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source: code/branches/bigships/src/orxonox/weaponsystem/Munition.cc @ 8136

Last change on this file since 8136 was 7896, checked in by landauf, 14 years ago

actually I believe the condition should be the other way round (talking about r7895): never use a reload timer if the munition is stacked

  • Property svn:eol-style set to native
File size: 16.0 KB
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1/*
2 *   ORXONOX - the hottest 3D action shooter ever to exist
3 *                    > www.orxonox.net <
4 *
5 *
6 *   License notice:
7 *
8 *   This program is free software; you can redistribute it and/or
9 *   modify it under the terms of the GNU General Public License
10 *   as published by the Free Software Foundation; either version 2
11 *   of the License, or (at your option) any later version.
12 *
13 *   This program is distributed in the hope that it will be useful,
14 *   but WITHOUT ANY WARRANTY; without even the implied warranty of
15 *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
16 *   GNU General Public License for more details.
17 *
18 *   You should have received a copy of the GNU General Public License
19 *   along with this program; if not, write to the Free Software
20 *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
21 *
22 *   Authors:
23 *      Martin Polak
24 *      Fabian 'x3n' Landau
25 *   Co-authors:
26 *      ...
27 *
28 */
29
30#include "Munition.h"
31#include "core/CoreIncludes.h"
32
33namespace orxonox
34{
35    CreateFactory(Munition);
36
37    Munition::Munition(BaseObject* creator) : BaseObject(creator)
38    {
39        RegisterObject(Munition);
40
41        this->maxMunitionPerMagazine_ = 10;
42        this->maxMagazines_ = 10;
43        this->magazines_ = 10;
44
45        this->bUseSeparateMagazines_ = false;
46        this->bStackMunition_ = true;
47        this->bAllowMunitionRefilling_ = true;
48        this->bAllowMultiMunitionRemovementUnderflow_ = true;
49
50        this->reloadTime_ = 0;
51    }
52
53    Munition::~Munition()
54    {
55        for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it)
56            delete it->second;
57    }
58
59    Munition::Magazine* Munition::getMagazine(WeaponMode* user) const
60    {
61        if (this->bUseSeparateMagazines_)
62        {
63            // For separated magazines we definitively need a given user
64            if (!user)
65                return 0;
66
67            // Use the map to get the magazine assigned to the given user
68            std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user);
69            if (it != this->currentMagazines_.end())
70                return it->second;
71        }
72        else
73        {
74            // We don't use separate magazines for each user, so just take the first magazine
75            if (this->currentMagazines_.size() > 0)
76                return this->currentMagazines_.begin()->second;
77        }
78
79        return 0;
80    }
81
82    unsigned int Munition::getNumMunition(WeaponMode* user) const
83    {
84        Magazine* magazine = this->getMagazine(user);
85        if (magazine)
86        {
87            if (this->bStackMunition_)
88                // With stacked munition every magazine contributes to the total amount
89                return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_;
90            else
91                // Wihtout stacked munition we just consider the current magazine
92                return magazine->munition_;
93        }
94        return 0;
95    }
96
97    unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const
98    {
99        // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition
100        Magazine* magazine = this->getMagazine(user);
101        if (magazine)
102            return magazine->munition_;
103        else
104            return 0;
105    }
106
107    unsigned int Munition::getNumMagazines() const
108    {
109        if (this->bStackMunition_)
110        {
111            // If we stack munition and the current magazine is still full, it counts too
112            Magazine* magazine = this->getMagazine(0);
113            if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_)
114                return this->magazines_ + 1;
115        }
116
117        return this->magazines_;
118    }
119
120    unsigned int Munition::getMaxMunition() const
121    {
122        if (this->bStackMunition_)
123            return this->maxMunitionPerMagazine_ * this->maxMagazines_;
124        else
125            return this->maxMunitionPerMagazine_;
126    }
127
128    bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const
129    {
130        Magazine* magazine = this->getMagazine(user);
131        if (magazine && magazine->bLoaded_)
132        {
133            unsigned int munition = magazine->munition_;
134
135            // If we stack munition, we con't care about the current magazine - we just need enough munition in total
136            if (this->bStackMunition_)
137                munition += this->maxMunitionPerMagazine_ * this->magazines_;
138
139            if (munition == 0)
140                // Absolutely no munition - no chance to take munition
141                return false;
142            else if (this->bAllowMultiMunitionRemovementUnderflow_)
143                // We're not empty AND we allow underflow, so this will always work
144                return true;
145            else
146                // We don't allow underflow, so we have to check the amount
147                return (munition >= amount);
148        }
149        return false;
150    }
151
152    bool Munition::takeMunition(unsigned int amount, WeaponMode* user)
153    {
154        if (!this->canTakeMunition(amount, user))
155            return false;
156
157        Magazine* magazine = this->getMagazine(user);
158        if (magazine && magazine->bLoaded_)
159        {
160            if (magazine->munition_ >= amount)
161            {
162                // Enough munition
163                magazine->munition_ -= amount;
164                return true;
165            }
166            else
167            {
168                // Not enough munition
169                if (this->bStackMunition_)
170                {
171                    // We stack munition, so just take what we can and then load the next magazine
172                    amount -= magazine->munition_;
173                    magazine->munition_ = 0;
174
175                    if (this->reload(0))
176                        // Successfully reloaded, continue recursively
177                        return this->takeMunition(amount, 0);
178                    else
179                        // We don't have more magazines, so let's just hope we allow underflow
180                        return this->bAllowMultiMunitionRemovementUnderflow_;
181                }
182                else
183                {
184                    // We don't stack, so we can only take munition if this is allowed
185                    if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_)
186                    {
187                        magazine->munition_ = 0;
188                        return true;
189                    }
190                }
191            }
192        }
193        return false;
194    }
195
196    bool Munition::canReload() const
197    {
198        // As long as we have enough magazines (and don't stack munition) we can reload
199        return (this->magazines_ > 0 && !this->bStackMunition_);
200    }
201
202    bool Munition::needReload(WeaponMode* user) const
203    {
204        Magazine* magazine = this->getMagazine(user);
205        if (magazine)
206        {
207            if (this->bStackMunition_)
208                // With stacked munition, we never have to reload
209                return false;
210            else
211                // We need to reload if an already loaded magazine is empty
212                return (magazine->bLoaded_ && magazine->munition_ == 0);
213        }
214        else
215            // No magazine - we definitively need to reload
216            return true;
217    }
218
219    bool Munition::reload(WeaponMode* user, bool bUseReloadTime)
220    {
221        // Don't reload if we're already reloading
222        Magazine* magazine = this->getMagazine(user);
223        if (magazine && !magazine->bLoaded_)
224            return false;
225
226        // Check if we actually can reload
227        if (this->magazines_ == 0)
228            return false;
229
230        // If we use separate magazines for each user, we definitively need a user given
231        if (this->bUseSeparateMagazines_ && !user)
232            return false;
233
234        // If we don't use separate magazines, set user to 0
235        if (!this->bUseSeparateMagazines_)
236            user = 0;
237
238        // Remove the current magazine for the given user
239        std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user);
240        if (it != this->currentMagazines_.end())
241        {
242            delete it->second;
243            this->currentMagazines_.erase(it);
244        }
245
246        // Load a new magazine
247        this->currentMagazines_[user] = new Magazine(this, bUseReloadTime);
248        this->magazines_--;
249
250        return true;
251    }
252
253    bool Munition::canAddMunition(unsigned int amount) const
254    {
255        if (!this->bAllowMunitionRefilling_)
256            return false;
257
258        if (this->bStackMunition_)
259        {
260            // If we stack munition, we can always add munition until we reach the limit
261            return (this->getNumMunition(0) < this->getMaxMunition());
262        }
263        else
264        {
265            // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition)
266            for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it)
267                if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_)
268                    return true;
269        }
270
271        return false;
272    }
273
274    bool Munition::addMunition(unsigned int amount)
275    {
276        if (!this->canAddMunition(amount))
277            return false;
278
279        if (this->bStackMunition_)
280        {
281            // Stacking munition means, if a magazine gets full, the munition adds to a new magazine
282            Magazine* magazine = this->getMagazine(0);
283            if (magazine)
284            {
285                // Add the whole amount
286                magazine->munition_ += amount;
287
288                // Add new magazines if the current magazine is overfull
289                while (magazine->munition_ > this->maxMunitionPerMagazine_)
290                {
291                    magazine->munition_ -= this->maxMunitionPerMagazine_;
292                    this->magazines_++;
293                }
294
295                // If we reached the limit, reduze both magazines and munition to the maximum
296                if (this->magazines_ >= this->maxMagazines_)
297                {
298                    this->magazines_ = this->maxMagazines_ - 1;
299                    magazine->munition_ = this->maxMunitionPerMagazine_;
300                }
301
302                return true;
303            }
304
305            // Something went wrong
306            return false;
307        }
308        else
309        {
310            // Share the munition equally to the current magazines
311            while (amount > 0)
312            {
313                bool change = false;
314                for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it)
315                {
316                    // Add munition if the magazine isn't full (but only to loaded magazines)
317                    if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_)
318                    {
319                        it->second->munition_++;
320                        amount--;
321                        change = true;
322                    }
323                }
324
325                // If there was no change in a loop, all magazines are full (or locked due to loading)
326                if (!change)
327                    break;
328            }
329
330            return true;
331        }
332    }
333
334    bool Munition::canAddMagazines(unsigned int amount) const
335    {
336        if (this->bStackMunition_)
337            // If we stack munition, we can always add new magazines because they contribute directly to the munition
338            return (this->getNumMunition(0) < this->getMaxMunition());
339        else
340            // If we don't stack munition, we're more limited
341            return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_);
342    }
343
344    bool Munition::addMagazines(unsigned int amount)
345    {
346        if (!this->canAddMagazines(amount))
347            return false;
348
349        // Calculate how many magazines are needed
350        int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size();
351
352        // If zero or less magazines are needed, we definitively don't need more magazines (unless we stack munition - then a magazine contributes directly to the munition)
353        if (needed_magazines <= 0 && !this->bStackMunition_)
354            return false;
355
356        if (amount <= static_cast<unsigned int>(needed_magazines))
357        {
358            // We need more magazines than we get, so just add them
359            this->magazines_ += amount;
360        }
361        else
362        {
363            // We get more magazines than we need, so just add the needed amount
364            this->magazines_ += needed_magazines;
365            if (this->bStackMunition_)
366            {
367                // We stack munition, so the additional amount contributes directly to the munition of the current magazine
368                Magazine* magazine = this->getMagazine(0);
369                if (magazine)
370                    magazine->munition_ = this->maxMunitionPerMagazine_;
371            }
372        }
373
374        return true;
375    }
376
377    bool Munition::canRemoveMagazines(unsigned int amount) const
378    {
379        if (this->bStackMunition_)
380        {
381            if (this->magazines_ >= amount)
382            {
383                // We have enough magazines
384                return true;
385            }
386            else if (this->magazines_ == amount - 1)
387            {
388                // We lack one magazine, check if the current magazine is still full, if yes we're fine
389                Magazine* magazine = this->getMagazine(0);
390                if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_)
391                    return true;
392            }
393            else
394            {
395                // We don't have enough magazines
396                return false;
397            }
398        }
399        else
400        {
401            // In case we're not stacking munition, just check the number of magazines
402            return (this->magazines_ >= amount);
403        }
404
405        return false;
406    }
407
408    bool Munition::removeMagazines(unsigned int amount)
409    {
410        if (!this->canRemoveMagazines(amount))
411            return false;
412
413        if (this->magazines_ >= amount)
414        {
415            // We have enough magazines, just remove the amount
416            this->magazines_ -= amount;
417        }
418        else if (this->bStackMunition_)
419        {
420            // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine
421            this->magazines_ = 0;
422            Magazine* magazine = this->getMagazine(0);
423            if (magazine)
424                magazine->munition_ = 0;
425        }
426
427        return true;
428    }
429
430    bool Munition::dropMagazine(WeaponMode* user)
431    {
432        // If we use separate magazines, we need a user
433        if (this->bUseSeparateMagazines_ && !user)
434            return false;
435
436        // If we don't use separate magazines, set user to 0
437        if (!this->bUseSeparateMagazines_)
438            user = 0;
439
440        // Remove the current magazine for the given user
441        std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user);
442        if (it != this->currentMagazines_.end())
443        {
444            delete it->second;
445            this->currentMagazines_.erase(it);
446            return true;
447        }
448
449        return false;
450    }
451
452
453    /////////////////////
454    // Magazine struct //
455    /////////////////////
456    Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime)
457    {
458        this->munition_ = 0;
459        this->bLoaded_ = false;
460
461        if (bUseReloadTime && munition->reloadTime_ > 0 && !munition->bStackMunition_)
462        {
463            const ExecutorPtr& executor = createExecutor(createFunctor(&Magazine::loaded, this));
464            executor->setDefaultValues(munition);
465
466            this->loadTimer_.setTimer(munition->reloadTime_, false, executor);
467        }
468        else
469            this->loaded(munition);
470    }
471
472    void Munition::Magazine::loaded(Munition* munition)
473    {
474        this->bLoaded_ = true;
475        this->munition_ = munition->maxMunitionPerMagazine_;
476    }
477}
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