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 | |
---|
32 | #include "core/CoreIncludes.h" |
---|
33 | #include "core/command/Executor.h" |
---|
34 | |
---|
35 | namespace orxonox |
---|
36 | { |
---|
37 | CreateFactory(Munition); |
---|
38 | |
---|
39 | Munition::Munition(BaseObject* creator) : BaseObject(creator) |
---|
40 | { |
---|
41 | RegisterObject(Munition); |
---|
42 | |
---|
43 | this->maxMunitionPerMagazine_ = 10; |
---|
44 | this->maxMagazines_ = 10; |
---|
45 | this->magazines_ = 10; |
---|
46 | |
---|
47 | this->bUseSeparateMagazines_ = false; |
---|
48 | this->bStackMunition_ = true; |
---|
49 | this->bAllowMunitionRefilling_ = true; |
---|
50 | this->bAllowMultiMunitionRemovementUnderflow_ = true; |
---|
51 | |
---|
52 | this->reloadTime_ = 0; |
---|
53 | } |
---|
54 | |
---|
55 | Munition::~Munition() |
---|
56 | { |
---|
57 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
---|
58 | delete it->second; |
---|
59 | } |
---|
60 | |
---|
61 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const |
---|
62 | { |
---|
63 | if (this->bUseSeparateMagazines_) |
---|
64 | { |
---|
65 | // For separated magazines we definitively need a given user |
---|
66 | if (!user) |
---|
67 | return 0; |
---|
68 | |
---|
69 | // Use the map to get the magazine assigned to the given user |
---|
70 | std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user); |
---|
71 | if (it != this->currentMagazines_.end()) |
---|
72 | return it->second; |
---|
73 | } |
---|
74 | else |
---|
75 | { |
---|
76 | // We don't use separate magazines for each user, so just take the first magazine |
---|
77 | if (this->currentMagazines_.size() > 0) |
---|
78 | return this->currentMagazines_.begin()->second; |
---|
79 | } |
---|
80 | |
---|
81 | return 0; |
---|
82 | } |
---|
83 | |
---|
84 | unsigned int Munition::getNumMunition(WeaponMode* user) const |
---|
85 | { |
---|
86 | Magazine* magazine = this->getMagazine(user); |
---|
87 | if (magazine) |
---|
88 | { |
---|
89 | if (this->bStackMunition_) |
---|
90 | // With stacked munition every magazine contributes to the total amount |
---|
91 | return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_; |
---|
92 | else |
---|
93 | // Wihtout stacked munition we just consider the current magazine |
---|
94 | return magazine->munition_; |
---|
95 | } |
---|
96 | return 0; |
---|
97 | } |
---|
98 | |
---|
99 | unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const |
---|
100 | { |
---|
101 | // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition |
---|
102 | Magazine* magazine = this->getMagazine(user); |
---|
103 | if (magazine) |
---|
104 | return magazine->munition_; |
---|
105 | else |
---|
106 | return 0; |
---|
107 | } |
---|
108 | |
---|
109 | unsigned int Munition::getNumMagazines() const |
---|
110 | { |
---|
111 | if (this->bStackMunition_) |
---|
112 | { |
---|
113 | // If we stack munition and the current magazine is still full, it counts too |
---|
114 | Magazine* magazine = this->getMagazine(0); |
---|
115 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
---|
116 | return this->magazines_ + 1; |
---|
117 | } |
---|
118 | |
---|
119 | return this->magazines_; |
---|
120 | } |
---|
121 | |
---|
122 | unsigned int Munition::getMaxMunition() const |
---|
123 | { |
---|
124 | if (this->bStackMunition_) |
---|
125 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; |
---|
126 | else |
---|
127 | return this->maxMunitionPerMagazine_; |
---|
128 | } |
---|
129 | |
---|
130 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const |
---|
131 | { |
---|
132 | Magazine* magazine = this->getMagazine(user); |
---|
133 | if (magazine && magazine->bLoaded_) |
---|
134 | { |
---|
135 | unsigned int munition = magazine->munition_; |
---|
136 | |
---|
137 | // If we stack munition, we con't care about the current magazine - we just need enough munition in total |
---|
138 | if (this->bStackMunition_) |
---|
139 | munition += this->maxMunitionPerMagazine_ * this->magazines_; |
---|
140 | |
---|
141 | if (munition == 0) |
---|
142 | // Absolutely no munition - no chance to take munition |
---|
143 | return false; |
---|
144 | else if (this->bAllowMultiMunitionRemovementUnderflow_) |
---|
145 | // We're not empty AND we allow underflow, so this will always work |
---|
146 | return true; |
---|
147 | else |
---|
148 | // We don't allow underflow, so we have to check the amount |
---|
149 | return (munition >= amount); |
---|
150 | } |
---|
151 | return false; |
---|
152 | } |
---|
153 | |
---|
154 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) |
---|
155 | { |
---|
156 | if (!this->canTakeMunition(amount, user)) |
---|
157 | return false; |
---|
158 | |
---|
159 | Magazine* magazine = this->getMagazine(user); |
---|
160 | if (magazine && magazine->bLoaded_) |
---|
161 | { |
---|
162 | if (magazine->munition_ >= amount) |
---|
163 | { |
---|
164 | // Enough munition |
---|
165 | magazine->munition_ -= amount; |
---|
166 | return true; |
---|
167 | } |
---|
168 | else |
---|
169 | { |
---|
170 | // Not enough munition |
---|
171 | if (this->bStackMunition_) |
---|
172 | { |
---|
173 | // We stack munition, so just take what we can and then load the next magazine |
---|
174 | amount -= magazine->munition_; |
---|
175 | magazine->munition_ = 0; |
---|
176 | |
---|
177 | if (this->reload(0)) |
---|
178 | // Successfully reloaded, continue recursively |
---|
179 | return this->takeMunition(amount, 0); |
---|
180 | else |
---|
181 | // We don't have more magazines, so let's just hope we allow underflow |
---|
182 | return this->bAllowMultiMunitionRemovementUnderflow_; |
---|
183 | } |
---|
184 | else |
---|
185 | { |
---|
186 | // We don't stack, so we can only take munition if this is allowed |
---|
187 | if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) |
---|
188 | { |
---|
189 | magazine->munition_ = 0; |
---|
190 | return true; |
---|
191 | } |
---|
192 | } |
---|
193 | } |
---|
194 | } |
---|
195 | return false; |
---|
196 | } |
---|
197 | |
---|
198 | bool Munition::canReload() const |
---|
199 | { |
---|
200 | // As long as we have enough magazines (and don't stack munition) we can reload |
---|
201 | return (this->magazines_ > 0 && !this->bStackMunition_); |
---|
202 | } |
---|
203 | |
---|
204 | bool Munition::needReload(WeaponMode* user) const |
---|
205 | { |
---|
206 | Magazine* magazine = this->getMagazine(user); |
---|
207 | if (magazine) |
---|
208 | { |
---|
209 | if (this->bStackMunition_) |
---|
210 | // With stacked munition, we never have to reload |
---|
211 | return false; |
---|
212 | else |
---|
213 | // We need to reload if an already loaded magazine is empty |
---|
214 | return (magazine->bLoaded_ && magazine->munition_ == 0); |
---|
215 | } |
---|
216 | else |
---|
217 | // No magazine - we definitively need to reload |
---|
218 | return true; |
---|
219 | } |
---|
220 | |
---|
221 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) |
---|
222 | { |
---|
223 | // Don't reload if we're already reloading |
---|
224 | Magazine* magazine = this->getMagazine(user); |
---|
225 | if (magazine && !magazine->bLoaded_) |
---|
226 | return false; |
---|
227 | |
---|
228 | // Check if we actually can reload |
---|
229 | if (this->magazines_ == 0) |
---|
230 | return false; |
---|
231 | |
---|
232 | // If we use separate magazines for each user, we definitively need a user given |
---|
233 | if (this->bUseSeparateMagazines_ && !user) |
---|
234 | return false; |
---|
235 | |
---|
236 | // If we don't use separate magazines, set user to 0 |
---|
237 | if (!this->bUseSeparateMagazines_) |
---|
238 | user = 0; |
---|
239 | |
---|
240 | // Remove the current magazine for the given user |
---|
241 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
---|
242 | if (it != this->currentMagazines_.end()) |
---|
243 | { |
---|
244 | delete it->second; |
---|
245 | this->currentMagazines_.erase(it); |
---|
246 | } |
---|
247 | |
---|
248 | // Load a new magazine |
---|
249 | this->currentMagazines_[user] = new Magazine(this, bUseReloadTime); |
---|
250 | this->magazines_--; |
---|
251 | |
---|
252 | return true; |
---|
253 | } |
---|
254 | |
---|
255 | bool Munition::canAddMunition(unsigned int amount) const |
---|
256 | { |
---|
257 | if (!this->bAllowMunitionRefilling_) |
---|
258 | return false; |
---|
259 | |
---|
260 | if (this->bStackMunition_) |
---|
261 | { |
---|
262 | // If we stack munition, we can always add munition until we reach the limit |
---|
263 | return (this->getNumMunition(0) < this->getMaxMunition()); |
---|
264 | } |
---|
265 | else |
---|
266 | { |
---|
267 | // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) |
---|
268 | for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
---|
269 | if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
---|
270 | return true; |
---|
271 | } |
---|
272 | |
---|
273 | return false; |
---|
274 | } |
---|
275 | |
---|
276 | bool Munition::addMunition(unsigned int amount) |
---|
277 | { |
---|
278 | if (!this->canAddMunition(amount)) |
---|
279 | return false; |
---|
280 | |
---|
281 | if (this->bStackMunition_) |
---|
282 | { |
---|
283 | // Stacking munition means, if a magazine gets full, the munition adds to a new magazine |
---|
284 | Magazine* magazine = this->getMagazine(0); |
---|
285 | if (magazine) |
---|
286 | { |
---|
287 | // Add the whole amount |
---|
288 | magazine->munition_ += amount; |
---|
289 | |
---|
290 | // Add new magazines if the current magazine is overfull |
---|
291 | while (magazine->munition_ > this->maxMunitionPerMagazine_) |
---|
292 | { |
---|
293 | magazine->munition_ -= this->maxMunitionPerMagazine_; |
---|
294 | this->magazines_++; |
---|
295 | } |
---|
296 | |
---|
297 | // If we reached the limit, reduze both magazines and munition to the maximum |
---|
298 | if (this->magazines_ >= this->maxMagazines_) |
---|
299 | { |
---|
300 | this->magazines_ = this->maxMagazines_ - 1; |
---|
301 | magazine->munition_ = this->maxMunitionPerMagazine_; |
---|
302 | } |
---|
303 | |
---|
304 | return true; |
---|
305 | } |
---|
306 | |
---|
307 | // Something went wrong |
---|
308 | return false; |
---|
309 | } |
---|
310 | else |
---|
311 | { |
---|
312 | // Share the munition equally to the current magazines |
---|
313 | while (amount > 0) |
---|
314 | { |
---|
315 | bool change = false; |
---|
316 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
---|
317 | { |
---|
318 | // Add munition if the magazine isn't full (but only to loaded magazines) |
---|
319 | if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
---|
320 | { |
---|
321 | it->second->munition_++; |
---|
322 | amount--; |
---|
323 | change = true; |
---|
324 | } |
---|
325 | } |
---|
326 | |
---|
327 | // If there was no change in a loop, all magazines are full (or locked due to loading) |
---|
328 | if (!change) |
---|
329 | break; |
---|
330 | } |
---|
331 | |
---|
332 | return true; |
---|
333 | } |
---|
334 | } |
---|
335 | |
---|
336 | bool Munition::canAddMagazines(unsigned int amount) const |
---|
337 | { |
---|
338 | if (this->bStackMunition_) |
---|
339 | // If we stack munition, we can always add new magazines because they contribute directly to the munition |
---|
340 | return (this->getNumMunition(0) < this->getMaxMunition()); |
---|
341 | else |
---|
342 | // If we don't stack munition, we're more limited |
---|
343 | return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_); |
---|
344 | } |
---|
345 | |
---|
346 | bool Munition::addMagazines(unsigned int amount) |
---|
347 | { |
---|
348 | if (!this->canAddMagazines(amount)) |
---|
349 | return false; |
---|
350 | |
---|
351 | // Calculate how many magazines are needed |
---|
352 | int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size(); |
---|
353 | |
---|
354 | // 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) |
---|
355 | if (needed_magazines <= 0 && !this->bStackMunition_) |
---|
356 | return false; |
---|
357 | |
---|
358 | if (amount <= static_cast<unsigned int>(needed_magazines)) |
---|
359 | { |
---|
360 | // We need more magazines than we get, so just add them |
---|
361 | this->magazines_ += amount; |
---|
362 | } |
---|
363 | else |
---|
364 | { |
---|
365 | // We get more magazines than we need, so just add the needed amount |
---|
366 | this->magazines_ += needed_magazines; |
---|
367 | if (this->bStackMunition_) |
---|
368 | { |
---|
369 | // We stack munition, so the additional amount contributes directly to the munition of the current magazine |
---|
370 | Magazine* magazine = this->getMagazine(0); |
---|
371 | if (magazine) |
---|
372 | magazine->munition_ = this->maxMunitionPerMagazine_; |
---|
373 | } |
---|
374 | } |
---|
375 | |
---|
376 | return true; |
---|
377 | } |
---|
378 | |
---|
379 | bool Munition::canRemoveMagazines(unsigned int amount) const |
---|
380 | { |
---|
381 | if (this->bStackMunition_) |
---|
382 | { |
---|
383 | if (this->magazines_ >= amount) |
---|
384 | { |
---|
385 | // We have enough magazines |
---|
386 | return true; |
---|
387 | } |
---|
388 | else if (this->magazines_ == amount - 1) |
---|
389 | { |
---|
390 | // We lack one magazine, check if the current magazine is still full, if yes we're fine |
---|
391 | Magazine* magazine = this->getMagazine(0); |
---|
392 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
---|
393 | return true; |
---|
394 | } |
---|
395 | else |
---|
396 | { |
---|
397 | // We don't have enough magazines |
---|
398 | return false; |
---|
399 | } |
---|
400 | } |
---|
401 | else |
---|
402 | { |
---|
403 | // In case we're not stacking munition, just check the number of magazines |
---|
404 | return (this->magazines_ >= amount); |
---|
405 | } |
---|
406 | |
---|
407 | return false; |
---|
408 | } |
---|
409 | |
---|
410 | bool Munition::removeMagazines(unsigned int amount) |
---|
411 | { |
---|
412 | if (!this->canRemoveMagazines(amount)) |
---|
413 | return false; |
---|
414 | |
---|
415 | if (this->magazines_ >= amount) |
---|
416 | { |
---|
417 | // We have enough magazines, just remove the amount |
---|
418 | this->magazines_ -= amount; |
---|
419 | } |
---|
420 | else if (this->bStackMunition_) |
---|
421 | { |
---|
422 | // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine |
---|
423 | this->magazines_ = 0; |
---|
424 | Magazine* magazine = this->getMagazine(0); |
---|
425 | if (magazine) |
---|
426 | magazine->munition_ = 0; |
---|
427 | } |
---|
428 | |
---|
429 | return true; |
---|
430 | } |
---|
431 | |
---|
432 | bool Munition::dropMagazine(WeaponMode* user) |
---|
433 | { |
---|
434 | // If we use separate magazines, we need a user |
---|
435 | if (this->bUseSeparateMagazines_ && !user) |
---|
436 | return false; |
---|
437 | |
---|
438 | // If we don't use separate magazines, set user to 0 |
---|
439 | if (!this->bUseSeparateMagazines_) |
---|
440 | user = 0; |
---|
441 | |
---|
442 | // Remove the current magazine for the given user |
---|
443 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
---|
444 | if (it != this->currentMagazines_.end()) |
---|
445 | { |
---|
446 | delete it->second; |
---|
447 | this->currentMagazines_.erase(it); |
---|
448 | return true; |
---|
449 | } |
---|
450 | |
---|
451 | return false; |
---|
452 | } |
---|
453 | |
---|
454 | |
---|
455 | ///////////////////// |
---|
456 | // Magazine struct // |
---|
457 | ///////////////////// |
---|
458 | Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) |
---|
459 | { |
---|
460 | this->munition_ = 0; |
---|
461 | this->bLoaded_ = false; |
---|
462 | |
---|
463 | if (bUseReloadTime && munition->reloadTime_ > 0 && !munition->bStackMunition_) |
---|
464 | { |
---|
465 | const ExecutorPtr& executor = createExecutor(createFunctor(&Magazine::loaded, this)); |
---|
466 | executor->setDefaultValues(munition); |
---|
467 | |
---|
468 | this->loadTimer_.setTimer(munition->reloadTime_, false, executor); |
---|
469 | } |
---|
470 | else |
---|
471 | this->loaded(munition); |
---|
472 | } |
---|
473 | |
---|
474 | void Munition::Magazine::loaded(Munition* munition) |
---|
475 | { |
---|
476 | this->bLoaded_ = true; |
---|
477 | this->munition_ = munition->maxMunitionPerMagazine_; |
---|
478 | } |
---|
479 | } |
---|