[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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[2049] | 31 | |
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| 32 | #include "core/CoreIncludes.h" |
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| 33 | |
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| 34 | namespace orxonox |
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| 35 | { |
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[2662] | 36 | CreateFactory(Munition); |
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| 37 | |
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[2097] | 38 | Munition::Munition(BaseObject* creator) : BaseObject(creator) |
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[2049] | 39 | { |
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| 40 | RegisterObject(Munition); |
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[2912] | 41 | |
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[2918] | 42 | this->maxMunitionPerMagazine_ = 10; |
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| 43 | this->maxMagazines_ = 10; |
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| 44 | this->magazines_ = 10; |
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| 45 | |
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| 46 | this->bUseSeparateMagazines_ = false; |
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| 47 | this->bStackMunition_ = true; |
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| 48 | this->bAllowMunitionRefilling_ = true; |
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| 49 | this->bAllowMultiMunitionRemovementUnderflow_ = true; |
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| 50 | |
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| 51 | this->reloadTime_ = 0; |
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[2049] | 52 | } |
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| 53 | |
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| 54 | Munition::~Munition() |
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| 55 | { |
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[2918] | 56 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
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| 57 | delete it->second; |
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[2049] | 58 | } |
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| 59 | |
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[2918] | 60 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const |
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[2096] | 61 | { |
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[2918] | 62 | if (this->bUseSeparateMagazines_) |
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| 63 | { |
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| 64 | // For separated magazines we definitively need a given user |
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| 65 | if (!user) |
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| 66 | return 0; |
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| 67 | |
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| 68 | // Use the map to get the magazine assigned to the given user |
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| 69 | std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user); |
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| 70 | if (it != this->currentMagazines_.end()) |
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| 71 | return it->second; |
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| 72 | } |
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[2662] | 73 | else |
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[2918] | 74 | { |
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| 75 | // We don't use separate magazines for each user, so just take the first magazine |
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| 76 | if (this->currentMagazines_.size() > 0) |
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| 77 | return this->currentMagazines_.begin()->second; |
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| 78 | } |
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| 79 | |
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| 80 | return 0; |
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[2662] | 81 | } |
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[2096] | 82 | |
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[2918] | 83 | unsigned int Munition::getNumMunition(WeaponMode* user) const |
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[2662] | 84 | { |
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[2918] | 85 | Magazine* magazine = this->getMagazine(user); |
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| 86 | if (magazine) |
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| 87 | { |
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| 88 | if (this->bStackMunition_) |
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| 89 | // With stacked munition every magazine contributes to the total amount |
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| 90 | return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_; |
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| 91 | else |
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| 92 | // Wihtout stacked munition we just consider the current magazine |
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| 93 | return magazine->munition_; |
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| 94 | } |
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| 95 | return 0; |
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| 96 | } |
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| 97 | |
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| 98 | unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const |
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| 99 | { |
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| 100 | // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition |
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| 101 | Magazine* magazine = this->getMagazine(user); |
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| 102 | if (magazine) |
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| 103 | return magazine->munition_; |
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[2662] | 104 | else |
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| 105 | return 0; |
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[2096] | 106 | } |
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| 107 | |
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[2918] | 108 | unsigned int Munition::getNumMagazines() const |
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| 109 | { |
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| 110 | if (this->bStackMunition_) |
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| 111 | { |
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| 112 | // If we stack munition and the current magazine is still full, it counts too |
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| 113 | Magazine* magazine = this->getMagazine(0); |
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| 114 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
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| 115 | return this->magazines_ + 1; |
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| 116 | } |
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[2662] | 117 | |
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[2918] | 118 | return this->magazines_; |
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| 119 | } |
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[2662] | 120 | |
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[2918] | 121 | unsigned int Munition::getMaxMunition() const |
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[2662] | 122 | { |
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[2918] | 123 | if (this->bStackMunition_) |
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| 124 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; |
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| 125 | else |
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| 126 | return this->maxMunitionPerMagazine_; |
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[2662] | 127 | } |
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| 128 | |
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[2918] | 129 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const |
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[2662] | 130 | { |
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[2918] | 131 | Magazine* magazine = this->getMagazine(user); |
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| 132 | if (magazine && magazine->bLoaded_) |
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| 133 | { |
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| 134 | unsigned int munition = magazine->munition_; |
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| 135 | |
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| 136 | // If we stack munition, we con't care about the current magazine - we just need enough munition in total |
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| 137 | if (this->bStackMunition_) |
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| 138 | munition += this->maxMunitionPerMagazine_ * this->magazines_; |
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| 139 | |
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| 140 | if (munition == 0) |
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| 141 | // Absolutely no munition - no chance to take munition |
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| 142 | return false; |
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| 143 | else if (this->bAllowMultiMunitionRemovementUnderflow_) |
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| 144 | // We're not empty AND we allow underflow, so this will always work |
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| 145 | return true; |
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| 146 | else |
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| 147 | // We don't allow underflow, so we have to check the amount |
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| 148 | return (munition >= amount); |
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| 149 | } |
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| 150 | return false; |
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[2662] | 151 | } |
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| 152 | |
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[2918] | 153 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) |
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[2662] | 154 | { |
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[2918] | 155 | if (!this->canTakeMunition(amount, user)) |
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| 156 | return false; |
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| 157 | |
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| 158 | Magazine* magazine = this->getMagazine(user); |
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| 159 | if (magazine && magazine->bLoaded_) |
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[2662] | 160 | { |
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[2918] | 161 | if (magazine->munition_ >= amount) |
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| 162 | { |
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| 163 | // Enough munition |
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| 164 | magazine->munition_ -= amount; |
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| 165 | return true; |
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| 166 | } |
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| 167 | else |
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| 168 | { |
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| 169 | // Not enough munition |
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| 170 | if (this->bStackMunition_) |
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| 171 | { |
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| 172 | // We stack munition, so just take what we can and then load the next magazine |
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| 173 | amount -= magazine->munition_; |
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| 174 | magazine->munition_ = 0; |
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| 175 | |
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| 176 | if (this->reload(0)) |
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| 177 | // Successfully reloaded, continue recursively |
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| 178 | return this->takeMunition(amount, 0); |
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| 179 | else |
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| 180 | // We don't have more magazines, so let's just hope we allow underflow |
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| 181 | return this->bAllowMultiMunitionRemovementUnderflow_; |
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| 182 | } |
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| 183 | else |
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| 184 | { |
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| 185 | // We don't stack, so we can only take munition if this is allowed |
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| 186 | if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) |
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| 187 | { |
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| 188 | magazine->munition_ -= 0; |
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| 189 | return true; |
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| 190 | } |
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| 191 | } |
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| 192 | } |
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[2662] | 193 | } |
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[2918] | 194 | return false; |
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| 195 | } |
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| 196 | |
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| 197 | bool Munition::canReload() const |
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| 198 | { |
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| 199 | // As long as we have enough magazines (and don't stack munition) we can reload |
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| 200 | return (this->magazines_ > 0 && !this->bStackMunition_); |
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| 201 | } |
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| 202 | |
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| 203 | bool Munition::needReload(WeaponMode* user) const |
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| 204 | { |
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| 205 | Magazine* magazine = this->getMagazine(user); |
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| 206 | if (magazine) |
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| 207 | { |
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| 208 | if (this->bStackMunition_) |
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| 209 | // With stacked munition, we never have to reload |
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| 210 | return false; |
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| 211 | else |
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| 212 | // We need to reload if an already loaded magazine is empty |
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| 213 | return (magazine->bLoaded_ && magazine->munition_ == 0); |
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| 214 | } |
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[2662] | 215 | else |
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[2918] | 216 | // No magazine - we definitively need to reload |
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| 217 | return true; |
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[2662] | 218 | } |
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| 219 | |
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[2918] | 220 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) |
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[2662] | 221 | { |
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[2918] | 222 | // Don't reload if we're already reloading |
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| 223 | Magazine* magazine = this->getMagazine(user); |
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| 224 | if (magazine && !magazine->bLoaded_) |
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| 225 | return false; |
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| 226 | |
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| 227 | // Check if we actually can reload |
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| 228 | if (this->magazines_ == 0) |
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| 229 | return false; |
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| 230 | |
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| 231 | // If we use separate magazines for each user, we definitively need a user given |
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| 232 | if (this->bUseSeparateMagazines_ && !user) |
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| 233 | return false; |
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| 234 | |
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| 235 | // If we don't use separate magazines, set user to 0 |
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| 236 | if (!this->bUseSeparateMagazines_) |
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| 237 | user = 0; |
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| 238 | |
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| 239 | // Remove the current magazine for the given user |
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| 240 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
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| 241 | if (it != this->currentMagazines_.end()) |
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[2662] | 242 | { |
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[2918] | 243 | delete it->second; |
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| 244 | this->currentMagazines_.erase(it); |
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[2662] | 245 | } |
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[2918] | 246 | |
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| 247 | // Load a new magazine |
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| 248 | this->currentMagazines_[user] = new Magazine(this, bUseReloadTime); |
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| 249 | this->magazines_--; |
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| 250 | |
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| 251 | return true; |
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| 252 | } |
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| 253 | |
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| 254 | bool Munition::canAddMunition(unsigned int amount) const |
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| 255 | { |
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| 256 | if (!this->bAllowMunitionRefilling_) |
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| 257 | return false; |
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| 258 | |
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| 259 | if (this->bStackMunition_) |
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| 260 | { |
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| 261 | // If we stack munition, we can always add munition until we reach the limit |
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| 262 | return (this->getNumMunition(0) < this->getMaxMunition()); |
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| 263 | } |
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[2662] | 264 | else |
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[2918] | 265 | { |
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| 266 | // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) |
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| 267 | for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
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| 268 | if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
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| 269 | return true; |
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| 270 | } |
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| 271 | |
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| 272 | return false; |
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[2662] | 273 | } |
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| 274 | |
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[2918] | 275 | bool Munition::addMunition(unsigned int amount) |
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| 276 | { |
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| 277 | if (!this->canAddMunition(amount)) |
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| 278 | return false; |
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[2662] | 279 | |
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[2918] | 280 | if (this->bStackMunition_) |
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| 281 | { |
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| 282 | // Stacking munition means, if a magazine gets full, the munition adds to a new magazine |
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| 283 | Magazine* magazine = this->getMagazine(0); |
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| 284 | if (magazine) |
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| 285 | { |
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| 286 | // Add the whole amount |
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| 287 | magazine->munition_ += amount; |
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| 288 | |
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| 289 | // Add new magazines if the current magazine is overfull |
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| 290 | while (magazine->munition_ > this->maxMunitionPerMagazine_) |
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| 291 | { |
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| 292 | magazine->munition_ -= this->maxMunitionPerMagazine_; |
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| 293 | this->magazines_++; |
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| 294 | } |
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| 295 | |
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| 296 | // If we reached the limit, reduze both magazines and munition to the maximum |
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| 297 | if (this->magazines_ >= this->maxMagazines_) |
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| 298 | { |
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| 299 | this->magazines_ = this->maxMagazines_ - 1; |
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| 300 | magazine->munition_ = this->maxMunitionPerMagazine_; |
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| 301 | } |
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| 302 | |
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| 303 | return true; |
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| 304 | } |
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| 305 | |
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| 306 | // Something went wrong |
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| 307 | return false; |
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| 308 | } |
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| 309 | else |
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| 310 | { |
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| 311 | // Share the munition equally to the current magazines |
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| 312 | while (amount > 0) |
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| 313 | { |
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| 314 | bool change = false; |
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| 315 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
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| 316 | { |
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| 317 | // Add munition if the magazine isn't full (but only to loaded magazines) |
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| 318 | if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
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| 319 | { |
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| 320 | it->second->munition_++; |
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| 321 | amount--; |
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| 322 | change = true; |
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| 323 | } |
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| 324 | } |
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| 325 | |
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| 326 | // If there was no change in a loop, all magazines are full (or locked due to loading) |
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| 327 | if (!change) |
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| 328 | break; |
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| 329 | } |
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| 330 | |
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| 331 | return true; |
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| 332 | } |
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| 333 | } |
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| 334 | |
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| 335 | bool Munition::canAddMagazines(unsigned int amount) const |
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[2662] | 336 | { |
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[2918] | 337 | if (this->bStackMunition_) |
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| 338 | // If we stack munition, we can always add new magazines because they contribute directly to the munition |
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| 339 | return (this->getNumMunition(0) < this->getMaxMunition()); |
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| 340 | else |
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| 341 | // If we don't stack munition, we're more limited |
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| 342 | return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_); |
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[2662] | 343 | } |
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| 344 | |
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[2918] | 345 | bool Munition::addMagazines(unsigned int amount) |
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[2662] | 346 | { |
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[2918] | 347 | if (!this->canAddMagazines(amount)) |
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| 348 | return false; |
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| 349 | |
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| 350 | // Calculate how many magazines are needed |
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| 351 | int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size(); |
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| 352 | |
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| 353 | // 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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| 354 | if (needed_magazines <= 0 && !this->bStackMunition_) |
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| 355 | return false; |
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| 356 | |
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[3074] | 357 | if (amount <= (unsigned int)needed_magazines) |
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[2918] | 358 | { |
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| 359 | // We need more magazines than we get, so just add them |
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| 360 | this->magazines_ += amount; |
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| 361 | } |
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| 362 | else |
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| 363 | { |
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| 364 | // We get more magazines than we need, so just add the needed amount |
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| 365 | this->magazines_ += needed_magazines; |
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| 366 | if (this->bStackMunition_) |
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| 367 | { |
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| 368 | // We stack munition, so the additional amount contributes directly to the munition of the current magazine |
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| 369 | Magazine* magazine = this->getMagazine(0); |
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| 370 | if (magazine) |
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| 371 | magazine->munition_ = this->maxMunitionPerMagazine_; |
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| 372 | } |
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| 373 | } |
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| 374 | |
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| 375 | return true; |
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[2662] | 376 | } |
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[2918] | 377 | |
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| 378 | bool Munition::canRemoveMagazines(unsigned int amount) const |
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| 379 | { |
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| 380 | if (this->bStackMunition_) |
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| 381 | { |
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| 382 | if (this->magazines_ >= amount) |
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| 383 | { |
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| 384 | // We have enough magazines |
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| 385 | return true; |
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| 386 | } |
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| 387 | else if (this->magazines_ == amount - 1) |
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| 388 | { |
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| 389 | // We lack one magazine, check if the current magazine is still full, if yes we're fine |
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| 390 | Magazine* magazine = this->getMagazine(0); |
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| 391 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
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| 392 | return true; |
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| 393 | } |
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| 394 | else |
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| 395 | { |
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| 396 | // We don't have enough magazines |
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| 397 | return false; |
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| 398 | } |
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| 399 | } |
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| 400 | else |
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| 401 | { |
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| 402 | // In case we're not stacking munition, just check the number of magazines |
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| 403 | return (this->magazines_ >= amount); |
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| 404 | } |
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[3053] | 405 | |
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| 406 | return false; |
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[2918] | 407 | } |
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| 408 | |
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| 409 | bool Munition::removeMagazines(unsigned int amount) |
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| 410 | { |
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| 411 | if (!this->canRemoveMagazines(amount)) |
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| 412 | return false; |
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| 413 | |
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| 414 | if (this->magazines_ >= amount) |
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| 415 | { |
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| 416 | // We have enough magazines, just remove the amount |
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| 417 | this->magazines_ -= amount; |
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| 418 | } |
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| 419 | else if (this->bStackMunition_) |
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| 420 | { |
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| 421 | // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine |
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| 422 | this->magazines_ = 0; |
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| 423 | Magazine* magazine = this->getMagazine(0); |
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| 424 | if (magazine) |
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| 425 | magazine->munition_ = 0; |
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| 426 | } |
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| 427 | |
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| 428 | return true; |
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| 429 | } |
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| 430 | |
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| 431 | bool Munition::dropMagazine(WeaponMode* user) |
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| 432 | { |
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| 433 | // If we use separate magazines, we need a user |
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| 434 | if (this->bUseSeparateMagazines_ && !user) |
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| 435 | return false; |
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| 436 | |
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| 437 | // If we don't use separate magazines, set user to 0 |
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| 438 | if (!this->bUseSeparateMagazines_) |
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| 439 | user = 0; |
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| 440 | |
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| 441 | // Remove the current magazine for the given user |
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| 442 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
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| 443 | if (it != this->currentMagazines_.end()) |
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| 444 | { |
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| 445 | delete it->second; |
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| 446 | this->currentMagazines_.erase(it); |
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| 447 | return true; |
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| 448 | } |
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| 449 | |
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| 450 | return false; |
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| 451 | } |
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| 452 | |
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| 453 | |
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| 454 | ///////////////////// |
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| 455 | // Magazine struct // |
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| 456 | ///////////////////// |
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| 457 | Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) |
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| 458 | { |
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| 459 | this->munition_ = 0; |
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| 460 | this->bLoaded_ = false; |
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| 461 | |
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| 462 | if (bUseReloadTime && (munition->reloadTime_ > 0 || munition->bStackMunition_)) |
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| 463 | { |
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| 464 | ExecutorMember<Magazine>* executor = createExecutor(createFunctor(&Magazine::loaded)); |
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| 465 | executor->setDefaultValues(munition); |
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| 466 | |
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| 467 | this->loadTimer_.setTimer(munition->reloadTime_, false, this, executor); |
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| 468 | } |
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| 469 | else |
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| 470 | this->loaded(munition); |
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| 471 | } |
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| 472 | |
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| 473 | void Munition::Magazine::loaded(Munition* munition) |
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| 474 | { |
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| 475 | this->bLoaded_ = true; |
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| 476 | this->munition_ = munition->maxMunitionPerMagazine_; |
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| 477 | } |
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[2096] | 478 | } |
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