#pragma once /// \brief Unconditional maximum amount of resources the player can have. const int RESOURCE_AMOUNT_HARD_LIMIT = 999; /// \brief Describes the available resource types. enum { RESOURCE_HEALTH = 1, ///< Health. RESOURCE_ARMOR, ///< Armor. RESOURCE_SHELLS, ///< Shells (used by shotgun). RESOURCE_BULLETS, ///< Bullets (used by machinegun and rifle) RESOURCE_ROCKETS, ///< Rockets (used by mortar, hagar, devastator, etc). RESOURCE_CELLS, ///< Cells (used by electro, crylink, vortex, etc) RESOURCE_PLASMA, ///< Plasma (unused). RESOURCE_FUEL ///< Fuel (used by jetpack). }; // ============================ Public API ==================================== /// \brief Returns the maximum amount of the given resource. /// \param[in] e Entity to check. /// \param[in] resource_type Type of the resource (a RESOURCE_* constant). /// \return Maximum amount of the given resource. float GetResourceLimit(entity e, int resource_type); /// \brief Gives player a resource such as health, armor or ammo. /// \param[in,out] receiver Entity to give resource to. /// \param[in] resource_type Type of the resource (a RESOURCE_* constant). /// \param[in] amount Amount of resource to give. /// \return No return. void GiveResource(entity receiver, int resource_type, float amount); // ===================== Legacy and/or internal API =========================== /// \brief Converts resource entity property to resource type. /// \param[in] resource_property Resource entity property to convert. /// \return Resource type (a RESOURCE_* constant). int GetResourceType(.float resource_property); /// \brief Converts resource type (a RESOURCE_* constant) to entity property. /// \param[in] resource_type Type of the resource. /// \return Entity proprty for that resource. .float GetResourceProperty(int resource_type);