mirror of
https://github.com/nillerusr/source-engine.git
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1196 lines
34 KiB
C++
1196 lines
34 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#include "cbase.h"
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#include "buy_preset_debug.h"
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#include "buy_presets.h"
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#include "weapon_csbase.h"
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#include "cs_ammodef.h"
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#include "cs_gamerules.h"
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#include "cstrike/bot/shared_util.h"
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#include "vgui/ILocalize.h"
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#include <vgui_controls/Controls.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern ConVar cl_rebuy;
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Returns true if the local player is a CT and the map is a defuse map.
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*/
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static bool CanBuyDefuser()
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{
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C_CSPlayer *pPlayer = C_CSPlayer::GetLocalCSPlayer();
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return ( pPlayer && pPlayer->GetTeamNumber() == TEAM_CT && CSGameRules()->IsBombDefuseMap() );
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}
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void BuyPresetManager::GetCurrentLoadout( WeaponSet *weaponSet )
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{
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if ( !weaponSet )
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return;
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C_CSPlayer *player = C_CSPlayer::GetLocalCSPlayer();
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if ( !player )
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return;
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CWeaponCSBase *pWeapon;
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const CCSWeaponInfo *pInfo;
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int ammo[MAX_AMMO_TYPES];
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memset( ammo, 0, sizeof(ammo) );
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FillClientAmmo( ammo );
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weaponSet->Reset();
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// Grab current armor values
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weaponSet->m_armor = ( player->ArmorValue() > 0 ) ? 100 : 0;
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weaponSet->m_helmet = player->HasHelmet();
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// Grab current smoke grenade
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pWeapon = dynamic_cast< CWeaponCSBase * >(player->GetCSWeapon( WEAPON_SMOKEGRENADE ));
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pInfo = GetWeaponInfo( WEAPON_SMOKEGRENADE );
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int ammoType = (pInfo)?pInfo->iAmmoType:0;
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weaponSet->m_smokeGrenade = (pWeapon && player->GetAmmoCount( ammoType ));
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// Grab current HE grenade
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pWeapon = dynamic_cast< CWeaponCSBase * >(player->GetCSWeapon( WEAPON_HEGRENADE ));
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pInfo = GetWeaponInfo( WEAPON_HEGRENADE );
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ammoType = (pInfo)?pInfo->iAmmoType:0;
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weaponSet->m_HEGrenade = (pWeapon && player->GetAmmoCount( ammoType ));
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// Grab current flashbangs
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pWeapon = dynamic_cast< CWeaponCSBase * >(player->GetCSWeapon( WEAPON_FLASHBANG ));
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pInfo = GetWeaponInfo( WEAPON_FLASHBANG );
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ammoType = (pInfo)?pInfo->iAmmoType:0;
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weaponSet->m_flashbangs = (!pWeapon) ? 0 : player->GetAmmoCount( ammoType );
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// Grab current equipment
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weaponSet->m_defuser = player->HasDefuser();
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weaponSet->m_nightvision = player->HasNightVision();
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// Grab current primary weapon
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CSWeaponID primaryID = GetClientWeaponID( true ); ///< The local player's current primary weapon
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pInfo = GetWeaponInfo( primaryID );
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if ( pInfo )
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{
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int roundsNeeded = ammo[pInfo->iAmmoType];
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int buySize = GetCSAmmoDef()->GetBuySize( pInfo->iAmmoType );
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int numClips = ceil(roundsNeeded/(float)buySize);
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weaponSet->m_primaryWeapon.SetWeaponID( primaryID );
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weaponSet->m_primaryWeapon.SetAmmoType( AMMO_CLIPS );
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weaponSet->m_primaryWeapon.SetAmmoAmount( numClips );
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weaponSet->m_primaryWeapon.SetFillAmmo( false );
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}
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// Grab current pistol
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CSWeaponID secondaryID = GetClientWeaponID( false ); ///< The local player's current pistol
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pInfo = GetWeaponInfo( secondaryID );
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if ( pInfo )
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{
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int roundsNeeded = ammo[pInfo->iAmmoType];
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int buySize = GetCSAmmoDef()->GetBuySize( pInfo->iAmmoType );
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int numClips = ceil(roundsNeeded/(float)buySize);
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weaponSet->m_secondaryWeapon.SetWeaponID( secondaryID );
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weaponSet->m_secondaryWeapon.SetAmmoType( AMMO_CLIPS );
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weaponSet->m_secondaryWeapon.SetAmmoAmount( numClips );
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weaponSet->m_secondaryWeapon.SetFillAmmo( false );
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}
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}
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//--------------------------------------------------------------------------------------------------------------
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//--------------------------------------------------------------------------------------------------------------
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WeaponSet::WeaponSet()
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{
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Reset();
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Sets reasonable defaults for an empty weapon set: no primary/secondary weapons, no equipment, and
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* everything optional.
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*/
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void WeaponSet::Reset()
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{
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BuyPresetWeapon blank;
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m_primaryWeapon = blank;
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m_secondaryWeapon = blank;
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m_armor = 0;
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m_helmet = false;
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m_smokeGrenade = false;
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m_HEGrenade = false;
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m_flashbangs = 0;
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m_defuser = false;
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m_nightvision = false;
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}
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//--------------------------------------------------------------------------------------------------------------
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/**
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* Constructs a WeaponSet containing everything that could be purchased right now. The cost is also
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* returned, and is -1 if the set is not purchasable (as opposed to completely purchased already, in
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* which case cost is 0.)
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*/
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void WeaponSet::GetCurrent( int& cost, WeaponSet& ws ) const
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{
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cost = -1;
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ws.Reset();
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if ( !engine->IsConnected() )
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return;
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C_CSPlayer *player = CCSPlayer::GetLocalCSPlayer();
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if ( !player )
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return;
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if ( player->GetTeamNumber() != TEAM_CT && player->GetTeamNumber() != TEAM_TERRORIST )
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return;
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// we're connected, and a valid team, so we can purchase
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cost = 0;
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if ( player->IsVIP() )
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return; // can't buy anything as the VIP
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int iHelmetPrice = HELMET_PRICE;
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int iKevlarPrice = KEVLAR_PRICE;
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int iNVGPrice = NVG_PRICE;
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if ( CSGameRules()->IsBlackMarket() )
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{
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iHelmetPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_ASSAULTSUIT ) - CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR );
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iKevlarPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR );
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iNVGPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_NVG );
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}
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//-------------------------------------------------------------------------
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//-------------------------------------------------------------------------
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// Buy any required items
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//-------------------------------------------------------------------------
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// Armor
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if ( m_armor > player->ArmorValue() )
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{
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cost += iKevlarPrice;
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ws.m_armor = 100;
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}
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if ( (m_helmet && m_armor > 0) && !player->HasHelmet() )
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{
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cost += iHelmetPrice;
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ws.m_armor = 100;
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ws.m_helmet = true;
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}
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CWeaponCSBase *pWeapon;
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CCSWeaponInfo *pInfo;
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//-------------------------------------------------------------------------
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// Smoke grenade
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pWeapon = dynamic_cast< CWeaponCSBase * >(player->GetCSWeapon( WEAPON_SMOKEGRENADE ));
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pInfo = GetWeaponInfo( WEAPON_SMOKEGRENADE );
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int ammoType = (pInfo)?pInfo->iAmmoType:0;
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bool hasSmokeGrenade = (pWeapon && player->GetAmmoCount( ammoType ));
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if ( m_smokeGrenade && !hasSmokeGrenade )
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{
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cost += pInfo->GetWeaponPrice();
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ws.m_smokeGrenade = true;
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hasSmokeGrenade = true;
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}
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//-------------------------------------------------------------------------
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// HE grenade
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pWeapon = dynamic_cast< CWeaponCSBase * >(player->GetCSWeapon( WEAPON_HEGRENADE ));
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pInfo = GetWeaponInfo( WEAPON_HEGRENADE );
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ammoType = (pInfo)?pInfo->iAmmoType:0;
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bool hasHEGrenade = (pWeapon && player->GetAmmoCount( ammoType ));
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if ( m_HEGrenade && !hasHEGrenade )
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{
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cost += pInfo->GetWeaponPrice();
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ws.m_HEGrenade = true;
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hasHEGrenade = true;
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}
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//-------------------------------------------------------------------------
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// Flashbang grenades
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pWeapon = dynamic_cast< CWeaponCSBase * >(player->GetCSWeapon( WEAPON_FLASHBANG ));
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pInfo = GetWeaponInfo( WEAPON_FLASHBANG );
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ammoType = (pInfo)?pInfo->iAmmoType:0;
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int numFlashbangs = (!pWeapon) ? 0 : player->GetAmmoCount( ammoType );
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if ( m_flashbangs && numFlashbangs < m_flashbangs )
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{
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int count = m_flashbangs - numFlashbangs;
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cost += pInfo->GetWeaponPrice() * count;
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ws.m_flashbangs = count;
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numFlashbangs += count;
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}
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//-------------------------------------------------------------------------
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// defuser
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if ( m_defuser && player->GetTeamNumber() == TEAM_CT && !player->HasDefuser() && CanBuyDefuser() )
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{
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cost += DEFUSEKIT_PRICE;
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ws.m_defuser = true;
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}
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//-------------------------------------------------------------------------
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// nightvision goggles
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if ( m_nightvision && !player->HasNightVision() )
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{
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cost += iNVGPrice;
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ws.m_nightvision = true;
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}
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//-------------------------------------------------------------------------
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// Construct a list of weapons to buy from.
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CSWeaponID primaryID = GetClientWeaponID( true ); ///< The local player's current primary weapon
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CSWeaponID secondaryID = GetClientWeaponID( false ); ///< The local player's current pistol
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BuyPresetWeaponList primaryWeapons;
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primaryWeapons.AddToTail( m_primaryWeapon );
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BuyPresetWeaponList secondaryWeapons;
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secondaryWeapons.AddToTail( m_secondaryWeapon );
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/**
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* Determine best weapons & ammo to purchase
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*
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* For each primary weapon in the list, do the following until one satisfies the current money situation:
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* 1. buy primary weapon and its ammo (NEED TO WATCH FOR WEAPONS PLAYER CANNOT BUY!!!)
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* 2. for each non-optional secondary weapon (if any),
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* try to buy it and its ammo
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* 3. when a set can be purchased, add it to the total cost and stop processing
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* If we can't purchase the primary weapon, or a required secondary weapon, the WeaponSet can't be bought,
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* so we return -1.
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*
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* To find if a weapon is owned, we can compare it's weaponID to either primaryID or secondaryID from above.
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*/
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int currentCost = cost;
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int ammo[MAX_AMMO_TYPES];
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memset( ammo, 0, sizeof(ammo) );
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FillClientAmmo( ammo );
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const BuyPresetWeapon *primaryWeaponToBuy = NULL;
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const BuyPresetWeapon *secondaryWeaponToBuy = NULL;
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int primaryClipsToBuy = 0;
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int secondaryClipsToBuy = 0;
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int currentNonWeaponCost = currentCost;
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bool doneBuyingWeapons = false;
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int currentCash = player->GetAccount();
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//-------------------------------------------------------------------------
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// Try to buy the primary weapon
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int i;
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for ( i=0; i<primaryWeapons.Count() && !doneBuyingWeapons; ++i )
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{
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const BuyPresetWeapon *primaryWeapon = &primaryWeapons[i];
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primaryWeaponToBuy = NULL;
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int primaryClips = 0;
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primaryClipsToBuy = 0;
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currentCost = currentNonWeaponCost;
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FillClientAmmo( ammo );
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CSWeaponID weaponID = primaryWeapon->GetWeaponID();
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if ( weaponID == WEAPON_NONE )
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weaponID = primaryID;
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CCSWeaponInfo *primaryInfo = GetWeaponInfo( weaponID );
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int primaryAmmoCost = 0;
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int primaryAmmoBuySize = 0;
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if ( primaryInfo )
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{
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primaryClips = CalcClipsNeeded( primaryWeapon, primaryInfo, ammo );
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int primaryWeaponCost = ( weaponID != primaryID ) ? primaryInfo->GetWeaponPrice() : 0;
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primaryAmmoCost = GetCSAmmoDef()->GetCost( primaryInfo->iAmmoType );
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primaryAmmoBuySize = GetCSAmmoDef()->GetBuySize( primaryInfo->iAmmoType );
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currentCost += primaryWeaponCost;
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currentCost += primaryAmmoCost * primaryClips;
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ammo[primaryInfo->iAmmoType] += primaryClips * primaryAmmoBuySize;
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CURRENTCOST_DEBUG("\t%5.5d (%s)\n", primaryWeaponCost, WeaponIDToAlias( weaponID ));
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CURRENTCOST_DEBUG("\t%5.5d (ammo x %d)\n", primaryAmmoCost * primaryClips, primaryClips);
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if ( currentCash < currentCost )
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{
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currentCost = currentNonWeaponCost; // can't afford it, so try the next weapon
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continue;
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}
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// check for as_* maps, and CTs buying AK47s, etc
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if ( !CanBuyWeapon(primaryID, secondaryID, weaponID) && weaponID != primaryID )
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{
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currentCost = currentNonWeaponCost; // can't buy it, so try the next weapon
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continue;
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}
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primaryWeaponToBuy = primaryWeapon;
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primaryClipsToBuy = primaryClips;
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}
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if ( !secondaryWeapons.Count() )
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{
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CURRENTCOST_DEBUG("\t\t\tDone buying weapons (no secondary)\n");
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break;
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}
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//-------------------------------------------------------------------------
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// Try to buy a (required) secondary weapon to go with primaryWeaponToBuy.
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// If not, reset cost to not reflect either weapon, so we can look at buying
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// the next primary weapon in the list.
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int j;
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for ( j=0; j<secondaryWeapons.Count(); ++j )
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{
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const BuyPresetWeapon *secondaryWeapon = &secondaryWeapons[j];
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// reset ammo counts and cost
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secondaryWeaponToBuy = NULL;
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secondaryClipsToBuy = 0;
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currentCost = currentNonWeaponCost;
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FillClientAmmo( ammo );
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// add in ammo we're already buying for the primary weapon to the client's actual ammo
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if ( primaryInfo )
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{
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currentCost += ( weaponID != primaryID ) ? primaryInfo->GetWeaponPrice() : 0;
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currentCost += primaryAmmoCost * primaryClips;
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ammo[primaryInfo->iAmmoType] += primaryClips * primaryAmmoBuySize;
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}
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int currentCostWithoutSecondary = currentCost;
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CSWeaponID weaponID = secondaryWeapon->GetWeaponID();
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if ( weaponID == WEAPON_NONE )
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weaponID = secondaryID;
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CCSWeaponInfo *secondaryInfo = GetWeaponInfo( weaponID );
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if ( !secondaryInfo )
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{
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currentCost = currentCostWithoutSecondary;
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continue;
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}
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int secondaryClips = CalcClipsNeeded( secondaryWeapon, secondaryInfo, ammo );
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int secondaryWeaponCost = ( weaponID != secondaryID ) ? secondaryInfo->GetWeaponPrice() : 0;
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int secondaryAmmoCost = GetCSAmmoDef()->GetCost( secondaryInfo->iAmmoType );
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int secondaryAmmoBuySize = GetCSAmmoDef()->GetBuySize( secondaryInfo->iAmmoType );
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currentCost += secondaryWeaponCost;
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currentCost += secondaryAmmoCost * secondaryClips;
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ammo[secondaryInfo->iAmmoType] += secondaryClips * secondaryAmmoBuySize;
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CURRENTCOST_DEBUG("\t%5.5d (%s)\n", secondaryWeaponCost, WeaponIDToAlias( weaponID ));
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CURRENTCOST_DEBUG("\t%5.5d (ammo x %d)\n", secondaryAmmoCost * secondaryClips, secondaryClips);
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if ( currentCash < currentCost )
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{
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currentCost = currentCostWithoutSecondary; // can't afford it, so skip
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continue;
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}
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// check for as_* maps, and CTs buying elites, etc
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if ( !CanBuyWeapon(primaryID, secondaryID, weaponID) && weaponID != secondaryID )
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{
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currentCost = currentCostWithoutSecondary; // can't buy it, so skip
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continue;
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}
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// We found both a primary and secondary weapon to buy. Stop looking for more.
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secondaryWeaponToBuy = secondaryWeapon;
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secondaryClipsToBuy = secondaryClips;
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doneBuyingWeapons = true;
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CURRENTCOST_DEBUG("\t\t\tDone buying weapons (primary && secondary)\n");
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break;
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}
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}
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// Update our cost to reflect the weapons and ammo purchased
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cost = currentCost;
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if ( primaryWeaponToBuy )
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{
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BuyPresetWeapon weapon = *primaryWeaponToBuy;
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weapon.SetAmmoAmount( primaryClipsToBuy );
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weapon.SetAmmoType( AMMO_CLIPS );
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ws.m_primaryWeapon = weapon;
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}
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else
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{
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// If we failed to buy a primary weapon, and one was in the list, bail - the player can't afford this WeaponSet.
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for ( int i=0; i<primaryWeapons.Count(); ++i )
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{
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int weaponID = primaryWeapons[i].GetWeaponID();
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if ( weaponID != WEAPON_NONE )
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{
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cost = -1;
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ws.Reset();
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return;
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}
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}
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}
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if ( secondaryWeaponToBuy )
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{
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BuyPresetWeapon weapon = *secondaryWeaponToBuy;
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weapon.SetAmmoAmount( secondaryClipsToBuy );
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weapon.SetAmmoType( AMMO_CLIPS );
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ws.m_secondaryWeapon = weapon;
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}
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else
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{
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// If we failed to buy a required secondary weapon, and one was in the list, bail - the player can't afford this WeaponSet.
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for ( int i=0; i<secondaryWeapons.Count(); ++i )
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{
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int weaponID = secondaryWeapons[i].GetWeaponID();
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if ( weaponID != WEAPON_NONE )
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{
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cost = -1;
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ws.Reset();
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return;
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}
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}
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}
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//-------------------------------------------------------------------------
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// now any extra ammo, in rebuy order
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const char *remainder = SharedParse( cl_rebuy.GetString() );
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const char *token;
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while ( remainder )
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{
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token = SharedGetToken();
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if ( !token || !*token )
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return;
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if ( !stricmp( token, "PrimaryAmmo" ) )
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{
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if ( primaryWeaponToBuy )
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{
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CSWeaponID id = primaryWeaponToBuy->GetWeaponID();
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if ( id == WEAPON_NONE )
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id = primaryID;
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if ( primaryWeaponToBuy->GetFillAmmo() )
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{
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const CCSWeaponInfo *info = GetWeaponInfo( id );
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if ( info )
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{
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int maxRounds = GetCSAmmoDef()->MaxCarry( info->iAmmoType );
|
|
int ammoCost = GetCSAmmoDef()->GetCost( info->iAmmoType );
|
|
int ammoBuySize = GetCSAmmoDef()->GetBuySize( info->iAmmoType );
|
|
int roundsLeft = maxRounds - ammo[info->iAmmoType];
|
|
int clipsLeft = (ammoBuySize > 0) ? ceil(roundsLeft / (float)ammoBuySize) : 0;
|
|
while ( clipsLeft > 0 && cost + ammoCost <= currentCash )
|
|
{
|
|
ws.m_primaryWeapon.SetAmmoAmount( ws.m_primaryWeapon.GetAmmoAmount() + 1 );
|
|
--clipsLeft;
|
|
ammo[info->iAmmoType] += MIN(maxRounds, ammoBuySize);
|
|
cost += ammoCost;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if ( !stricmp( token, "SecondaryAmmo" ) )
|
|
{
|
|
if ( secondaryWeaponToBuy )
|
|
{
|
|
if ( secondaryWeaponToBuy->GetFillAmmo() )
|
|
{
|
|
CSWeaponID weaponID = secondaryWeaponToBuy->GetWeaponID();
|
|
if ( weaponID == WEAPON_NONE )
|
|
weaponID = secondaryID;
|
|
|
|
const CCSWeaponInfo *info = GetWeaponInfo( weaponID );
|
|
if ( info )
|
|
{
|
|
int maxRounds = GetCSAmmoDef()->MaxCarry( info->iAmmoType );
|
|
int ammoCost = GetCSAmmoDef()->GetCost( info->iAmmoType );
|
|
int ammoBuySize = GetCSAmmoDef()->GetBuySize( info->iAmmoType );
|
|
int roundsLeft = maxRounds - ammo[info->iAmmoType];
|
|
int clipsLeft = (ammoBuySize > 0) ? ceil(roundsLeft / (float)ammoBuySize) : 0;
|
|
while ( clipsLeft > 0 && cost + ammoCost <= currentCash )
|
|
{
|
|
ws.m_secondaryWeapon.SetAmmoAmount( ws.m_secondaryWeapon.GetAmmoAmount() + 1 );
|
|
--clipsLeft;
|
|
ammo[info->iAmmoType] += MIN(maxRounds, ammoBuySize);
|
|
cost += ammoCost;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
remainder = SharedParse( remainder );
|
|
}
|
|
|
|
if ( cost > currentCash )
|
|
{
|
|
cost = -1; // can't buy it
|
|
ws.Reset();
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Constructs a WeaponSet containing everything that can be purchased.
|
|
* The cost (including extra cash) is also calculated and returned.
|
|
*/
|
|
void WeaponSet::GetFromScratch( int& cost, WeaponSet& ws ) const
|
|
{
|
|
cost = 0;
|
|
ws.Reset();
|
|
|
|
int ammo[MAX_AMMO_TYPES];
|
|
memset( ammo, 0, sizeof(ammo) );
|
|
|
|
int iHelmetPrice = HELMET_PRICE;
|
|
int iKevlarPrice = KEVLAR_PRICE;
|
|
int iNVGPrice = NVG_PRICE;
|
|
|
|
if ( CSGameRules()->IsBlackMarket() )
|
|
{
|
|
iHelmetPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_ASSAULTSUIT ) - CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR );
|
|
iKevlarPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_KEVLAR );
|
|
iNVGPrice = CSGameRules()->GetBlackMarketPriceForWeapon( WEAPON_NVG );
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Primary weapon
|
|
CCSWeaponInfo *primaryInfo = GetWeaponInfo( m_primaryWeapon.GetWeaponID() );
|
|
if ( primaryInfo )
|
|
{
|
|
int primaryClips = CalcClipsNeeded( &m_primaryWeapon, primaryInfo, ammo );
|
|
int primaryWeaponCost = primaryInfo->GetWeaponPrice();
|
|
int primaryAmmoCost = GetCSAmmoDef()->GetCost( primaryInfo->iAmmoType );
|
|
int primaryAmmoBuySize = GetCSAmmoDef()->GetBuySize( primaryInfo->iAmmoType );
|
|
cost += primaryWeaponCost;
|
|
cost += primaryAmmoCost * primaryClips;
|
|
ammo[primaryInfo->iAmmoType] += primaryClips * primaryAmmoBuySize;
|
|
|
|
ws.m_primaryWeapon = m_primaryWeapon;
|
|
ws.m_primaryWeapon.SetAmmoAmount( primaryClips );
|
|
ws.m_primaryWeapon.SetAmmoType( AMMO_CLIPS );
|
|
ws.m_primaryWeapon.SetFillAmmo( false );
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// secondary weapon
|
|
CCSWeaponInfo *secondaryInfo = GetWeaponInfo( m_secondaryWeapon.GetWeaponID() );
|
|
if ( secondaryInfo )
|
|
{
|
|
int secondaryClips = CalcClipsNeeded( &m_secondaryWeapon, secondaryInfo, ammo );
|
|
int secondaryWeaponCost = secondaryInfo->GetWeaponPrice();
|
|
int secondaryAmmoCost = GetCSAmmoDef()->GetCost( secondaryInfo->iAmmoType );
|
|
int secondaryAmmoBuySize = GetCSAmmoDef()->GetBuySize( secondaryInfo->iAmmoType );
|
|
cost += secondaryWeaponCost;
|
|
cost += secondaryAmmoCost * secondaryClips;
|
|
ammo[secondaryInfo->iAmmoType] += secondaryClips * secondaryAmmoBuySize;
|
|
|
|
ws.m_secondaryWeapon = m_secondaryWeapon;
|
|
ws.m_secondaryWeapon.SetAmmoAmount( secondaryClips );
|
|
ws.m_secondaryWeapon.SetAmmoType( AMMO_CLIPS );
|
|
ws.m_secondaryWeapon.SetFillAmmo( false );
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// equipment
|
|
if ( m_armor )
|
|
{
|
|
cost += (m_helmet) ? (iKevlarPrice + iHelmetPrice) : iKevlarPrice;
|
|
ws.m_armor = m_armor;
|
|
ws.m_helmet = m_helmet;
|
|
}
|
|
|
|
if ( m_smokeGrenade )
|
|
{
|
|
CCSWeaponInfo *pInfo = GetWeaponInfo( WEAPON_SMOKEGRENADE );
|
|
cost += ( pInfo ) ? pInfo->GetWeaponPrice() : 0;
|
|
ws.m_smokeGrenade = m_smokeGrenade;
|
|
}
|
|
|
|
if ( m_HEGrenade )
|
|
{
|
|
CCSWeaponInfo *pInfo = GetWeaponInfo( WEAPON_HEGRENADE );
|
|
cost += ( pInfo ) ? pInfo->GetWeaponPrice() : 0;
|
|
ws.m_HEGrenade = m_HEGrenade;
|
|
}
|
|
|
|
CCSWeaponInfo *pInfo = GetWeaponInfo( WEAPON_FLASHBANG );
|
|
cost += ( pInfo ) ? pInfo->GetWeaponPrice() * m_flashbangs : 0;
|
|
ws.m_flashbangs = m_flashbangs;
|
|
|
|
if ( m_defuser )
|
|
{
|
|
cost += DEFUSEKIT_PRICE;
|
|
ws.m_defuser = m_defuser;
|
|
}
|
|
|
|
if ( m_nightvision )
|
|
{
|
|
cost += iNVGPrice;
|
|
ws.m_nightvision = m_nightvision;
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Convenience function that wraps GetFromScratch() and discards the generated WeaponSet. Returns the cost
|
|
* to buy the full WeaponSet from scratch.
|
|
*/
|
|
int WeaponSet::FullCost() const
|
|
{
|
|
WeaponSet fullSet;
|
|
int cost = 0;
|
|
GetFromScratch( cost, fullSet );
|
|
return cost;
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Generates a list of buy commands that will buy the current WeaponSet.
|
|
*/
|
|
void WeaponSet::GenerateBuyCommands( char command[BUY_PRESET_COMMAND_LEN] ) const
|
|
{
|
|
command[0] = 0;
|
|
char *tmp = command;
|
|
int remainder = BUY_PRESET_COMMAND_LEN;
|
|
int i;
|
|
|
|
CSWeaponID primaryID = GetClientWeaponID( true ); ///< The local player's current primary weapon
|
|
CSWeaponID secondaryID = GetClientWeaponID( false ); ///< The local player's current pistol
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Primary weapon
|
|
CSWeaponID weaponID = m_primaryWeapon.GetWeaponID();
|
|
if ( weaponID == WEAPON_NONE )
|
|
weaponID = primaryID;
|
|
const CCSWeaponInfo *primaryInfo = GetWeaponInfo( weaponID );
|
|
if ( primaryInfo )
|
|
{
|
|
if ( weaponID != primaryID )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy %s\n", WeaponIDToAlias(weaponID) );
|
|
}
|
|
for ( i=0; i<m_primaryWeapon.GetAmmoAmount(); ++i )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buyammo1\n" );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// secondary weapon
|
|
weaponID = m_secondaryWeapon.GetWeaponID();
|
|
if ( weaponID == WEAPON_NONE )
|
|
weaponID = secondaryID;
|
|
const CCSWeaponInfo *secondaryInfo = GetWeaponInfo( weaponID );
|
|
if ( secondaryInfo )
|
|
{
|
|
if ( weaponID != secondaryID )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy %s\n", WeaponIDToAlias(weaponID) );
|
|
}
|
|
for ( i=0; i<m_secondaryWeapon.GetAmmoAmount(); ++i )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buyammo2\n" );
|
|
}
|
|
}
|
|
|
|
//-------------------------------------------------------------------------
|
|
// equipment
|
|
if ( m_armor )
|
|
{
|
|
if ( m_helmet )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy vesthelm\n" );
|
|
}
|
|
else
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy vest\n" );
|
|
}
|
|
}
|
|
|
|
if ( m_smokeGrenade )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy smokegrenade\n" );
|
|
}
|
|
|
|
if ( m_HEGrenade )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy hegrenade\n" );
|
|
}
|
|
|
|
for ( i=0; i<m_flashbangs; ++i )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy flashbang\n" );
|
|
}
|
|
|
|
if ( m_defuser )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy defuser\n" );
|
|
}
|
|
|
|
if ( m_nightvision )
|
|
{
|
|
tmp = BufPrintf( tmp, remainder, "buy nvgs\n" );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Return images out of a subdir, so when the buy preset system resizes the images, they don't resize in the
|
|
* main buy menu.
|
|
*/
|
|
const char *ImageFnameFromWeaponID( CSWeaponID weaponID, bool isPrimary )
|
|
{
|
|
switch (weaponID)
|
|
{
|
|
case WEAPON_NONE:
|
|
return "gfx/vgui/defaultweapon";
|
|
case WEAPON_SCOUT:
|
|
return "gfx/vgui/scout";
|
|
case WEAPON_XM1014:
|
|
return "gfx/vgui/xm1014";
|
|
case WEAPON_MAC10:
|
|
return "gfx/vgui/mac10";
|
|
case WEAPON_AUG:
|
|
return "gfx/vgui/aug";
|
|
case WEAPON_UMP45:
|
|
return "gfx/vgui/ump45";
|
|
case WEAPON_SG550:
|
|
return "gfx/vgui/sg550";
|
|
case WEAPON_GALIL:
|
|
return "gfx/vgui/galil";
|
|
case WEAPON_FAMAS:
|
|
return "gfx/vgui/famas";
|
|
case WEAPON_AWP:
|
|
return "gfx/vgui/awp";
|
|
case WEAPON_MP5NAVY:
|
|
return "gfx/vgui/mp5";
|
|
case WEAPON_M249:
|
|
return "gfx/vgui/m249";
|
|
case WEAPON_M3:
|
|
return "gfx/vgui/m3";
|
|
case WEAPON_M4A1:
|
|
return "gfx/vgui/m4a1";
|
|
case WEAPON_TMP:
|
|
return "gfx/vgui/tmp";
|
|
case WEAPON_G3SG1:
|
|
return "gfx/vgui/g3sg1";
|
|
case WEAPON_SG552:
|
|
return "gfx/vgui/sg552";
|
|
case WEAPON_AK47:
|
|
return "gfx/vgui/ak47";
|
|
case WEAPON_P90:
|
|
return "gfx/vgui/p90";
|
|
case WEAPON_SHIELDGUN:
|
|
return "gfx/vgui/shield";
|
|
|
|
case WEAPON_USP:
|
|
return "gfx/vgui/usp45";
|
|
case WEAPON_GLOCK:
|
|
return "gfx/vgui/glock18";
|
|
case WEAPON_DEAGLE:
|
|
return "gfx/vgui/deserteagle";
|
|
case WEAPON_ELITE:
|
|
return "gfx/vgui/elites";
|
|
case WEAPON_P228:
|
|
return "gfx/vgui/p228";
|
|
case WEAPON_FIVESEVEN:
|
|
return "gfx/vgui/fiveseven";
|
|
|
|
default:
|
|
return "";
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
BuyPreset::BuyPreset()
|
|
{
|
|
SetName( L"" );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
BuyPreset::BuyPreset( const BuyPreset& other )
|
|
{
|
|
*this = other;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
BuyPreset::~BuyPreset()
|
|
{
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
void BuyPreset::SetName( const wchar_t *name )
|
|
{
|
|
wcsncpy( m_name, name, MaxBuyPresetName );
|
|
if ( m_name[0] == 0 )
|
|
{
|
|
const wchar_t * defaultName = g_pVGuiLocalize->Find( "#Cstrike_BuyPresetBlank" );
|
|
if ( defaultName )
|
|
{
|
|
wcsncpy( m_name, defaultName, MaxBuyPresetName );
|
|
}
|
|
}
|
|
m_name[MaxBuyPresetName-1] = 0;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
// Parse KeyValues string into a BuyPresetWeapon vector
|
|
static void ParseWeaponString( const char *str, BuyPresetWeaponList& weapons, bool isPrimary )
|
|
{
|
|
weapons.RemoveAll();
|
|
|
|
if ( !str )
|
|
return;
|
|
|
|
const char *remainder = SharedParse( str );
|
|
const char *token;
|
|
|
|
const int BufLen = 32;
|
|
char tmpBuf[BufLen];
|
|
tmpBuf[0] = '\0';
|
|
char weaponBuf[BufLen];
|
|
weaponBuf[0] = '\0';
|
|
char clipModifier = 0;
|
|
int numClips = 0;
|
|
|
|
while ( remainder )
|
|
{
|
|
token = SharedGetToken();
|
|
if ( !token || strlen(token) >= BufLen )
|
|
return;
|
|
|
|
Q_strncpy( tmpBuf, token, BufLen );
|
|
tmpBuf[BufLen - 1] = 0;
|
|
char *tmp = tmpBuf;
|
|
while ( *tmp )
|
|
{
|
|
if ( *tmp == '/' )
|
|
{
|
|
*tmp = ' ';
|
|
}
|
|
++tmp;
|
|
}
|
|
// sscanf is safe, since the size of the string being scanned is at least as small as any individual destination buffer
|
|
if ( sscanf( tmpBuf, "%s %d%c", weaponBuf, &numClips, &clipModifier ) != 3 )
|
|
return;
|
|
|
|
CSWeaponID weaponID = AliasToWeaponID( weaponBuf );
|
|
if ( weaponID != WEAPON_NONE )
|
|
{
|
|
const CCSWeaponInfo *info = GetWeaponInfo( weaponID );
|
|
if ( info )
|
|
{
|
|
int maxRounds = GetCSAmmoDef()->MaxCarry( info->iAmmoType );
|
|
int buySize = GetCSAmmoDef()->GetBuySize( info->iAmmoType );
|
|
numClips = MIN(ceil(maxRounds/(float)buySize), MAX(0, numClips));
|
|
if ( ((!isPrimary) ^ IsPrimaryWeapon( weaponID )) == 0 )
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
numClips = MIN(NUM_CLIPS_FOR_CURRENT, MAX(0, numClips));
|
|
}
|
|
}
|
|
else
|
|
{
|
|
numClips = MIN(NUM_CLIPS_FOR_CURRENT, MAX(0, numClips));
|
|
}
|
|
|
|
BuyPresetWeapon weapon( weaponID );
|
|
weapon.SetAmmoType( AMMO_CLIPS );
|
|
weapon.SetAmmoAmount( numClips );
|
|
weapon.SetFillAmmo( (clipModifier == '+') );
|
|
weapons.AddToTail( weapon );
|
|
|
|
remainder = SharedParse( remainder );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Populates data from a KeyValues structure, for loading
|
|
*/
|
|
void BuyPreset::Parse( KeyValues *data )
|
|
{
|
|
m_name[0] = 0;
|
|
m_weaponList.RemoveAll();
|
|
|
|
if (!data)
|
|
return;
|
|
|
|
//-------------------------------------------------------------------------
|
|
// Read name
|
|
wcsncpy( m_name, data->GetWString( "PresetName", L""), MaxBuyPresetName );
|
|
m_name[ MaxBuyPresetName - 1 ] = 0;
|
|
PRESET_DEBUG( "Parsing Buy Preset %ls\n", m_name );
|
|
|
|
int version = data->GetInt( "Version", 0 );
|
|
if ( version < 4 || version > 4 )
|
|
{
|
|
PRESET_DEBUG( "Invalid preset version %d\n", version );
|
|
return;
|
|
}
|
|
|
|
const char *primaryString = data->GetString( "Primary", NULL );
|
|
const char *secondaryString = data->GetString( "Secondary", NULL );
|
|
const char *equipmentString = data->GetString( "Equipment", NULL );
|
|
|
|
CUtlVector< BuyPresetWeapon > weapons;
|
|
ParseWeaponString( primaryString, weapons, true );
|
|
|
|
WeaponSet ws;
|
|
if ( weapons.Count() )
|
|
ws.m_primaryWeapon = weapons[0];
|
|
|
|
weapons.RemoveAll();
|
|
ParseWeaponString( secondaryString, weapons, false );
|
|
if ( weapons.Count() )
|
|
ws.m_secondaryWeapon = weapons[0];
|
|
|
|
// parse equipment
|
|
if ( equipmentString )
|
|
{
|
|
const char *remainder = SharedParse( equipmentString );
|
|
const char *token;
|
|
|
|
const int BufLen = 32;
|
|
char tmpBuf[BufLen];
|
|
char itemBuf[BufLen];
|
|
int intVal;
|
|
|
|
while ( remainder )
|
|
{
|
|
token = SharedGetToken();
|
|
if ( !token || Q_strlen(token) >= BufLen )
|
|
break;
|
|
|
|
Q_strncpy( tmpBuf, token, BufLen );
|
|
tmpBuf[BufLen - 1] = 0;
|
|
char *tmp = tmpBuf;
|
|
while ( *tmp )
|
|
{
|
|
if ( *tmp == '/' )
|
|
{
|
|
*tmp = ' ';
|
|
}
|
|
++tmp;
|
|
}
|
|
// sscanf is safe, since the size of the string being scanned is at least as small as any individual destination buffer
|
|
if ( sscanf( tmpBuf, "%s %d", itemBuf, &intVal ) != 2 )
|
|
break;
|
|
|
|
if ( !strcmp( itemBuf, "vest" ) )
|
|
{
|
|
ws.m_armor = (intVal > 0) ? 100 : 0;
|
|
ws.m_helmet = false;
|
|
}
|
|
else if ( !strcmp( itemBuf, "vesthelm" ) )
|
|
{
|
|
ws.m_armor = (intVal > 0) ? 100 : 0;
|
|
ws.m_helmet = true;
|
|
}
|
|
else if ( !strcmp( itemBuf, "defuser" ) )
|
|
{
|
|
ws.m_defuser = (intVal > 0);
|
|
}
|
|
else if ( !strcmp( itemBuf, "nvgs" ) )
|
|
{
|
|
ws.m_nightvision = (intVal > 0);
|
|
}
|
|
else if ( !strcmp( itemBuf, "sgren" ) )
|
|
{
|
|
ws.m_smokeGrenade = (intVal > 0);
|
|
}
|
|
else if ( !strcmp( itemBuf, "hegren" ) )
|
|
{
|
|
ws.m_HEGrenade = (intVal > 0);
|
|
}
|
|
else if ( !strcmp( itemBuf, "flash" ) )
|
|
{
|
|
ws.m_flashbangs = MIN( 2, MAX( 0, intVal ) );
|
|
}
|
|
|
|
remainder = SharedParse( remainder );
|
|
}
|
|
|
|
m_weaponList.AddToTail( ws );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
// Build a string of weapons+ammo for KeyValues saving/loading
|
|
static const char* ConstructWeaponString( const BuyPresetWeapon& weapon )
|
|
{
|
|
const int WeaponLen = 1024;
|
|
static char weaponString[WeaponLen];
|
|
weaponString[0] = 0;
|
|
int remainder = WeaponLen;
|
|
char *tmp = weaponString;
|
|
|
|
tmp = BufPrintf( tmp, remainder, "%s/%d%c",
|
|
WeaponIDToAlias( weapon.GetWeaponID() ),
|
|
weapon.GetAmmoAmount(),
|
|
(weapon.GetFillAmmo()) ? '+' : '=' );
|
|
return weaponString;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Fills in a KeyValues structure with data, for saving
|
|
*/
|
|
void BuyPreset::Save( KeyValues *data )
|
|
{
|
|
//-------------------------------------------------------------------------
|
|
// Save name and version
|
|
KeyValues *presetKey = data->CreateNewKey();
|
|
presetKey->SetWString( "PresetName", m_name );
|
|
|
|
/**
|
|
* Version History
|
|
* ---------------
|
|
*
|
|
* PRE-RELEASE
|
|
* 1. 2/2004
|
|
* First-pass implementation. Allowed for multiple weapons per fallback.
|
|
* Individual items could be marked optional. Cash reserve could be specified.
|
|
* 2. 3/2004
|
|
* Second-pass implementation. Removed multiple weapons per fallback. The
|
|
* pistol could be marked optional. A preset could be marked as 'use for
|
|
* Autobuy'.
|
|
*
|
|
* CZ RELEASE
|
|
* 3. 4/22/2004
|
|
* The first released version. Removed optional/required status. Also
|
|
* removed the cash reserve and autobuy status. Corresponds to streamlined
|
|
* editing interface mocked up by Greg Coomer.
|
|
*
|
|
* CS:S RELEASE
|
|
* 4. 3/10/2004
|
|
* Removed fallbacks to correspond to new UI.
|
|
*/
|
|
presetKey->SetInt( "Version", 4 );
|
|
if ( m_weaponList.Count() > 0 )
|
|
{
|
|
//-------------------------------------------------------------------------
|
|
// Save a fallback WeaponSet
|
|
const WeaponSet& ws = m_weaponList[0];
|
|
|
|
presetKey->SetString( "Primary", ConstructWeaponString( ws.m_primaryWeapon ) );
|
|
presetKey->SetString( "Secondary", ConstructWeaponString( ws.m_secondaryWeapon ) );
|
|
|
|
presetKey->SetString( "Equipment",
|
|
SharedVarArgs("vest%s/%d flash/%d sgren/%d hegren/%d defuser/%d nvgs/%d",
|
|
(ws.m_helmet)?"helm":"", ws.m_armor,
|
|
ws.m_flashbangs,
|
|
ws.m_smokeGrenade,
|
|
ws.m_HEGrenade,
|
|
ws.m_defuser,
|
|
ws.m_nightvision
|
|
) );
|
|
}
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Calculates the full cost of the preset, which is exactly the full cost of the first fallback WeaponSet
|
|
*/
|
|
int BuyPreset::FullCost() const
|
|
{
|
|
if ( m_weaponList.Count() == 0 )
|
|
return 0;
|
|
|
|
return m_weaponList[0].FullCost();
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Returns the specified fallback WeaponSet, or NULL if it doesn't exist
|
|
*/
|
|
const WeaponSet * BuyPreset::GetSet( int index ) const
|
|
{
|
|
if ( index < 0 || index >= m_weaponList.Count() )
|
|
return NULL;
|
|
|
|
return &(m_weaponList[index]);
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Deletes a fallback
|
|
*/
|
|
void BuyPreset::DeleteSet( int index )
|
|
{
|
|
if ( index < 0 || index >= m_weaponList.Count() )
|
|
return;
|
|
|
|
m_weaponList.Remove( index );
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Switches the order of two fallbacks
|
|
*/
|
|
void BuyPreset::SwapSet( int firstIndex, int secondIndex )
|
|
{
|
|
if ( firstIndex < 0 || firstIndex >= m_weaponList.Count() )
|
|
return;
|
|
|
|
if ( secondIndex < 0 || secondIndex >= m_weaponList.Count() )
|
|
return;
|
|
|
|
WeaponSet tmpSet = m_weaponList[firstIndex];
|
|
m_weaponList[firstIndex] = m_weaponList[secondIndex];
|
|
m_weaponList[secondIndex] = tmpSet;
|
|
}
|
|
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* Replaces a fallback with the supplied WeaponSet
|
|
*/
|
|
void BuyPreset::ReplaceSet( int index, const WeaponSet& weaponSet )
|
|
{
|
|
if ( index < 0 || index > m_weaponList.Count() )
|
|
return;
|
|
|
|
if ( index == m_weaponList.Count() )
|
|
{
|
|
m_weaponList.AddToTail( weaponSet );
|
|
}
|
|
else
|
|
{
|
|
m_weaponList[index] = weaponSet;
|
|
}
|
|
}
|
|
|
|
//--------------------------------------------------------------------------------------------------------------
|