[2049] | 1 | /* |
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| 2 | * ORXONOX - the hottest 3D action shooter ever to exist |
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| 3 | * > www.orxonox.net < |
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| 4 | * |
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| 5 | * |
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| 6 | * License notice: |
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| 7 | * |
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| 8 | * This program is free software; you can redistribute it and/or |
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| 9 | * modify it under the terms of the GNU General Public License |
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| 10 | * as published by the Free Software Foundation; either version 2 |
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| 11 | * of the License, or (at your option) any later version. |
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| 12 | * |
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| 13 | * This program is distributed in the hope that it will be useful, |
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| 14 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
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| 15 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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| 16 | * GNU General Public License for more details. |
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| 17 | * |
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| 18 | * You should have received a copy of the GNU General Public License |
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| 19 | * along with this program; if not, write to the Free Software |
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| 20 | * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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| 21 | * |
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[2918] | 22 | * Authors: |
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[2049] | 23 | * Martin Polak |
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[2918] | 24 | * Fabian 'x3n' Landau |
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[2049] | 25 | * Co-authors: |
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| 26 | * ... |
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| 27 | * |
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| 28 | */ |
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| 29 | |
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[2912] | 30 | #include "Munition.h" |
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[8729] | 31 | |
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[2049] | 32 | #include "core/CoreIncludes.h" |
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[8729] | 33 | #include "core/command/Executor.h" |
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[2049] | 34 | |
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| 35 | namespace orxonox |
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| 36 | { |
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[9667] | 37 | RegisterClass(Munition); |
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[2662] | 38 | |
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[9667] | 39 | Munition::Munition(Context* context) : BaseObject(context) |
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[2049] | 40 | { |
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| 41 | RegisterObject(Munition); |
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[2912] | 42 | |
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[2918] | 43 | this->maxMunitionPerMagazine_ = 10; |
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| 44 | this->maxMagazines_ = 10; |
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| 45 | this->magazines_ = 10; |
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| 46 | |
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[10713] | 47 | this->deployment_ = MunitionDeployment::Stack; |
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[2918] | 48 | this->bAllowMunitionRefilling_ = true; |
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| 49 | this->bAllowMultiMunitionRemovementUnderflow_ = true; |
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| 50 | |
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[10688] | 51 | this->reloadTime_ = 0.5f; |
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[10713] | 52 | |
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| 53 | this->lastFilledWeaponMode_ = NULL; |
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[2049] | 54 | } |
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| 55 | |
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| 56 | Munition::~Munition() |
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| 57 | { |
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[2918] | 58 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
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| 59 | delete it->second; |
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[2049] | 60 | } |
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| 61 | |
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[2918] | 62 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const |
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[2096] | 63 | { |
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[10713] | 64 | if (deployment_ == MunitionDeployment::Separate) |
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[2918] | 65 | { |
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| 66 | // For separated magazines we definitively need a given user |
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| 67 | if (!user) |
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| 68 | return 0; |
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| 69 | |
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| 70 | // Use the map to get the magazine assigned to the given user |
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| 71 | std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user); |
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| 72 | if (it != this->currentMagazines_.end()) |
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| 73 | return it->second; |
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| 74 | } |
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[2662] | 75 | else |
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[2918] | 76 | { |
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| 77 | // We don't use separate magazines for each user, so just take the first magazine |
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| 78 | if (this->currentMagazines_.size() > 0) |
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| 79 | return this->currentMagazines_.begin()->second; |
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| 80 | } |
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| 81 | |
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| 82 | return 0; |
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[2662] | 83 | } |
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[2096] | 84 | |
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[2918] | 85 | unsigned int Munition::getNumMunition(WeaponMode* user) const |
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[2662] | 86 | { |
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[2918] | 87 | Magazine* magazine = this->getMagazine(user); |
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| 88 | if (magazine) |
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| 89 | { |
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[10713] | 90 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 91 | // With stacked munition every magazine contributes to the total amount |
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| 92 | return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_; |
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| 93 | else |
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| 94 | // Wihtout stacked munition we just consider the current magazine |
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| 95 | return magazine->munition_; |
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| 96 | } |
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| 97 | return 0; |
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| 98 | } |
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| 99 | |
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| 100 | unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const |
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| 101 | { |
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| 102 | // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition |
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| 103 | Magazine* magazine = this->getMagazine(user); |
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| 104 | if (magazine) |
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| 105 | return magazine->munition_; |
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[2662] | 106 | else |
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| 107 | return 0; |
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[2096] | 108 | } |
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| 109 | |
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[2918] | 110 | unsigned int Munition::getNumMagazines() const |
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| 111 | { |
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[10713] | 112 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 113 | { |
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| 114 | // If we stack munition and the current magazine is still full, it counts too |
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| 115 | Magazine* magazine = this->getMagazine(0); |
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| 116 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
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| 117 | return this->magazines_ + 1; |
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| 118 | } |
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[2662] | 119 | |
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[2918] | 120 | return this->magazines_; |
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| 121 | } |
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[2662] | 122 | |
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[2918] | 123 | unsigned int Munition::getMaxMunition() const |
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[2662] | 124 | { |
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[10713] | 125 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 126 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; |
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| 127 | else |
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| 128 | return this->maxMunitionPerMagazine_; |
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[2662] | 129 | } |
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| 130 | |
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[2918] | 131 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const |
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[2662] | 132 | { |
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[2918] | 133 | Magazine* magazine = this->getMagazine(user); |
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| 134 | if (magazine && magazine->bLoaded_) |
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| 135 | { |
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| 136 | unsigned int munition = magazine->munition_; |
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| 137 | |
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[10688] | 138 | // If we stack munition, we don't care about the current magazine - we just need enough munition in total |
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[10713] | 139 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 140 | munition += this->maxMunitionPerMagazine_ * this->magazines_; |
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| 141 | |
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| 142 | if (munition == 0) |
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| 143 | // Absolutely no munition - no chance to take munition |
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| 144 | return false; |
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| 145 | else if (this->bAllowMultiMunitionRemovementUnderflow_) |
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| 146 | // We're not empty AND we allow underflow, so this will always work |
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| 147 | return true; |
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| 148 | else |
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| 149 | // We don't allow underflow, so we have to check the amount |
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| 150 | return (munition >= amount); |
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| 151 | } |
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| 152 | return false; |
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[2662] | 153 | } |
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| 154 | |
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[2918] | 155 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) |
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[2662] | 156 | { |
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[2918] | 157 | if (!this->canTakeMunition(amount, user)) |
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| 158 | return false; |
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| 159 | |
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| 160 | Magazine* magazine = this->getMagazine(user); |
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| 161 | if (magazine && magazine->bLoaded_) |
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[2662] | 162 | { |
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[2918] | 163 | if (magazine->munition_ >= amount) |
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| 164 | { |
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| 165 | // Enough munition |
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| 166 | magazine->munition_ -= amount; |
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| 167 | return true; |
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| 168 | } |
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| 169 | else |
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| 170 | { |
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| 171 | // Not enough munition |
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[10713] | 172 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 173 | { |
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| 174 | // We stack munition, so just take what we can and then load the next magazine |
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| 175 | amount -= magazine->munition_; |
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| 176 | magazine->munition_ = 0; |
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| 177 | |
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| 178 | if (this->reload(0)) |
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| 179 | // Successfully reloaded, continue recursively |
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| 180 | return this->takeMunition(amount, 0); |
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| 181 | else |
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| 182 | // We don't have more magazines, so let's just hope we allow underflow |
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| 183 | return this->bAllowMultiMunitionRemovementUnderflow_; |
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| 184 | } |
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| 185 | else |
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| 186 | { |
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| 187 | // We don't stack, so we can only take munition if this is allowed |
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| 188 | if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) |
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| 189 | { |
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[7847] | 190 | magazine->munition_ = 0; |
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[2918] | 191 | return true; |
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| 192 | } |
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| 193 | } |
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| 194 | } |
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[2662] | 195 | } |
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[2918] | 196 | return false; |
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| 197 | } |
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| 198 | |
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| 199 | bool Munition::canReload() const |
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| 200 | { |
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| 201 | // As long as we have enough magazines (and don't stack munition) we can reload |
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[10713] | 202 | return (this->magazines_ > 0 && !deployment_ == MunitionDeployment::Stack); |
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[2918] | 203 | } |
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| 204 | |
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| 205 | bool Munition::needReload(WeaponMode* user) const |
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| 206 | { |
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| 207 | Magazine* magazine = this->getMagazine(user); |
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| 208 | if (magazine) |
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| 209 | { |
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[10713] | 210 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 211 | // With stacked munition, we never have to reload |
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| 212 | return false; |
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| 213 | else |
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| 214 | // We need to reload if an already loaded magazine is empty |
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| 215 | return (magazine->bLoaded_ && magazine->munition_ == 0); |
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| 216 | } |
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[2662] | 217 | else |
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[2918] | 218 | // No magazine - we definitively need to reload |
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| 219 | return true; |
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[2662] | 220 | } |
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| 221 | |
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[2918] | 222 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) |
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[2662] | 223 | { |
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[2918] | 224 | // Don't reload if we're already reloading |
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| 225 | Magazine* magazine = this->getMagazine(user); |
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| 226 | if (magazine && !magazine->bLoaded_) |
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| 227 | return false; |
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| 228 | |
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| 229 | // Check if we actually can reload |
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| 230 | if (this->magazines_ == 0) |
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| 231 | return false; |
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| 232 | |
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| 233 | // If we use separate magazines for each user, we definitively need a user given |
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[10713] | 234 | if (deployment_ == MunitionDeployment::Separate && !user) |
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[2918] | 235 | return false; |
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| 236 | |
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| 237 | // If we don't use separate magazines, set user to 0 |
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[10713] | 238 | if (!deployment_ == MunitionDeployment::Separate) |
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[2918] | 239 | user = 0; |
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| 240 | |
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| 241 | // Remove the current magazine for the given user |
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| 242 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
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| 243 | if (it != this->currentMagazines_.end()) |
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[2662] | 244 | { |
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[10713] | 245 | if (it->first == lastFilledWeaponMode_) |
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| 246 | { |
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| 247 | lastFilledWeaponMode_ = NULL; |
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| 248 | } |
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[2918] | 249 | delete it->second; |
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| 250 | this->currentMagazines_.erase(it); |
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[2662] | 251 | } |
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[2918] | 252 | |
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| 253 | // Load a new magazine |
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| 254 | this->currentMagazines_[user] = new Magazine(this, bUseReloadTime); |
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| 255 | this->magazines_--; |
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| 256 | |
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| 257 | return true; |
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| 258 | } |
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| 259 | |
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| 260 | bool Munition::canAddMunition(unsigned int amount) const |
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| 261 | { |
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[8706] | 262 | // TODO: 'amount' is not used |
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| 263 | |
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[2918] | 264 | if (!this->bAllowMunitionRefilling_) |
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| 265 | return false; |
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| 266 | |
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[10713] | 267 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 268 | { |
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| 269 | // If we stack munition, we can always add munition until we reach the limit |
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| 270 | return (this->getNumMunition(0) < this->getMaxMunition()); |
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| 271 | } |
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[2662] | 272 | else |
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[2918] | 273 | { |
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| 274 | // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) |
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| 275 | for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
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| 276 | if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
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| 277 | return true; |
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| 278 | } |
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| 279 | |
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| 280 | return false; |
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[2662] | 281 | } |
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| 282 | |
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[2918] | 283 | bool Munition::addMunition(unsigned int amount) |
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| 284 | { |
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| 285 | if (!this->canAddMunition(amount)) |
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| 286 | return false; |
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[2662] | 287 | |
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[10713] | 288 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 289 | { |
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| 290 | // Stacking munition means, if a magazine gets full, the munition adds to a new magazine |
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| 291 | Magazine* magazine = this->getMagazine(0); |
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| 292 | if (magazine) |
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| 293 | { |
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| 294 | // Add the whole amount |
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| 295 | magazine->munition_ += amount; |
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| 296 | |
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| 297 | // Add new magazines if the current magazine is overfull |
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| 298 | while (magazine->munition_ > this->maxMunitionPerMagazine_) |
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| 299 | { |
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| 300 | magazine->munition_ -= this->maxMunitionPerMagazine_; |
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| 301 | this->magazines_++; |
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| 302 | } |
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| 303 | |
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| 304 | // If we reached the limit, reduze both magazines and munition to the maximum |
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| 305 | if (this->magazines_ >= this->maxMagazines_) |
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| 306 | { |
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| 307 | this->magazines_ = this->maxMagazines_ - 1; |
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| 308 | magazine->munition_ = this->maxMunitionPerMagazine_; |
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| 309 | } |
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| 310 | |
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| 311 | return true; |
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| 312 | } |
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| 313 | |
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| 314 | // Something went wrong |
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| 315 | return false; |
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| 316 | } |
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| 317 | else |
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| 318 | { |
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[10713] | 319 | std::map<WeaponMode*, Magazine*>::iterator it; |
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| 320 | |
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| 321 | // If the pointer to the weapon mode whose magazine got munition added to is NULL, then set the iterator to the beginning of the map |
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| 322 | // Otherwise set it to the next weapon mode |
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| 323 | if (lastFilledWeaponMode_ == NULL) |
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| 324 | { |
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| 325 | it = this->currentMagazines_.begin(); |
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| 326 | } |
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| 327 | else |
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| 328 | { |
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| 329 | it = this->currentMagazines_.find(lastFilledWeaponMode_); |
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| 330 | ++ it; |
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| 331 | } |
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| 332 | |
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[2918] | 333 | // Share the munition equally to the current magazines |
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[10713] | 334 | bool firstLoop = true; |
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[2918] | 335 | while (amount > 0) |
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| 336 | { |
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| 337 | bool change = false; |
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[10713] | 338 | while (it != this->currentMagazines_.end()) |
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| 339 | { |
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| 340 | // Add munition if the magazine isn't full (but only to loaded magazines) |
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| 341 | if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
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| 342 | { |
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| 343 | it->second->munition_++; |
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| 344 | amount--; |
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| 345 | lastFilledWeaponMode_ = it->first; |
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| 346 | change = true; |
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| 347 | } |
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| 348 | |
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| 349 | ++it; |
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| 350 | } |
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| 351 | |
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| 352 | // If there was no change in a loop, all magazines are full (or locked due to loading) |
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| 353 | // Because the first loop does not stat at the beginning of the map we have to treat is separately |
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| 354 | if (!change && !firstLoop) |
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| 355 | { |
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| 356 | break; |
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| 357 | } |
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| 358 | |
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| 359 | it = this->currentMagazines_.begin(); |
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| 360 | firstLoop = false; |
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| 361 | } |
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| 362 | |
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| 363 | return true; |
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[2918] | 364 | } |
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| 365 | } |
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| 366 | |
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| 367 | bool Munition::canAddMagazines(unsigned int amount) const |
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[2662] | 368 | { |
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[8706] | 369 | // TODO: 'amount' is not used |
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| 370 | |
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[10713] | 371 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 372 | // If we stack munition, we can always add new magazines because they contribute directly to the munition |
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| 373 | return (this->getNumMunition(0) < this->getMaxMunition()); |
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| 374 | else |
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| 375 | // If we don't stack munition, we're more limited |
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| 376 | return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_); |
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[2662] | 377 | } |
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| 378 | |
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[2918] | 379 | bool Munition::addMagazines(unsigned int amount) |
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[2662] | 380 | { |
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[2918] | 381 | if (!this->canAddMagazines(amount)) |
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| 382 | return false; |
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| 383 | |
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| 384 | // Calculate how many magazines are needed |
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| 385 | int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size(); |
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| 386 | |
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| 387 | // 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) |
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[10713] | 388 | if (needed_magazines <= 0 && !deployment_ == MunitionDeployment::Stack) |
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[2918] | 389 | return false; |
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| 390 | |
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[3301] | 391 | if (amount <= static_cast<unsigned int>(needed_magazines)) |
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[2918] | 392 | { |
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| 393 | // We need more magazines than we get, so just add them |
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| 394 | this->magazines_ += amount; |
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| 395 | } |
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| 396 | else |
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| 397 | { |
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| 398 | // We get more magazines than we need, so just add the needed amount |
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| 399 | this->magazines_ += needed_magazines; |
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[10713] | 400 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 401 | { |
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| 402 | // We stack munition, so the additional amount contributes directly to the munition of the current magazine |
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| 403 | Magazine* magazine = this->getMagazine(0); |
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| 404 | if (magazine) |
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| 405 | magazine->munition_ = this->maxMunitionPerMagazine_; |
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| 406 | } |
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| 407 | } |
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| 408 | |
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| 409 | return true; |
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[2662] | 410 | } |
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[2918] | 411 | |
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| 412 | bool Munition::canRemoveMagazines(unsigned int amount) const |
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| 413 | { |
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[10713] | 414 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 415 | { |
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| 416 | if (this->magazines_ >= amount) |
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| 417 | { |
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| 418 | // We have enough magazines |
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| 419 | return true; |
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| 420 | } |
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| 421 | else if (this->magazines_ == amount - 1) |
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| 422 | { |
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| 423 | // We lack one magazine, check if the current magazine is still full, if yes we're fine |
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| 424 | Magazine* magazine = this->getMagazine(0); |
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| 425 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
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| 426 | return true; |
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| 427 | } |
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| 428 | else |
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| 429 | { |
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| 430 | // We don't have enough magazines |
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| 431 | return false; |
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| 432 | } |
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| 433 | } |
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| 434 | else |
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| 435 | { |
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| 436 | // In case we're not stacking munition, just check the number of magazines |
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| 437 | return (this->magazines_ >= amount); |
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| 438 | } |
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[3053] | 439 | |
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| 440 | return false; |
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[2918] | 441 | } |
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| 442 | |
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| 443 | bool Munition::removeMagazines(unsigned int amount) |
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| 444 | { |
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| 445 | if (!this->canRemoveMagazines(amount)) |
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| 446 | return false; |
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| 447 | |
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| 448 | if (this->magazines_ >= amount) |
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| 449 | { |
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| 450 | // We have enough magazines, just remove the amount |
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| 451 | this->magazines_ -= amount; |
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| 452 | } |
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[10713] | 453 | else if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 454 | { |
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| 455 | // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine |
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| 456 | this->magazines_ = 0; |
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| 457 | Magazine* magazine = this->getMagazine(0); |
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| 458 | if (magazine) |
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| 459 | magazine->munition_ = 0; |
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| 460 | } |
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| 461 | |
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| 462 | return true; |
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| 463 | } |
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| 464 | |
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| 465 | bool Munition::dropMagazine(WeaponMode* user) |
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| 466 | { |
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| 467 | // If we use separate magazines, we need a user |
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[10713] | 468 | if (deployment_ == MunitionDeployment::Separate && !user) |
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[2918] | 469 | return false; |
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| 470 | |
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| 471 | // If we don't use separate magazines, set user to 0 |
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[10713] | 472 | if (!deployment_ == MunitionDeployment::Separate) |
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[2918] | 473 | user = 0; |
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| 474 | |
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| 475 | // Remove the current magazine for the given user |
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| 476 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
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| 477 | if (it != this->currentMagazines_.end()) |
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| 478 | { |
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[10713] | 479 | if (it->first == lastFilledWeaponMode_) |
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| 480 | { |
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| 481 | lastFilledWeaponMode_ = NULL; |
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| 482 | } |
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[2918] | 483 | delete it->second; |
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[10713] | 484 | this->currentMagazines_.erase(it); |
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[2918] | 485 | return true; |
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| 486 | } |
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| 487 | |
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| 488 | return false; |
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| 489 | } |
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| 490 | |
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| 491 | |
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| 492 | ///////////////////// |
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| 493 | // Magazine struct // |
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| 494 | ///////////////////// |
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| 495 | Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) |
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| 496 | { |
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| 497 | this->munition_ = 0; |
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| 498 | this->bLoaded_ = false; |
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| 499 | |
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[10713] | 500 | if (bUseReloadTime && munition->reloadTime_ > 0 && !munition->deployment_ == MunitionDeployment::Stack) |
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[2918] | 501 | { |
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[7284] | 502 | const ExecutorPtr& executor = createExecutor(createFunctor(&Magazine::loaded, this)); |
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[2918] | 503 | executor->setDefaultValues(munition); |
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| 504 | |
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[5929] | 505 | this->loadTimer_.setTimer(munition->reloadTime_, false, executor); |
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[2918] | 506 | } |
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| 507 | else |
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| 508 | this->loaded(munition); |
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| 509 | } |
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| 510 | |
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| 511 | void Munition::Magazine::loaded(Munition* munition) |
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| 512 | { |
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| 513 | this->bLoaded_ = true; |
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| 514 | this->munition_ = munition->maxMunitionPerMagazine_; |
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| 515 | } |
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[10688] | 516 | } |
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