
1, // m_sDeathWadLauncher
1, // m_sDoubleBarrel
100, // m_sKevlarLayers
1, // m_sBackpack
};
int16_t CStockPile::ms_sEnableDeathWad = FALSE; // Enable the death wad
// check box.
int16_t CStockPile::ms_sEnableDoubleBarrel = FALSE; // Enable the double barrel
// check box.
//////////////////////////////////////////////////////////////////////////////
// Module specific (static) protos.
//////////////////////////////////////////////////////////////////////////////
//////////////////////////////////////////////////////////////////////////////
// Functions.
//////////////////////////////////////////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////
// Helper inline to get a GUI, set its text to the value, and recompose it.
////////////////////////////////////////////////////////////////////////////////
inline
void SetText( // Returns nothing.
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lId, // In: ID of GUI to set text.
int32_t lVal) // In: Value to set text to.
{
RGuiItem* pgui = pguiRoot->GetItemFromId(lId);
if (pgui != NULL)
{
pgui->SetText("%ld", lVal);
pgui->Compose();
}
}
////////////////////////////////////////////////////////////////////////////////
// Helper inline to get a RMultiBtn GUI, and set its state.
////////////////////////////////////////////////////////////////////////////////
inline
void CheckMultiBtn( // Returns nothing.
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lId, // In: ID of GUI to set text.
int16_t sChecked) // In: 1 to check, 0 to uncheck.
{
int16_t sRes = 0; // Assume nothing;
RMultiBtn* pmb = (RMultiBtn*)pguiRoot->GetItemFromId(lId);
if (pmb != NULL)
{
ASSERT(pmb->m_type == RGuiItem::MultiBtn);
pmb->m_sState = sChecked + 1;
pmb->Compose();
}
}
////////////////////////////////////////////////////////////////////////////////
// Helper inline to get a RMultiBtn GUI, and return its state.
////////////////////////////////////////////////////////////////////////////////
inline
int16_t IsMultiBtnChecked( // Returns multibtn's state.
RGuiItem* pguiRoot, // In: Root GUI.
int32_t lId) // In: ID of GUI to set text.
{
int16_t sRes = 0; // Assume nothing;
RMultiBtn* pmb = (RMultiBtn*)pguiRoot->GetItemFromId(lId);
if (pmb != NULL)
{
ASSERT(pmb->m_type == RGuiItem::MultiBtn);
sRes = (pmb->m_sState == 1) ? 0 : 1;
}
return sRes;
}
//////////////////////////////////////////////////////////////////////////////
// Allow user to edit members.
//////////////////////////////////////////////////////////////////////////////
int16_t CStockPile::UserEdit( // Returns 0 on success.
RGuiItem* pguiChild /*= NULL*/) // In: Optional child GUI to be placed at
// botom of Stockpile GUI.
{
int16_t sResult = 0;
RGuiItem* pgui = RGuiItem::LoadInstantiate(FullPathVD(GUI_FILE_NAME));
if (pgui)
{
// If there is a user specified GUI . . .
if (pguiChild)
{
int16_t sChildPosX;
int16_t sChildPosY;
int16_t sOkHeight;
// Get the position of the OK button.
RGuiItem* pguiOk = pgui->GetItemFromId(1);
RGuiItem* pguiCancel = pgui->GetItemFromId(2);
if (pguiOk)
{
sChildPosY = pguiOk->m_sY;
sOkHeight = pguiOk->m_im.m_sHeight;
}
else
{
sChildPosY = pgui->m_im.m_sHeight;
sOkHeight = 0;
}
sChildPosX = GUI_SPACING;
// Expand stockpile's GUI as necessary allowing space between
// stockpile's stuff and user's stuff and the bottom.
int16_t sOldHeight = pgui->m_im.m_sHeight;
int16_t sNewWidth = MAX(int16_t(sChildPosX + pguiChild->m_im.m_sWidth + GUI_SPACING), pgui->m_im.m_sWidth);
int16_t sNewHeight = sChildPosY + pguiChild->m_im.m_sHeight + GUI_SPACING + sOkHeight;
if (pgui->Create( // Returns 0 on success.
pgui->m_sX,
pgui->m_sY,
sNewWidth,
sNewHeight,
pgui->m_im.m_sDepth) == 0)
{
// Parent and move the child GUI.
pguiChild->Move(
pgui->m_im.m_sWidth / 2 - pguiChild->m_im.m_sWidth / 2,
sChildPosY);
pguiChild->SetParent(pgui);
// Reposition OK and Cancel.
RSP_SAFE_GUI_REF_VOID(pguiOk, Move(pguiOk->m_sX, pguiOk->m_sY + (pgui->m_im.m_sHeight - sOldHeight) ) );
RSP_SAFE_GUI_REF_VOID(pguiCancel, Move(pguiCancel->m_sX, pguiCancel->m_sY + (pgui->m_im.m_sHeight - sOldHeight) ) );
}
else
{
TRACE("UserEdit(): Failed to resize Stockpile GUI to accommodate "
"user's GUI.\n");
}
}
SetText(pgui, HITPOINTS_GUI_ID, m_sHitPoints );
SetText(pgui, BULLETS_GUI_ID, m_sNumBullets );
SetText(pgui, GRENADES_GUI_ID, m_sNumGrenades );
SetText(pgui, FIREBOMB_GUI_ID, m_sNumFireBombs );
SetText(pgui, MISSILE_GUI_ID, m_sNumMissiles );
SetText(pgui, NAPALM_GUI_ID, m_sNumNapalms );
SetText(pgui, SHELLS_GUI_ID, m_sNumShells );
SetText(pgui, MINES_GUI_ID, m_sNumMines );
SetText(pgui, HEATSEEKERS_GUI_ID, m_sNumHeatseekers );
SetText(pgui, FUEL_GUI_ID, m_sNumFuel );
SetText(pgui, ARMOR_GUI_ID, m_sKevlarLayers );
CheckMultiBtn(pgui, MACHINEGUN_GUI_ID, m_sMachineGun );
CheckMultiBtn(pgui, MISSILELAUNCHER_GUI_ID, m_sMissileLauncher );
CheckMultiBtn(pgui, SHOTGUN_GUI_ID, m_sShotGun );
CheckMultiBtn(pgui, SPRAYCANNON_GUI_ID, m_sSprayCannon );
CheckMultiBtn(pgui, FLAMETHROWER_GUI_ID, m_sFlameThrower );
CheckMultiBtn(pgui, NAPALMLAUNCHER_GUI_ID, m_sNapalmLauncher );
CheckMultiBtn(pgui, DEATHWADLAUNCHER_GUI_ID, m_sDeathWadLauncher );
CheckMultiBtn(pgui, DOUBLEBARREL_GUI_ID, m_sDoubleBarrel );
// If available . . .
RSP_SAFE_GUI_REF_VOID(pgui->GetItemFromId(DEATHWADLAUNCHER_GUI_ID), SetVisible(ms_sEnableDeathWad) );
RSP_SAFE_GUI_REF_VOID(pgui->GetItemFromId(DEATHWADLAUNCHER_TXT_ID), SetVisible(ms_sEnableDeathWad) );
// If available . . .
RSP_SAFE_GUI_REF_VOID(pgui->GetItemFromId(DOUBLEBARREL_GUI_ID), SetVisible(ms_sEnableDoubleBarrel) );
RSP_SAFE_GUI_REF_VOID(pgui->GetItemFromId(DOUBLEBARREL_TXT_ID), SetVisible(ms_sEnableDoubleBarrel) );
CheckMultiBtn(pgui, BACKPACK_GUI_ID, m_sBackpack );
sResult = CThing::DoGui(pgui);
if (sResult == 1)
{
// Get new values.
m_sHitPoints = pgui->GetVal(HITPOINTS_GUI_ID );
m_sNumBullets = pgui->GetVal(BULLETS_GUI_ID );
m_sNumGrenades = pgui->GetVal(GRENADES_GUI_ID );
m_sNumFireBombs = pgui->GetVal(FIREBOMB_GUI_ID );
m_sNumMissiles = pgui->GetVal(MISSILE_GUI_ID );
m_sNumNapalms = pgui->GetVal(NAPALM_GUI_ID );
m_sNumShells = pgui->GetVal(SHELLS_GUI_ID );
m_sNumMines = pgui->GetVal(MINES_GUI_ID );
m_sNumHeatseekers = pgui->GetVal(HEATSEEKERS_GUI_ID );
m_sNumFuel = pgui->GetVal(FUEL_GUI_ID );
m_sKevlarLayers = pgui->GetVal(ARMOR_GUI_ID );
m_sMachineGun = IsMultiBtnChecked(pgui, MACHINEGUN_GUI_ID );
m_sMissileLauncher = IsMultiBtnChecked(pgui, MISSILELAUNCHER_GUI_ID );
m_sShotGun = IsMultiBtnChecked(pgui, SHOTGUN_GUI_ID );
m_sSprayCannon = IsMultiBtnChecked(pgui, SPRAYCANNON_GUI_ID );
m_sFlameThrower = IsMultiBtnChecked(pgui, FLAMETHROWER_GUI_ID );
m_sNapalmLauncher = IsMultiBtnChecked(pgui, NAPALMLAUNCHER_GUI_ID );
m_sDeathWadLauncher = IsMultiBtnChecked(pgui, DEATHWADLAUNCHER_GUI_ID );
m_sDoubleBarrel = IsMultiBtnChecked(pgui, DOUBLEBARREL_GUI_ID );
m_sBackpack = IsMultiBtnChecked(pgui, BACKPACK_GUI_ID );
// Success.
sResult = 0;
}
// If there is a user specified GUI . . .
if (pguiChild)
{
// Get it outta there before we delete the tree.
pguiChild->SetParent(NULL);
}
delete pgui;
}
return sResult;
}
///////////////////////////////////////////////////////////////////////////////
// Save stockpile to the specified file.
///////////////////////////////////////////////////////////////////////////////
int16_t CStockPile::Save( // Returns 0 on success.
RFile* pfile) // In: File to save to.
{
pfile->Write(m_sDoubleBarrel );
pfile->Write(m_sDeathWadLauncher );
pfile->Write(m_sNapalmLauncher );
pfile->Write(m_sBackpack );
pfile->Write(m_sKevlarLayers );
pfile->Write(m_sMachineGun );
pfile->Write(m_sMissileLauncher );
pfile->Write(m_sShotGun );
pfile->Write(m_sSprayCannon );
pfile->Write(m_sFlameThrower );
pfile->Write(m_sHitPoints );
pfile->Write(m_sNumGrenades );
pfile->Write(m_sNumFireBombs );
pfile->Write(m_sNumMissiles );
pfile->Write(m_sNumNapalms );
pfile->Write(m_sNumBullets );
pfile->Write(m_sNumShells );
pfile->Write(m_sNumFuel );
pfile->Write(m_sNumMines );
pfile->Write(m_sNumHeatseekers );
return pfile->Error();
}
///////////////////////////////////////////////////////////////////////////////
// Load stockpile from the specified file.
///////////////////////////////////////////////////////////////////////////////
int16_t CStockPile::Load( // Returns 0 on success.
RFile* pfile, // In: File to load from.
uint32_t ulVersion) // In: File version to load.
{
// Zero() out first in case file version doesn't support a value.
Zero();
switch (ulVersion)
{
default:
case 41:
pfile->Read(&m_sDoubleBarrel );
case 40:
case 39:
case 38:
case 37:
case 36:
pfile->Read(&m_sDeathWadLauncher );
case 35:
case 34:
case 33:
pfile->Read(&m_sNapalmLauncher );
case 32:
case 31:
case 30:
case 29:
case 28:
case 27:
case 26:
case 25:
case 24:
case 23:
case 22:
pfile->Read(&m_sBackpack );
case 21:
pfile->Read(&m_sKevlarLayers );
case 20:
case 19:
pfile->Read(&m_sMachineGun );
pfile->Read(&m_sMissileLauncher );
pfile->Read(&m_sShotGun );
pfile->Read(&m_sSprayCannon );
pfile->Read(&m_sFlameThrower );
case 18:
case 17:
case 16:
case 15:
case 14:
case 13:
case 12:
case 11:
case 10:
case 9:
case 8:
case 7:
case 6:
case 5:
case 4:
case 3:
case 2:
case 1:
pfile->Read(&m_sHitPoints );
pfile->Read(&m_sNumGrenades );
pfile->Read(&m_sNumFireBombs );
pfile->Read(&m_sNumMissiles );
pfile->Read(&m_sNumNapalms );
pfile->Read(&m_sNumBullets );
pfile->Read(&m_sNumShells );
pfile->Read(&m_sNumFuel );
pfile->Read(&m_sNumMines );
pfile->Read(&m_sNumHeatseekers );
break;
}
return pfile->Error();
}
///////////////////////////////////////////////////////////////////////////////
// Add another stockpile to this one.
///////////////////////////////////////////////////////////////////////////////
void CStockPile::Add( // Returns nothing.
const CStockPile* pstockpile) // In: Stockpile to add to this one.
{
int16_t sTypeIndex;
for (sTypeIndex = 0; sTypeIndex < NumStockPileItems; sTypeIndex++)
{
GetItem(sTypeIndex) += ((CStockPile*)pstockpile)->GetItem(sTypeIndex);
}
}
///////////////////////////////////////////////////////////////////////////////
// Subtract another stockpile from this one.
///////////////////////////////////////////////////////////////////////////////
void CStockPile::Sub( // Returns nothing.
const CStockPile* pstockpile) // In: Stockpile to sub from this one.
{
int16_t sTypeIndex;
for (sTypeIndex = 0; sTypeIndex < NumStockPileItems; sTypeIndex++)
{
GetItem(sTypeIndex) -= ((CStockPile*)pstockpile)->GetItem(sTypeIndex);
}
}
///////////////////////////////////////////////////////////////////////////////
// Combine specified stockpile and this stockpile into this one
// using maximum extents from either.
///////////////////////////////////////////////////////////////////////////////
void CStockPile::Union( // Returns nothing.
const CStockPile* pstockpile) // In: Stockpile to combine into this one.
{
int16_t sTypeIndex;
for (sTypeIndex = 0; sTypeIndex < NumStockPileItems; sTypeIndex++)
{
GetItem(sTypeIndex) = MAX(GetItem(sTypeIndex), ((CStockPile*)pstockpile)->GetItem(sTypeIndex) );
}
}
///////////////////////////////////////////////////////////////////////////////
// Combine specified stockpile and this stockpile into this one
// using minimum extents from either.
///////////////////////////////////////////////////////////////////////////////
void CStockPile::Intersect( // Returns nothing.
const CStockPile* pstockpile) // In: Stockpile to combine into this one.
{
int16_t sTypeIndex;
for (sTypeIndex = 0; sTypeIndex < NumStockPileItems; sTypeIndex++)
{
GetItem(sTypeIndex) = MIN(GetItem(sTypeIndex), ((CStockPile*)pstockpile)->GetItem(sTypeIndex) );
}
}
///////////////////////////////////////////////////////////////////////////////
// Copy the specified stockpile over this one.
///////////////////////////////////////////////////////////////////////////////
void CStockPile::Copy( // Returns nothing.
const CStockPile* pstockpile) // In: Stockpile to copy from.
{
int16_t sTypeIndex;
for (sTypeIndex = 0; sTypeIndex < NumStockPileItems; sTypeIndex++)
{
GetItem(sTypeIndex) = ((CStockPile*)pstockpile)->GetItem(sTypeIndex);
}
}
///////////////////////////////////////////////////////////////////////////////
// Zero the stockpile.
///////////////////////////////////////////////////////////////////////////////
void CStockPile::Zero(void) // Returns nothing.
{
int16_t sTypeIndex;
for (sTypeIndex = 0; sTypeIndex < NumStockPileItems; sTypeIndex++)
{
GetItem(sTypeIndex) = 0;
}
}
///////////////////////////////////////////////////////////////////////////////
// Truncate based on maximums that can be carried.
// Note that this varies based on m_sBackpack.
///////////////////////////////////////////////////////////////////////////////
void CStockPile::Truncate(void) // Returns nothing.
{
// If we have a backpack . . .
if (m_sBackpack != 0)
{
Intersect(&ms_stockpileBackPackMax);
}
else
{
Intersect(&ms_stockpileMax);
}
}
///////////////////////////////////////////////////////////////////////////////
// Index by the StockPileItem you are interested in.
///////////////////////////////////////////////////////////////////////////////
int16_t& CStockPile::GetItem( // Returns a reference to the indexed item.
int16_t sIndex) // In: The item index.
{
// KEEP THIS SWITCH STATEMENT IN ORDER OF SMALLEST TO LARGEST LEAVING OUT
// NO INTERMEDIATE VALUES.
// This allows the compiler, when optimizing for speed, to make a jump table.
switch (sIndex)
{
case Bullets:
return m_sNumBullets;
case Grenades:
return m_sNumGrenades;
case Cocktails:
return m_sNumFireBombs;
case Rockets:
return m_sNumMissiles;
case Napalm:
return m_sNumNapalms;
case Shells:
return m_sNumShells;
case Fuel:
return m_sNumFuel;
case Mines:
return m_sNumMines;
case Health:
return m_sHitPoints;
case Heatseekers:
return m_sNumHeatseekers;
case MachineGun:
return m_sMachineGun;
case MissileLauncher:
return m_sMissileLauncher;
case ShotGun:
return m_sShotGun;
case SprayCannon:
return m_sSprayCannon;
case FlameThrower:
return m_sFlameThrower;
case NapalmLauncher:
return m_sNapalmLauncher;
case DeathWadLauncher:
return m_sDeathWadLauncher;
case DoubleBarrel:
return m_sDoubleBarrel;
case KevlarVest:
return m_sKevlarLayers;
case Backpack:
return m_sBackpack;
default:
{
TRACE("GetItem(): Unknown type passed.\n");
ASSERT(0);
// This should never happen.
// Try to save the day in release mode.
static int16_t sUnknown;
sUnknown = 0;
return sUnknown;
}
}
}
///////////////////////////////////////////////////////////////////////////////
// Index by the CDude::WeaponType you are interested in.
///////////////////////////////////////////////////////////////////////////////
int16_t& CStockPile::GetWeapon( // Returns a reference to the indexed item.
int16_t sIndex) // In: The item index.
{
static int16_t sNoWeapon;
// KEEP THIS SWITCH STATEMENT IN ORDER OF SMALLEST TO LARGEST LEAVING OUT
// NO INTERMEDIATE VALUES.
// This allows the compiler, when optimizing for speed, to make a jump table.
switch (sIndex)
{
case CDude::SemiAutomatic:
return m_sMachineGun;
case CDude::ShotGun:
return m_sShotGun;
case CDude::SprayCannon:
return m_sSprayCannon;
case CDude::Grenade:
sNoWeapon = 0;
return sNoWeapon;
case CDude::Rocket:
return m_sMissileLauncher;
case CDude::Heatseeker:
return m_sMissileLauncher;
case CDude::FireBomb:
sNoWeapon = 0;
return sNoWeapon;
case CDude::Napalm:
return m_sNapalmLauncher;
case CDude::FlameThrower:
return m_sFlameThrower;
case CDude::ProximityMine:
case CDude::TimedMine:
case CDude::RemoteMine:
case CDude::BouncingBettyMine:
sNoWeapon = 0;
return sNoWeapon;
case CDude::DeathWad:
return m_sDeathWadLauncher;
case CDude::DoubleBarrel:
return m_sDoubleBarrel;
default:
{
TRACE("GetWeapon(): Unknown type passed.\n");
ASSERT(0);
// This should never happen.
// Try to save the day in release mode.
sNoWeapon = 0;
return sNoWeapon;
}
}
}
////////////////////////////////////////////////////////////////////////////////
// Determine if this stockpile is empty.
////////////////////////////////////////////////////////////////////////////////
bool CStockPile::IsEmpty(void) // Returns true, if the stockpile is
// empty.
{
// Inventory.
int16_t sTypeIndex;
bool bEmpty = true;
for (sTypeIndex = 0; sTypeIndex < NumStockPileItems; sTypeIndex++)
{
if (GetItem(sTypeIndex) > 0)
{
bEmpty = false;
break;
}
}
return bEmpty;
}
///////////////////////////////////////////////////////////////////////////////
// EOF
///////////////////////////////////////////////////////////////////////////////
|