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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22 | * Authors: |
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23 | * Martin Polak |
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24 | * Fabian 'x3n' Landau |
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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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30 | #include "OrxonoxStableHeaders.h" |
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31 | #include "Munition.h" |
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32 | |
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33 | #include "core/CoreIncludes.h" |
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34 | |
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35 | namespace orxonox |
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36 | { |
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37 | CreateFactory(Munition); |
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38 | |
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39 | Munition::Munition(BaseObject* creator) : BaseObject(creator) |
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40 | { |
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41 | RegisterObject(Munition); |
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42 | |
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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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47 | this->bUseSeparateMagazines_ = false; |
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48 | this->bStackMunition_ = true; |
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49 | this->bAllowMunitionRefilling_ = true; |
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50 | this->bAllowMultiMunitionRemovementUnderflow_ = true; |
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51 | |
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52 | this->reloadTime_ = 0; |
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53 | } |
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54 | |
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55 | Munition::~Munition() |
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56 | { |
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57 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
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58 | delete it->second; |
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59 | } |
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60 | |
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61 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const |
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62 | { |
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63 | if (this->bUseSeparateMagazines_) |
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64 | { |
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65 | // For separated magazines we definitively need a given user |
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66 | if (!user) |
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67 | return 0; |
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68 | |
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69 | // Use the map to get the magazine assigned to the given user |
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70 | std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user); |
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71 | if (it != this->currentMagazines_.end()) |
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72 | return it->second; |
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73 | } |
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74 | else |
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75 | { |
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76 | // We don't use separate magazines for each user, so just take the first magazine |
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77 | if (this->currentMagazines_.size() > 0) |
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78 | return this->currentMagazines_.begin()->second; |
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79 | } |
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80 | |
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81 | return 0; |
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82 | } |
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83 | |
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84 | unsigned int Munition::getNumMunition(WeaponMode* user) const |
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85 | { |
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86 | Magazine* magazine = this->getMagazine(user); |
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87 | if (magazine) |
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88 | { |
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89 | if (this->bStackMunition_) |
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90 | // With stacked munition every magazine contributes to the total amount |
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91 | return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_; |
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92 | else |
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93 | // Wihtout stacked munition we just consider the current magazine |
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94 | return magazine->munition_; |
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95 | } |
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96 | return 0; |
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97 | } |
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98 | |
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99 | unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const |
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100 | { |
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101 | // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition |
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102 | Magazine* magazine = this->getMagazine(user); |
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103 | if (magazine) |
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104 | return magazine->munition_; |
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105 | else |
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106 | return 0; |
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107 | } |
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108 | |
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109 | unsigned int Munition::getNumMagazines() const |
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110 | { |
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111 | if (this->bStackMunition_) |
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112 | { |
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113 | // If we stack munition and the current magazine is still full, it counts too |
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114 | Magazine* magazine = this->getMagazine(0); |
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115 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
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116 | return this->magazines_ + 1; |
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117 | } |
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118 | |
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119 | return this->magazines_; |
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120 | } |
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121 | |
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122 | unsigned int Munition::getMaxMunition() const |
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123 | { |
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124 | if (this->bStackMunition_) |
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125 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; |
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126 | else |
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127 | return this->maxMunitionPerMagazine_; |
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128 | } |
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129 | |
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130 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const |
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131 | { |
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132 | Magazine* magazine = this->getMagazine(user); |
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133 | if (magazine && magazine->bLoaded_) |
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134 | { |
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135 | unsigned int munition = magazine->munition_; |
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136 | |
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137 | // If we stack munition, we con't care about the current magazine - we just need enough munition in total |
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138 | if (this->bStackMunition_) |
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139 | munition += this->maxMunitionPerMagazine_ * this->magazines_; |
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140 | |
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141 | if (munition == 0) |
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142 | // Absolutely no munition - no chance to take munition |
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143 | return false; |
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144 | else if (this->bAllowMultiMunitionRemovementUnderflow_) |
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145 | // We're not empty AND we allow underflow, so this will always work |
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146 | return true; |
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147 | else |
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148 | // We don't allow underflow, so we have to check the amount |
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149 | return (munition >= amount); |
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150 | } |
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151 | return false; |
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152 | } |
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153 | |
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154 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) |
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155 | { |
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156 | if (!this->canTakeMunition(amount, user)) |
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157 | return false; |
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158 | |
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159 | Magazine* magazine = this->getMagazine(user); |
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160 | if (magazine && magazine->bLoaded_) |
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161 | { |
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162 | if (magazine->munition_ >= amount) |
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163 | { |
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164 | // Enough munition |
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165 | magazine->munition_ -= amount; |
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166 | return true; |
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167 | } |
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168 | else |
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169 | { |
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170 | // Not enough munition |
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171 | if (this->bStackMunition_) |
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172 | { |
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173 | // We stack munition, so just take what we can and then load the next magazine |
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174 | amount -= magazine->munition_; |
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175 | magazine->munition_ = 0; |
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176 | |
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177 | if (this->reload(0)) |
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178 | // Successfully reloaded, continue recursively |
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179 | return this->takeMunition(amount, 0); |
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180 | else |
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181 | // We don't have more magazines, so let's just hope we allow underflow |
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182 | return this->bAllowMultiMunitionRemovementUnderflow_; |
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183 | } |
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184 | else |
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185 | { |
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186 | // We don't stack, so we can only take munition if this is allowed |
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187 | if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) |
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188 | { |
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189 | magazine->munition_ -= 0; |
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190 | return true; |
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191 | } |
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192 | } |
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193 | } |
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194 | } |
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195 | return false; |
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196 | } |
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197 | |
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198 | bool Munition::canReload() const |
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199 | { |
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200 | // As long as we have enough magazines (and don't stack munition) we can reload |
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201 | return (this->magazines_ > 0 && !this->bStackMunition_); |
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202 | } |
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203 | |
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204 | bool Munition::needReload(WeaponMode* user) const |
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205 | { |
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206 | Magazine* magazine = this->getMagazine(user); |
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207 | if (magazine) |
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208 | { |
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209 | if (this->bStackMunition_) |
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210 | // With stacked munition, we never have to reload |
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211 | return false; |
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212 | else |
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213 | // We need to reload if an already loaded magazine is empty |
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214 | return (magazine->bLoaded_ && magazine->munition_ == 0); |
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215 | } |
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216 | else |
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217 | // No magazine - we definitively need to reload |
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218 | return true; |
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219 | } |
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220 | |
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221 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) |
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222 | { |
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223 | // Don't reload if we're already reloading |
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224 | Magazine* magazine = this->getMagazine(user); |
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225 | if (magazine && !magazine->bLoaded_) |
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226 | return false; |
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227 | |
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228 | // Check if we actually can reload |
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229 | if (this->magazines_ == 0) |
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230 | return false; |
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231 | |
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232 | // If we use separate magazines for each user, we definitively need a user given |
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233 | if (this->bUseSeparateMagazines_ && !user) |
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234 | return false; |
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235 | |
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236 | // If we don't use separate magazines, set user to 0 |
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237 | if (!this->bUseSeparateMagazines_) |
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238 | user = 0; |
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239 | |
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240 | // Remove the current magazine for the given user |
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241 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
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242 | if (it != this->currentMagazines_.end()) |
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243 | { |
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244 | delete it->second; |
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245 | this->currentMagazines_.erase(it); |
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246 | } |
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247 | |
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248 | // Load a new magazine |
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249 | this->currentMagazines_[user] = new Magazine(this, bUseReloadTime); |
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250 | this->magazines_--; |
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251 | |
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252 | return true; |
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253 | } |
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254 | |
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255 | bool Munition::canAddMunition(unsigned int amount) const |
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256 | { |
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257 | if (!this->bAllowMunitionRefilling_) |
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258 | return false; |
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259 | |
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260 | if (this->bStackMunition_) |
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261 | { |
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262 | // If we stack munition, we can always add munition until we reach the limit |
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263 | return (this->getNumMunition(0) < this->getMaxMunition()); |
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264 | } |
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265 | else |
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266 | { |
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267 | // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) |
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268 | for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
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269 | if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
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270 | return true; |
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271 | } |
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272 | |
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273 | return false; |
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274 | } |
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275 | |
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276 | bool Munition::addMunition(unsigned int amount) |
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277 | { |
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278 | if (!this->canAddMunition(amount)) |
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279 | return false; |
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280 | |
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281 | if (this->bStackMunition_) |
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282 | { |
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283 | // Stacking munition means, if a magazine gets full, the munition adds to a new magazine |
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284 | Magazine* magazine = this->getMagazine(0); |
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285 | if (magazine) |
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286 | { |
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287 | // Add the whole amount |
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288 | magazine->munition_ += amount; |
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289 | |
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290 | // Add new magazines if the current magazine is overfull |
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291 | while (magazine->munition_ > this->maxMunitionPerMagazine_) |
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292 | { |
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293 | magazine->munition_ -= this->maxMunitionPerMagazine_; |
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294 | this->magazines_++; |
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295 | } |
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296 | |
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297 | // If we reached the limit, reduze both magazines and munition to the maximum |
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298 | if (this->magazines_ >= this->maxMagazines_) |
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299 | { |
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300 | this->magazines_ = this->maxMagazines_ - 1; |
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301 | magazine->munition_ = this->maxMunitionPerMagazine_; |
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302 | } |
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303 | |
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304 | return true; |
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305 | } |
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306 | |
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307 | // Something went wrong |
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308 | return false; |
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309 | } |
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310 | else |
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311 | { |
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312 | // Share the munition equally to the current magazines |
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313 | while (amount > 0) |
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314 | { |
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315 | bool change = false; |
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316 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
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317 | { |
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318 | // Add munition if the magazine isn't full (but only to loaded magazines) |
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319 | if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
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320 | { |
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321 | it->second->munition_++; |
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322 | amount--; |
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323 | change = true; |
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324 | } |
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325 | } |
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326 | |
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327 | // If there was no change in a loop, all magazines are full (or locked due to loading) |
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328 | if (!change) |
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329 | break; |
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330 | } |
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331 | |
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332 | return true; |
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333 | } |
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334 | } |
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335 | |
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336 | bool Munition::canAddMagazines(unsigned int amount) const |
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337 | { |
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338 | if (this->bStackMunition_) |
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339 | // If we stack munition, we can always add new magazines because they contribute directly to the munition |
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340 | return (this->getNumMunition(0) < this->getMaxMunition()); |
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341 | else |
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342 | // If we don't stack munition, we're more limited |
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343 | return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_); |
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344 | } |
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345 | |
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346 | bool Munition::addMagazines(unsigned int amount) |
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347 | { |
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348 | if (!this->canAddMagazines(amount)) |
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349 | return false; |
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350 | |
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351 | // Calculate how many magazines are needed |
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352 | int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size(); |
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353 | |
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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) |
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355 | if (needed_magazines <= 0 && !this->bStackMunition_) |
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356 | return false; |
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357 | |
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358 | if (amount <= needed_magazines) |
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359 | { |
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360 | // We need more magazines than we get, so just add them |
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361 | this->magazines_ += amount; |
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362 | } |
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363 | else |
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364 | { |
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365 | // We get more magazines than we need, so just add the needed amount |
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366 | this->magazines_ += needed_magazines; |
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367 | if (this->bStackMunition_) |
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368 | { |
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369 | // We stack munition, so the additional amount contributes directly to the munition of the current magazine |
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370 | Magazine* magazine = this->getMagazine(0); |
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371 | if (magazine) |
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372 | magazine->munition_ = this->maxMunitionPerMagazine_; |
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373 | } |
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374 | } |
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375 | |
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376 | return true; |
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377 | } |
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378 | |
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379 | bool Munition::canRemoveMagazines(unsigned int amount) const |
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380 | { |
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381 | if (this->bStackMunition_) |
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382 | { |
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383 | if (this->magazines_ >= amount) |
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384 | { |
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385 | // We have enough magazines |
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386 | return true; |
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387 | } |
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388 | else if (this->magazines_ == amount - 1) |
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389 | { |
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390 | // We lack one magazine, check if the current magazine is still full, if yes we're fine |
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391 | Magazine* magazine = this->getMagazine(0); |
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392 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
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393 | return true; |
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394 | } |
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395 | else |
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396 | { |
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397 | // We don't have enough magazines |
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398 | return false; |
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399 | } |
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400 | } |
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401 | else |
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402 | { |
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403 | // In case we're not stacking munition, just check the number of magazines |
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404 | return (this->magazines_ >= amount); |
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405 | } |
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406 | |
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407 | return false; |
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408 | } |
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409 | |
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410 | bool Munition::removeMagazines(unsigned int amount) |
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411 | { |
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412 | if (!this->canRemoveMagazines(amount)) |
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413 | return false; |
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414 | |
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415 | if (this->magazines_ >= amount) |
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416 | { |
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417 | // We have enough magazines, just remove the amount |
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418 | this->magazines_ -= amount; |
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419 | } |
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420 | else if (this->bStackMunition_) |
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421 | { |
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422 | // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine |
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423 | this->magazines_ = 0; |
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424 | Magazine* magazine = this->getMagazine(0); |
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425 | if (magazine) |
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426 | magazine->munition_ = 0; |
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427 | } |
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428 | |
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429 | return true; |
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430 | } |
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431 | |
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432 | bool Munition::dropMagazine(WeaponMode* user) |
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433 | { |
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434 | // If we use separate magazines, we need a user |
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435 | if (this->bUseSeparateMagazines_ && !user) |
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436 | return false; |
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437 | |
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438 | // If we don't use separate magazines, set user to 0 |
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439 | if (!this->bUseSeparateMagazines_) |
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440 | user = 0; |
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441 | |
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442 | // Remove the current magazine for the given user |
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443 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
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444 | if (it != this->currentMagazines_.end()) |
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445 | { |
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446 | delete it->second; |
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447 | this->currentMagazines_.erase(it); |
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448 | return true; |
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449 | } |
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450 | |
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451 | return false; |
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452 | } |
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453 | |
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454 | |
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455 | ///////////////////// |
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456 | // Magazine struct // |
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457 | ///////////////////// |
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458 | Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) |
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459 | { |
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460 | this->munition_ = 0; |
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461 | this->bLoaded_ = false; |
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462 | |
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463 | if (bUseReloadTime && (munition->reloadTime_ > 0 || munition->bStackMunition_)) |
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464 | { |
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465 | ExecutorMember<Magazine>* executor = createExecutor(createFunctor(&Magazine::loaded)); |
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466 | executor->setDefaultValues(munition); |
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467 | |
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468 | this->loadTimer_.setTimer(munition->reloadTime_, false, this, executor); |
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469 | } |
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470 | else |
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471 | this->loaded(munition); |
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472 | } |
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473 | |
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474 | void Munition::Magazine::loaded(Munition* munition) |
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475 | { |
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476 | this->bLoaded_ = true; |
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477 | this->munition_ = munition->maxMunitionPerMagazine_; |
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478 | } |
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479 | } |
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