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Initial commit of Command & Conquer Renegade source code.
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136
Code/Combat/inventory.cpp
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136
Code/Combat/inventory.cpp
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** Confidential - Westwood Studios ***
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***********************************************************************************************
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* *
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* Project Name : Commando *
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* *
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* $Archive:: /Commando/Code/Combat/inventory.cpp $*
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* *
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* $Author:: Byon_g $*
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* *
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* $Modtime:: 8/15/01 11:37a $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#include "inventory.h"
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#include "debug.h"
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#include "soldier.h"
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#include "weaponbag.h"
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#include "weapons.h"
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/*
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**
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*/
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InventoryClass::InventoryClass( void )
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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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*/
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InventoryClass::~InventoryClass( void )
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{
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}
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/*
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**
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*/
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void InventoryClass::Reset( void )
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{
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while ( WeaponAmmoList.Count() != 0 ) {
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WeaponAmmoList.Delete( 0 );
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}
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ShieldType = 0;
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ShieldStrength = 0.0f;
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ShieldStrengthMax = 0.0f;
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Health = 0.0f;
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HealthMax = 0.0f;
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}
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/*
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**
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*/
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void InventoryClass::Store_Inventory( SoldierGameObj * soldier )
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{
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Reset();
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WWASSERT( soldier );
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ShieldType = soldier->Get_Defense_Object()->Get_Shield_Type();
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ShieldStrength = soldier->Get_Defense_Object()->Get_Shield_Strength();
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ShieldStrengthMax = soldier->Get_Defense_Object()->Get_Shield_Strength_Max();
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Health = soldier->Get_Defense_Object()->Get_Health();
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HealthMax = soldier->Get_Defense_Object()->Get_Health_Max();
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soldier->Get_Weapon_Bag()->Store_Inventory( this );
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}
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/*
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**
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*/
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void InventoryClass::Add_Weapon( int id, int rounds, bool has_weapon )
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{
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WeaponAmmo entry;
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entry.WeaponID = id;
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entry.AmmoCount = rounds;
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entry.HasWeapon = has_weapon;
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WeaponAmmoList.Add( entry );
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}
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/*
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**
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*/
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void InventoryClass::Restore_Inventory( SoldierGameObj * soldier )
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{
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DefenseObjectClass * def_obj = soldier->Get_Defense_Object();
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if ( (unsigned long)ShieldType > def_obj->Get_Shield_Type() ) {
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def_obj->Set_Shield_Type( ShieldType );
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}
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if ( ShieldStrengthMax > def_obj->Get_Shield_Strength_Max() ) {
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def_obj->Set_Shield_Strength_Max( ShieldStrengthMax );
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}
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if ( ShieldStrength > def_obj->Get_Shield_Strength() ) {
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def_obj->Set_Shield_Strength( ShieldStrength );
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}
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if ( HealthMax > def_obj->Get_Health_Max() ) {
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def_obj->Set_Health_Max( HealthMax );
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}
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if ( Health > def_obj->Get_Health() ) {
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def_obj->Set_Health( Health );
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}
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WeaponBagClass * bag = soldier->Get_Weapon_Bag();
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for ( int i = 0; i < WeaponAmmoList.Count(); i++ ) {
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const WeaponAmmo & entry = WeaponAmmoList[i];
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WeaponClass * weapon = bag->Add_Weapon( entry.WeaponID, 0, entry.HasWeapon );
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if ( entry.AmmoCount == -1 ) {
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weapon->Add_Rounds( -1 );
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} else if ( weapon->Get_Total_Rounds() < entry.AmmoCount ) {
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weapon->Add_Rounds( entry.AmmoCount - weapon->Get_Total_Rounds() );
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}
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}
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}
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