| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501 |
- /*
- ** 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.cpp $*
- * *
- * $Author:: Tom_s $*
- * *
- * $Modtime:: 1/02/02 4:21p $*
- * *
- * $Revision:: 55 $*
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #include "weaponbag.h"
- #include "weapons.h"
- #include "debug.h"
- #include "weaponmanager.h"
- #include "wwpacket.h"
- #include "armedgameobj.h"
- #include "inventory.h"
- /*
- **
- */
- WeaponBagClass::WeaponBagClass( ArmedGameObj * owner ) :
- Owner( owner ),
- WeaponIndex( 0 ),
- IsChanged( true ),
- HUDIsChanged( true )
- {
- Mark_Owner_Dirty();
- WeaponList.Add( NULL ); // Index 0 is no weapon
- }
- WeaponBagClass::~WeaponBagClass( void )
- {
- while ( WeaponList.Count() ) {
- delete WeaponList[0];
- WeaponList.Delete( 0 );
- }
- }
- /*
- ** WeaponBagClass Save and Load
- */
- enum {
- CHUNKID_VARIABLES = 921991503,
- CHUNKID_WEAPON_LIST,
- CHUNKID_WEAPON_ENTRY,
- MICROCHUNKID_WEAPON_INDEX = 1,
- };
- bool WeaponBagClass::Save( ChunkSaveClass & csave )
- {
- int i;
- csave.Begin_Chunk( CHUNKID_VARIABLES );
- WRITE_MICRO_CHUNK( csave, MICROCHUNKID_WEAPON_INDEX, WeaponIndex );
- csave.End_Chunk();
- csave.Begin_Chunk( CHUNKID_WEAPON_LIST );
- for( i = 1; i < WeaponList.Count(); i++ ) {
- csave.Begin_Chunk( CHUNKID_WEAPON_ENTRY );
- WeaponList[i]->Save( csave );
- csave.End_Chunk();
- }
- csave.End_Chunk();
- // Don't need to save Owner or IsChanged;
- return true;
- }
- bool WeaponBagClass::Load( ChunkLoadClass &cload )
- {
- while (cload.Open_Chunk()) {
- switch(cload.Cur_Chunk_ID()) {
- case CHUNKID_VARIABLES:
- while (cload.Open_Micro_Chunk()) {
- switch(cload.Cur_Micro_Chunk_ID()) {
- READ_MICRO_CHUNK( cload, MICROCHUNKID_WEAPON_INDEX, WeaponIndex );
- default:
- Debug_Say(("Unhandled Micro Chunk:%d File:%s Line:%d\r\n",cload.Cur_Micro_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
- cload.Close_Micro_Chunk();
- }
- break;
- case CHUNKID_WEAPON_LIST:
- WWASSERT( WeaponList.Count() == 1 );
- while (cload.Open_Chunk()) {
- WWASSERT( cload.Cur_Chunk_ID() == CHUNKID_WEAPON_ENTRY );
- WeaponClass *weapon = new WeaponClass;
- weapon->Load( cload );
- WeaponList.Add( weapon );
- cload.Close_Chunk();
- }
- break;
- default:
- Debug_Say(("Unhandled Chunk:%d File:%s Line:%d\r\n",cload.Cur_Chunk_ID(),__FILE__,__LINE__));
- break;
- }
- cload.Close_Chunk();
- }
- IsChanged = true;
- HUDIsChanged = true;
- return true;
- }
- /*
- **
- */
- bool WeaponBagClass::Is_Weapon_Owned( int weapon_id )
- {
- WeaponClass * weapon = Find_Weapon( WeaponManager::Find_Weapon_Definition( weapon_id ) );
- return ( weapon != NULL && weapon->Does_Weapon_Exist() );
- }
- bool WeaponBagClass::Is_Ammo_Full( int weapon_id )
- {
- WeaponClass * weapon = Find_Weapon( WeaponManager::Find_Weapon_Definition( weapon_id ) );
- return weapon && weapon->Is_Ammo_Maxed();
- }
- /*
- **
- */
- void WeaponBagClass::Remove_Weapon( int index )
- {
- //
- // Simply destroy the weapon if its in our list
- //
- if ( index >= 0 && index < WeaponList.Count() ) {
- delete WeaponList[index];
- WeaponList.Delete( index );
- }
- return ;
- }
- /*
- **
- */
- void WeaponBagClass::Clear_Weapons( void )
- {
- // find the next existing weapons
- while ( WeaponList.Count() > 1 ) {
- int index = WeaponList.Count()-1;
- delete WeaponList[index];
- WeaponList.Delete( index );
- }
- Select_Index( 0 );
- return ;
- }
- /*
- **
- */
- WeaponClass * WeaponBagClass::Add_Weapon( const WeaponDefinitionClass * def, int rounds, bool give_weapon )
- {
- if ( def == NULL ) {
- Debug_Say(( "Failed to create Weapon\n" ));
- return NULL;
- }
- WeaponClass * weapon = Find_Weapon( def );
- if ( weapon == NULL ) {
- // Debug_Say(( "Adding new weapon %s\n", weapon->Get_Name() ));
- weapon = new WeaponClass( def );
- if ( weapon ) {
- weapon->Set_Owner( Owner );
- weapon->Add_Rounds( rounds );
- weapon->Set_Weapon_Exists( give_weapon ); // Assume it doesn't exist
- // add this weapon to the weapon list in order (0 at end)
- int index;
- for ( index = 1; index < WeaponList.Count(); index++ ) {
- if ( WeaponList[ index ]->Get_Key_Number() > weapon->Get_Key_Number() ) {
- break;
- }
- }
- if ( WeaponIndex >= index ) {
- WeaponIndex++;
- }
- WeaponList.Insert( index, weapon );
- IsChanged = true;
- HUDIsChanged = true;
- #if 0 // Don't auto select
- bool use = true;
- for ( int i = 1; i < WeaponList.Count(); i++ ) {
- if ( i != index && WeaponList[ i ]->Does_Weapon_Exist() ) {
- use = false;
- }
- }
- // If no current weapon, make this weapon current
- if ( give_weapon && use ) {
- // Debug_Say(( "Commando selecting first weapon %s\n", weapon->Get_Name() ));
- Select_Index( index );
- }
- #endif
- Mark_Owner_Dirty();
- }
- } else {
- if ( give_weapon ) { // Make sure we have it if we are supposed to
- weapon->Set_Weapon_Exists( true );
- Mark_Owner_Dirty();
- }
- weapon->Add_Rounds( rounds ); // if we already have this weapon, just take the ammo
- if ( rounds != 0 ) {
- Mark_Owner_Dirty();
- }
- }
- return weapon;
- }
- WeaponClass * WeaponBagClass::Add_Weapon( const char *weapon_name, int rounds, bool give_weapon )
- {
- return Add_Weapon( WeaponManager::Find_Weapon_Definition( weapon_name ), rounds, give_weapon );
- }
- WeaponClass * WeaponBagClass::Add_Weapon( int id, int rounds, bool give_weapon )
- {
- return Add_Weapon( WeaponManager::Find_Weapon_Definition( id ), rounds, give_weapon );
- }
- WeaponClass * WeaponBagClass::Get_Next_Weapon( void )
- {
- // find the next existing weapons
- for ( int i = 0; i < WeaponList.Count(); i++ ) {
- int index = ( WeaponIndex + i + 1 ) % WeaponList.Count();
- // BMG remove no weapon slot
- // if ( WeaponList[ index ] == NULL || WeaponList[ index ]->Does_Weapon_Exist() ) {
- if ( WeaponList[ index ] != NULL && WeaponList[ index ]->Does_Weapon_Exist() ) {
- return WeaponList[ index ];
- }
- }
- return NULL;
- }
- void WeaponBagClass::Select_Next( void )
- {
- // Find the next existing weapons
- for ( int i = 1; i < WeaponList.Count(); i++ ) {
- int index = ( WeaponIndex + i ) % WeaponList.Count();
- // BMG remove no weapon slot
- // if ( WeaponList[ index ] == NULL || WeaponList[ index ]->Does_Weapon_Exist() ) {
- if ( WeaponList[ index ] != NULL && WeaponList[ index ]->Does_Weapon_Exist() ) {
- Select_Index( index );
- break;
- }
- }
- }
- void WeaponBagClass::Select_Prev( void )
- {
- // Find the next existing weapons
- for ( int i = 1; i < WeaponList.Count(); i++ ) {
- int index = ( WeaponIndex - i + WeaponList.Count()) % WeaponList.Count();
- // BMG remove no weapon slot
- // if ( WeaponList[ index ] == NULL || WeaponList[ index ]->Does_Weapon_Exist() ) {
- if ( WeaponList[ index ] != NULL && WeaponList[ index ]->Does_Weapon_Exist() ) {
- Select_Index( index );
- break;
- }
- }
- }
- void WeaponBagClass::Select_Key_Number( int key_number )
- {
- if ( key_number == -1 ) {
- Select_Index( 0 );
- } else {
- // Start from the current, find the next existing weapon with the right key_number
- for ( int i = 1; i < WeaponList.Count(); i++ ) {
- int index = ( WeaponIndex + i ) % WeaponList.Count();
- if ( WeaponList[ index ] != NULL &&
- WeaponList[ index ]->Does_Weapon_Exist() &&
- (int)WeaponList[ index ]->Get_Key_Number() == key_number ) {
- Select_Index( index );
- break;
- }
- }
- }
- }
- void WeaponBagClass::Select_Weapon_ID( int weapon_id )
- {
- for( int i = 1; i < WeaponList.Count(); i++ ) {
- if ( WeaponList[i]->Get_ID() == weapon_id ) {
- Select_Index ( i );
- return;
- }
- }
- }
- void WeaponBagClass::Select_Weapon_Name( const char * name )
- {
- if ( ( name == NULL ) || ( *name == 0 ) ) {
- Select_Index ( 0 );
- } else {
- for( int i = 1; i < WeaponList.Count(); i++ ) {
- if ( strcmp( WeaponList[i]->Get_Name(), name ) == 0 ) {
- Select_Index ( i );
- return;
- }
- }
- Debug_Say(( "Unable to select weapon %s\n", name ));
- }
- }
- void WeaponBagClass::Select_Weapon( WeaponClass * weapon )
- {
- for( int i = 1; i < WeaponList.Count(); i++ ) {
- if ( WeaponList[i] == weapon ) {
- Select_Index ( i );
- return;
- }
- }
- }
- void WeaponBagClass::Select_Index( int index )
- {
- if ( index >= WeaponList.Count() ) {
- index = 0;
- }
- if ( WeaponIndex != index ) {
- if ( Get_Weapon() ) {
- Get_Weapon()->Deselect();
- }
- WeaponIndex = index;
- IsChanged = true;
- HUDIsChanged = true;
- if ( Get_Weapon() ) {
- Get_Weapon()->Select();
- }
- Mark_Owner_Dirty();
- }
- }
- void WeaponBagClass::Deselect( void )
- {
- // Need to be able to tell client to put weapon away
- Select_Index( 0 );
- }
- //-----------------------------------------------------------------------------
- void WeaponBagClass::Import_Weapon_List(BitStreamClass & packet)
- {
- int weapon_count = packet.Get(weapon_count);
- int weapon_id;
- for (int weapon = 0; weapon < weapon_count; weapon++) {
- weapon_id = packet.Get(weapon_id);
- int total_rounds = packet.Get(total_rounds);
- Add_Weapon(weapon_id, 0);
- WeaponClass * weapon = NULL;
- for( int i = 1; i < WeaponList.Count(); i++ ) {
- if ( (int) WeaponList[i]->Get_Definition()->Get_ID() == weapon_id ) {
- weapon = WeaponList[i];
- }
- }
- if ( weapon != NULL ) {
- weapon->Set_Total_Rounds( total_rounds );
- }
- }
- }
- //-----------------------------------------------------------------------------
- void WeaponBagClass::Export_Weapon_List(BitStreamClass & packet)
- {
- packet.Add((int) (WeaponList.Count() - 1));
- for( int i = 1; i < WeaponList.Count(); i++ ) {
- packet.Add(WeaponList[i]->Get_ID());
- packet.Add(WeaponList[i]->Get_Total_Rounds());
- }
- }
- //-----------------------------------------------------------------------------
- WeaponClass * WeaponBagClass::Find_Weapon( const WeaponDefinitionClass * def )
- {
- if ( def == NULL ) {
- return NULL;
- }
- for( int i = 1; i < WeaponList.Count(); i++ ) {
- if ( (unsigned)WeaponList[i]->Get_ID() == def->Get_ID() ) {
- return WeaponList[i];
- }
- }
- // Debug_Say(( "Didn't Find weapon %s\n", name ));
- return NULL;
- }
- /*
- **
- */
- bool WeaponBagClass::Move_Contents( WeaponBagClass * source )
- {
- // Was anyhting actually moved?
- bool moved = false;
- // Move all the weapons and ammo from the source to me
- // For each weapon in the source bag...
- for( int i = 1; i < source->WeaponList.Count(); i++ ) {
- WeaponClass * weapon = source->WeaponList[i];
- // If I already have it,
- WeaponClass * my_weapon = Find_Weapon( weapon->Get_Definition() );
- if ( my_weapon ) {
- // Copy the ammo and the weapon
- if ( !my_weapon->Is_Ammo_Maxed() && weapon->Get_Total_Rounds() != 0 ) {
- my_weapon->Add_Rounds( weapon->Get_Total_Rounds() );
- moved = true;
- }
- if ( weapon->Does_Weapon_Exist() && !my_weapon->Does_Weapon_Exist() ) {
- my_weapon->Set_Weapon_Exists( true );
- moved = true;
- }
- // Debug_Say(( "Add %s %d\n", weapon->Get_Definition()->Get_Name(), weapon->Get_Total_Rounds() ));
- } else {
- // else, give it to me
- Add_Weapon( weapon->Get_Definition(), weapon->Get_Total_Rounds(), weapon->Does_Weapon_Exist() );
- if ( weapon->Does_Weapon_Exist() ) {
- moved = true;
- }
- // Debug_Say(( "Give %s %d\n", weapon->Get_Definition()->Get_Name(), weapon->Get_Total_Rounds() ));
- }
- }
- Mark_Owner_Dirty();
- return moved;
- }
- /*
- **
- */
- void WeaponBagClass::Store_Inventory( InventoryClass * inventory )
- {
- for( int i = 1; i < WeaponList.Count(); i++ ) {
- WeaponClass * weapon = WeaponList[i];
- inventory->Add_Weapon( weapon->Get_ID(), weapon->Get_Total_Rounds(), weapon->Does_Weapon_Exist() );
- }
- }
- /*
- **
- */
- void WeaponBagClass::Mark_Owner_Dirty( void )
- {
- if ( Owner != NULL ) {
- Owner->Set_Object_Dirty_Bit( NetworkObjectClass::BIT_OCCASIONAL, true );
- }
- }
|