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firestorm/Gameleap/code/mw4/Code/MW4/GUIWeaponManager.hpp
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136 lines
3.0 KiB
C++

#pragma once
#include "MW4.hpp"
namespace MechWarrior4
{
class MWGUIManager;
class Weapon;
class GUIWeapon:
public Plug
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction
//
public:
static void InitializeClass();
static void TerminateClass();
GUIWeapon(
const char *weapon_name,
Scalar weapon_count,
RGBAColor *weapon_color,
int *ammo_count,
Weapon *weapon = NULL
);
~GUIWeapon();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Class Data support
//
public:
static ClassData *DefaultData;
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Member variables and functions
//
public:
virtual void Draw(int y_location);
void Reload();
// MSL 5.03 RTX
void RecoverFromJam();
void SetJamCount(Stuff::Scalar new_count);
void SetCount(Stuff::Scalar new_count);
void Ready();
void Select();
void SetAmmoCount(int *new_ammo)
{ammoCount = new_ammo;}
void SetStatus(int new_status)
{
Check_Object(this);
m_status = new_status;
}
// MSL 5.03 Ammo Bay Fire
void RecoverFromFire();
void SetFireCount(Stuff::Scalar new_count);
// MSL 5.03 RTX
enum
{
ReadyStatus = 0,
ReloadingStatus,
DestroyedStatus,
JammedStatus,
AmmoFireStatus
};
// MSL 5.03 RTX
Stuff::Scalar weaponJamCount;
Stuff::Scalar weaponFireCount;
char *weaponName;
Stuff::Scalar weaponCount;
Stuff::RGBAColor weaponColor;
Stuff::RGBAColor readyColor;
int *ammoCount;
Scalar m_Range;
Weapon *m_weapon;
int m_status;
};
//####################################################################
//########################### GUIWeaponManager ##################
//####################################################################
class GUIWeapon;
class GUIWeaponManager:
public Plug
{
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Construction, Destruction
//
public:
GUIWeaponManager();
~GUIWeaponManager();
//~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
// Public Data
//
public:
GUIWeapon
*MakeGUIWeapon(
const char *weapon_name,
Stuff::Scalar weapon_count,
RGBAColor *weapon_color,
int *ammo_count,
Weapon *owning_weapon
);
void ClearWeaponsManager();
void ChangeGroup(GUIWeapon *weapon);
void Draw();
int GetWeaponInfo (char **name_array, int *status_array,int *ammo_array,Stuff::Scalar *reloadtimes,Stuff::Scalar *current_times,int *group_1_array,int *group_2_array,int *group_3_array, int *group_4_array,int *group_5_array,int *group_6_array,int *num_weapons, int size);
GUIWeapon *GetWeapon (int id)
{
GUIWeapon *weap;
weap = weaponList.GetNth (id);
if (!weap)
return NULL;
return weap;
}
int drawMode;
// HGOSFONT3D weaponFontHandle;
Stuff::ChainOf<GUIWeapon *> weaponList;
MWGUIManager *guiManager;
};
}