[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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[11052] | 26 | * Fabien Vultier |
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[2049] | 27 | * |
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| 28 | */ |
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| 29 | |
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[2912] | 30 | #include "Munition.h" |
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[8729] | 31 | |
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[2049] | 32 | #include "core/CoreIncludes.h" |
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[8729] | 33 | #include "core/command/Executor.h" |
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[11052] | 34 | #include "core/XMLPort.h" |
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[2049] | 35 | |
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| 36 | namespace orxonox |
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| 37 | { |
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[9667] | 38 | RegisterClass(Munition); |
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[2662] | 39 | |
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[9667] | 40 | Munition::Munition(Context* context) : BaseObject(context) |
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[2049] | 41 | { |
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| 42 | RegisterObject(Munition); |
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[2912] | 43 | |
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[2918] | 44 | this->maxMunitionPerMagazine_ = 10; |
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| 45 | this->maxMagazines_ = 10; |
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[11052] | 46 | this->unassignedMagazines_ = 10; |
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[2918] | 47 | |
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[11052] | 48 | this->deployment_ = MunitionDeployment::Stack; |
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[2918] | 49 | this->bAllowMunitionRefilling_ = true; |
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| 50 | this->bAllowMultiMunitionRemovementUnderflow_ = true; |
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| 51 | |
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[11052] | 52 | this->reloadTime_ = 0.5f; |
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| 53 | |
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[11071] | 54 | this->lastFilledWeaponMode_ = nullptr; |
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[2049] | 55 | } |
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| 56 | |
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| 57 | Munition::~Munition() |
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| 58 | { |
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[11071] | 59 | for (const auto& mapEntry : this->assignedMagazines_) |
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| 60 | delete mapEntry.second; |
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[2049] | 61 | } |
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| 62 | |
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[11052] | 63 | void Munition::XMLPort(Element& xmlelement, XMLPort::Mode mode) |
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| 64 | { |
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| 65 | SUPER(Munition, XMLPort, xmlelement, mode); |
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| 66 | |
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| 67 | XMLPortParam(Munition, "initialmagazines", setNumMagazines, getNumMagazines, xmlelement, mode); |
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| 68 | XMLPortParam(Munition, "maxmagazines", setMaxMagazines, getMaxMagazines, xmlelement, mode); |
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| 69 | XMLPortParam(Munition, "munitionpermagazine", setMaxMunitionPerMagazine, getMaxMunitionPerMagazine, xmlelement, mode); |
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| 70 | } |
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| 71 | |
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[2918] | 72 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const |
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[2096] | 73 | { |
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[11052] | 74 | if (deployment_ == MunitionDeployment::Separate) |
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[2918] | 75 | { |
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| 76 | // For separated magazines we definitively need a given user |
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| 77 | if (!user) |
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[11071] | 78 | return nullptr; |
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[2918] | 79 | |
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| 80 | // Use the map to get the magazine assigned to the given user |
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[11052] | 81 | std::map<WeaponMode*, Magazine*>::const_iterator it = this->assignedMagazines_.find(user); |
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| 82 | if (it != this->assignedMagazines_.end()) |
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[2918] | 83 | return it->second; |
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| 84 | } |
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[2662] | 85 | else |
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[2918] | 86 | { |
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| 87 | // We don't use separate magazines for each user, so just take the first magazine |
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[11052] | 88 | if (this->assignedMagazines_.size() > 0) |
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| 89 | return this->assignedMagazines_.begin()->second; |
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[2918] | 90 | } |
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| 91 | |
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[11071] | 92 | return nullptr; |
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[2662] | 93 | } |
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[2096] | 94 | |
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[2918] | 95 | unsigned int Munition::getNumMunition(WeaponMode* user) const |
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[2662] | 96 | { |
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[2918] | 97 | Magazine* magazine = this->getMagazine(user); |
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| 98 | if (magazine) |
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| 99 | { |
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[11052] | 100 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 101 | // With stacked munition every magazine contributes to the total amount |
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[11052] | 102 | return this->maxMunitionPerMagazine_ * this->unassignedMagazines_ + magazine->munition_; |
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[2918] | 103 | else |
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| 104 | // Wihtout stacked munition we just consider the current magazine |
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| 105 | return magazine->munition_; |
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| 106 | } |
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| 107 | return 0; |
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| 108 | } |
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| 109 | |
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| 110 | unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const |
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| 111 | { |
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| 112 | // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition |
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| 113 | Magazine* magazine = this->getMagazine(user); |
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| 114 | if (magazine) |
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| 115 | return magazine->munition_; |
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[2662] | 116 | else |
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| 117 | return 0; |
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[2096] | 118 | } |
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| 119 | |
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[2918] | 120 | unsigned int Munition::getNumMagazines() const |
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| 121 | { |
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[11052] | 122 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 123 | { |
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| 124 | // If we stack munition and the current magazine is still full, it counts too |
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| 125 | Magazine* magazine = this->getMagazine(0); |
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| 126 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
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[11052] | 127 | return this->unassignedMagazines_ + 1; |
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[2918] | 128 | } |
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[2662] | 129 | |
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[11052] | 130 | return this->unassignedMagazines_; |
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[2918] | 131 | } |
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[2662] | 132 | |
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[11052] | 133 | void Munition::setNumMagazines(unsigned int numMagazines) |
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| 134 | { |
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| 135 | this->unassignedMagazines_ = numMagazines; |
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| 136 | } |
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| 137 | |
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[2918] | 138 | unsigned int Munition::getMaxMunition() const |
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[2662] | 139 | { |
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[11052] | 140 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 141 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; |
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| 142 | else |
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| 143 | return this->maxMunitionPerMagazine_; |
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[2662] | 144 | } |
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| 145 | |
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[2918] | 146 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const |
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[2662] | 147 | { |
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[2918] | 148 | Magazine* magazine = this->getMagazine(user); |
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| 149 | if (magazine && magazine->bLoaded_) |
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| 150 | { |
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| 151 | unsigned int munition = magazine->munition_; |
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| 152 | |
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[11052] | 153 | // If we stack munition, we don't care about the current magazine - we just need enough munition in total |
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| 154 | if (deployment_ == MunitionDeployment::Stack) |
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| 155 | { |
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| 156 | munition += this->maxMunitionPerMagazine_ * this->unassignedMagazines_; |
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| 157 | } |
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[2918] | 158 | |
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| 159 | if (munition == 0) |
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[11052] | 160 | { |
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[2918] | 161 | // Absolutely no munition - no chance to take munition |
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| 162 | return false; |
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[11052] | 163 | } |
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[2918] | 164 | else if (this->bAllowMultiMunitionRemovementUnderflow_) |
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[11052] | 165 | { |
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[2918] | 166 | // We're not empty AND we allow underflow, so this will always work |
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| 167 | return true; |
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[11052] | 168 | } |
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[2918] | 169 | else |
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[11052] | 170 | { |
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[2918] | 171 | // We don't allow underflow, so we have to check the amount |
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| 172 | return (munition >= amount); |
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[11052] | 173 | } |
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| 174 | |
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[2918] | 175 | } |
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| 176 | return false; |
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[2662] | 177 | } |
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| 178 | |
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[2918] | 179 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) |
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[2662] | 180 | { |
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[2918] | 181 | if (!this->canTakeMunition(amount, user)) |
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| 182 | return false; |
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| 183 | |
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| 184 | Magazine* magazine = this->getMagazine(user); |
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| 185 | if (magazine && magazine->bLoaded_) |
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[2662] | 186 | { |
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[2918] | 187 | if (magazine->munition_ >= amount) |
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| 188 | { |
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| 189 | // Enough munition |
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| 190 | magazine->munition_ -= amount; |
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| 191 | return true; |
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| 192 | } |
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| 193 | else |
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| 194 | { |
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| 195 | // Not enough munition |
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[11052] | 196 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 197 | { |
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| 198 | // We stack munition, so just take what we can and then load the next magazine |
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| 199 | amount -= magazine->munition_; |
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| 200 | magazine->munition_ = 0; |
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| 201 | |
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[11071] | 202 | if (this->reload(nullptr)) |
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[2918] | 203 | // Successfully reloaded, continue recursively |
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| 204 | return this->takeMunition(amount, 0); |
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| 205 | else |
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| 206 | // We don't have more magazines, so let's just hope we allow underflow |
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| 207 | return this->bAllowMultiMunitionRemovementUnderflow_; |
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| 208 | } |
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| 209 | else |
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| 210 | { |
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| 211 | // We don't stack, so we can only take munition if this is allowed |
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| 212 | if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) |
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| 213 | { |
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[7847] | 214 | magazine->munition_ = 0; |
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[2918] | 215 | return true; |
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| 216 | } |
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| 217 | } |
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| 218 | } |
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[2662] | 219 | } |
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[2918] | 220 | return false; |
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| 221 | } |
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| 222 | |
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| 223 | bool Munition::canReload() const |
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| 224 | { |
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| 225 | // As long as we have enough magazines (and don't stack munition) we can reload |
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[11052] | 226 | return (this->unassignedMagazines_ > 0 && deployment_ != MunitionDeployment::Stack); |
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[2918] | 227 | } |
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| 228 | |
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| 229 | bool Munition::needReload(WeaponMode* user) const |
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| 230 | { |
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| 231 | Magazine* magazine = this->getMagazine(user); |
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| 232 | if (magazine) |
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| 233 | { |
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[11052] | 234 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 235 | // With stacked munition, we never have to reload |
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| 236 | return false; |
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| 237 | else |
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| 238 | // We need to reload if an already loaded magazine is empty |
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| 239 | return (magazine->bLoaded_ && magazine->munition_ == 0); |
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| 240 | } |
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[2662] | 241 | else |
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[2918] | 242 | // No magazine - we definitively need to reload |
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| 243 | return true; |
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[2662] | 244 | } |
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| 245 | |
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[2918] | 246 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) |
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[2662] | 247 | { |
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[2918] | 248 | // Don't reload if we're already reloading |
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| 249 | Magazine* magazine = this->getMagazine(user); |
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| 250 | if (magazine && !magazine->bLoaded_) |
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| 251 | return false; |
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| 252 | |
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| 253 | // Check if we actually can reload |
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[11052] | 254 | if (this->unassignedMagazines_ == 0) |
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[2918] | 255 | return false; |
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| 256 | |
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| 257 | // If we use separate magazines for each user, we definitively need a user given |
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[11052] | 258 | if (deployment_ == MunitionDeployment::Separate && !user) |
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[2918] | 259 | return false; |
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| 260 | |
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| 261 | // If we don't use separate magazines, set user to 0 |
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[11052] | 262 | if (deployment_ != MunitionDeployment::Separate) |
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| 263 | { |
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[11071] | 264 | user = nullptr; |
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[11052] | 265 | } |
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[2918] | 266 | |
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| 267 | // Remove the current magazine for the given user |
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[11052] | 268 | std::map<WeaponMode*, Magazine*>::iterator it = this->assignedMagazines_.find(user); |
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| 269 | if (it != this->assignedMagazines_.end()) |
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[2662] | 270 | { |
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[11052] | 271 | if (it->first == lastFilledWeaponMode_) |
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| 272 | { |
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[11071] | 273 | lastFilledWeaponMode_ = nullptr; |
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[11052] | 274 | } |
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[2918] | 275 | delete it->second; |
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[11052] | 276 | this->assignedMagazines_.erase(it); |
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[2662] | 277 | } |
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[2918] | 278 | |
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| 279 | // Load a new magazine |
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[11052] | 280 | this->assignedMagazines_[user] = new Magazine(this, bUseReloadTime); |
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| 281 | this->unassignedMagazines_--; |
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[2918] | 282 | |
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| 283 | return true; |
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| 284 | } |
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| 285 | |
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| 286 | bool Munition::canAddMunition(unsigned int amount) const |
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| 287 | { |
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[8706] | 288 | // TODO: 'amount' is not used |
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| 289 | |
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[2918] | 290 | if (!this->bAllowMunitionRefilling_) |
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| 291 | return false; |
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| 292 | |
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[11052] | 293 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 294 | { |
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| 295 | // If we stack munition, we can always add munition until we reach the limit |
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| 296 | return (this->getNumMunition(0) < this->getMaxMunition()); |
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| 297 | } |
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[2662] | 298 | else |
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[2918] | 299 | { |
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| 300 | // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) |
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[11071] | 301 | for (const auto& mapEntry : this->assignedMagazines_) |
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| 302 | if (mapEntry.second->munition_ < this->maxMunitionPerMagazine_ && mapEntry.second->bLoaded_) |
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[2918] | 303 | return true; |
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| 304 | } |
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| 305 | |
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| 306 | return false; |
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[2662] | 307 | } |
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| 308 | |
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[2918] | 309 | bool Munition::addMunition(unsigned int amount) |
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| 310 | { |
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| 311 | if (!this->canAddMunition(amount)) |
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| 312 | return false; |
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[2662] | 313 | |
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[11052] | 314 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 315 | { |
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| 316 | // Stacking munition means, if a magazine gets full, the munition adds to a new magazine |
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[11071] | 317 | Magazine* magazine = this->getMagazine(nullptr); |
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[2918] | 318 | if (magazine) |
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| 319 | { |
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| 320 | // Add the whole amount |
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| 321 | magazine->munition_ += amount; |
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| 322 | |
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| 323 | // Add new magazines if the current magazine is overfull |
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| 324 | while (magazine->munition_ > this->maxMunitionPerMagazine_) |
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| 325 | { |
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| 326 | magazine->munition_ -= this->maxMunitionPerMagazine_; |
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[11052] | 327 | this->unassignedMagazines_++; |
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[2918] | 328 | } |
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| 329 | |
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[11052] | 330 | // If we reached the limit, reduce both magazines and munition to the maximum |
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| 331 | if (this->unassignedMagazines_ >= this->maxMagazines_) |
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[2918] | 332 | { |
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[11052] | 333 | this->unassignedMagazines_ = this->maxMagazines_; |
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[2918] | 334 | magazine->munition_ = this->maxMunitionPerMagazine_; |
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| 335 | } |
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| 336 | |
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| 337 | return true; |
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| 338 | } |
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| 339 | |
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| 340 | // Something went wrong |
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| 341 | return false; |
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| 342 | } |
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| 343 | else |
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| 344 | { |
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[11052] | 345 | std::map<WeaponMode*, Magazine*>::iterator it; |
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| 346 | |
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[11071] | 347 | // If the pointer to the weapon mode whose magazine got munition added to is nullptr, then set the iterator to the beginning of the map |
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[11052] | 348 | // Otherwise set it to the next weapon mode |
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[11071] | 349 | if (lastFilledWeaponMode_ == nullptr) |
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[11052] | 350 | { |
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| 351 | it = this->assignedMagazines_.begin(); |
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| 352 | } |
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| 353 | else |
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| 354 | { |
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| 355 | it = this->assignedMagazines_.find(lastFilledWeaponMode_); |
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| 356 | ++ it; |
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| 357 | } |
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| 358 | |
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[2918] | 359 | // Share the munition equally to the current magazines |
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[11052] | 360 | bool firstLoop = true; |
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[2918] | 361 | while (amount > 0) |
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| 362 | { |
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| 363 | bool change = false; |
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[11052] | 364 | while (it != this->assignedMagazines_.end()) |
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[2918] | 365 | { |
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| 366 | // Add munition if the magazine isn't full (but only to loaded magazines) |
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| 367 | if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
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| 368 | { |
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| 369 | it->second->munition_++; |
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| 370 | amount--; |
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[11052] | 371 | lastFilledWeaponMode_ = it->first; |
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[2918] | 372 | change = true; |
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| 373 | } |
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[11052] | 374 | |
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| 375 | ++it; |
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[2918] | 376 | } |
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| 377 | |
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| 378 | // If there was no change in a loop, all magazines are full (or locked due to loading) |
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[11052] | 379 | // Because the first loop does not start at the beginning of the map we have to treat is separately |
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| 380 | if (!change && !firstLoop) |
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| 381 | { |
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[2918] | 382 | break; |
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[11052] | 383 | } |
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| 384 | |
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| 385 | it = this->assignedMagazines_.begin(); |
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| 386 | firstLoop = false; |
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[2918] | 387 | } |
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| 388 | |
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| 389 | return true; |
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| 390 | } |
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| 391 | } |
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| 392 | |
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| 393 | bool Munition::canAddMagazines(unsigned int amount) const |
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[2662] | 394 | { |
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[8706] | 395 | // TODO: 'amount' is not used |
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| 396 | |
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[11052] | 397 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 398 | // If we stack munition, we can always add new magazines because they contribute directly to the munition |
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| 399 | return (this->getNumMunition(0) < this->getMaxMunition()); |
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| 400 | else |
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| 401 | // If we don't stack munition, we're more limited |
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[11052] | 402 | return ((this->assignedMagazines_.size() + this->unassignedMagazines_) < this->maxMagazines_); |
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[2662] | 403 | } |
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| 404 | |
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[11052] | 405 | unsigned int Munition::addMagazines(unsigned int amount) |
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[2662] | 406 | { |
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[11052] | 407 | unsigned int addedMagazines = 0; |
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| 408 | |
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[2918] | 409 | if (!this->canAddMagazines(amount)) |
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[11052] | 410 | return 0; |
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[2918] | 411 | |
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| 412 | // Calculate how many magazines are needed |
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[11052] | 413 | int needed_magazines = this->maxMagazines_ - this->unassignedMagazines_ - this->assignedMagazines_.size(); |
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[2918] | 414 | |
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| 415 | // 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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[11052] | 416 | if (needed_magazines <= 0 && deployment_ != MunitionDeployment::Stack) |
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| 417 | return 0; |
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[2918] | 418 | |
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[3301] | 419 | if (amount <= static_cast<unsigned int>(needed_magazines)) |
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[2918] | 420 | { |
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| 421 | // We need more magazines than we get, so just add them |
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[11052] | 422 | this->unassignedMagazines_ += amount; |
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| 423 | addedMagazines = amount; |
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[2918] | 424 | } |
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| 425 | else |
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| 426 | { |
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| 427 | // We get more magazines than we need, so just add the needed amount |
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[11052] | 428 | this->unassignedMagazines_ += needed_magazines; |
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| 429 | addedMagazines = needed_magazines; |
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| 430 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 431 | { |
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| 432 | // We stack munition, so the additional amount contributes directly to the munition of the current magazine |
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| 433 | Magazine* magazine = this->getMagazine(0); |
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| 434 | if (magazine) |
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| 435 | magazine->munition_ = this->maxMunitionPerMagazine_; |
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| 436 | } |
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| 437 | } |
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| 438 | |
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[11052] | 439 | // Reload as many empty magazines as possible |
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| 440 | // Double loop and break is needed because the reload function changes the assigned magazines. This may confuse the iterator. |
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| 441 | for (unsigned int i = 0; i < addedMagazines; ++i) |
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| 442 | { |
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[11071] | 443 | for (const auto& mapEntry : this->assignedMagazines_) |
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[11052] | 444 | { |
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[11071] | 445 | if (needReload(mapEntry.first)) |
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[11052] | 446 | { |
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[11071] | 447 | reload(mapEntry.first); |
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[11052] | 448 | break; |
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| 449 | } |
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| 450 | } |
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| 451 | } |
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| 452 | |
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| 453 | return addedMagazines; |
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[2662] | 454 | } |
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[2918] | 455 | |
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| 456 | bool Munition::canRemoveMagazines(unsigned int amount) const |
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| 457 | { |
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[11052] | 458 | if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 459 | { |
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[11052] | 460 | if (this->unassignedMagazines_ >= amount) |
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[2918] | 461 | { |
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| 462 | // We have enough magazines |
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| 463 | return true; |
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| 464 | } |
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[11052] | 465 | else if (this->unassignedMagazines_ == amount - 1) |
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[2918] | 466 | { |
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| 467 | // We lack one magazine, check if the current magazine is still full, if yes we're fine |
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| 468 | Magazine* magazine = this->getMagazine(0); |
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| 469 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
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| 470 | return true; |
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| 471 | } |
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| 472 | else |
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| 473 | { |
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| 474 | // We don't have enough magazines |
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| 475 | return false; |
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| 476 | } |
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| 477 | } |
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| 478 | else |
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| 479 | { |
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| 480 | // In case we're not stacking munition, just check the number of magazines |
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[11052] | 481 | return (this->unassignedMagazines_ >= amount); |
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[2918] | 482 | } |
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[3053] | 483 | |
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| 484 | return false; |
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[2918] | 485 | } |
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| 486 | |
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| 487 | bool Munition::removeMagazines(unsigned int amount) |
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| 488 | { |
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| 489 | if (!this->canRemoveMagazines(amount)) |
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| 490 | return false; |
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| 491 | |
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[11052] | 492 | if (this->unassignedMagazines_ >= amount) |
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[2918] | 493 | { |
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| 494 | // We have enough magazines, just remove the amount |
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[11052] | 495 | this->unassignedMagazines_ -= amount; |
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[2918] | 496 | } |
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[11052] | 497 | else if (deployment_ == MunitionDeployment::Stack) |
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[2918] | 498 | { |
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| 499 | // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine |
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[11052] | 500 | this->unassignedMagazines_ = 0; |
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[2918] | 501 | Magazine* magazine = this->getMagazine(0); |
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| 502 | if (magazine) |
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| 503 | magazine->munition_ = 0; |
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| 504 | } |
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| 505 | |
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| 506 | return true; |
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| 507 | } |
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| 508 | |
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| 509 | bool Munition::dropMagazine(WeaponMode* user) |
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| 510 | { |
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| 511 | // If we use separate magazines, we need a user |
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[11052] | 512 | if (deployment_ == MunitionDeployment::Separate && !user) |
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[2918] | 513 | return false; |
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| 514 | |
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| 515 | // If we don't use separate magazines, set user to 0 |
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[11052] | 516 | if (deployment_ != MunitionDeployment::Separate) |
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[11071] | 517 | user = nullptr; |
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[2918] | 518 | |
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| 519 | // Remove the current magazine for the given user |
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[11052] | 520 | std::map<WeaponMode*, Magazine*>::iterator it = this->assignedMagazines_.find(user); |
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| 521 | if (it != this->assignedMagazines_.end()) |
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[2918] | 522 | { |
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[11052] | 523 | if (it->first == lastFilledWeaponMode_) |
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| 524 | { |
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[11071] | 525 | lastFilledWeaponMode_ = nullptr; |
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[11052] | 526 | } |
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[2918] | 527 | delete it->second; |
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[11052] | 528 | this->assignedMagazines_.erase(it); |
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[2918] | 529 | return true; |
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| 530 | } |
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| 531 | |
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| 532 | return false; |
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| 533 | } |
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| 534 | |
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| 535 | |
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| 536 | ///////////////////// |
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| 537 | // Magazine struct // |
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| 538 | ///////////////////// |
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| 539 | Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) |
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| 540 | { |
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| 541 | this->munition_ = 0; |
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| 542 | this->bLoaded_ = false; |
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| 543 | |
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[11052] | 544 | if (bUseReloadTime && munition->reloadTime_ > 0 && munition->deployment_ != MunitionDeployment::Stack) |
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[2918] | 545 | { |
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[11083] | 546 | const ExecutorPtr executor = createExecutor(createFunctor(&Magazine::loaded, this)); |
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[2918] | 547 | executor->setDefaultValues(munition); |
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| 548 | |
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[5929] | 549 | this->loadTimer_.setTimer(munition->reloadTime_, false, executor); |
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[2918] | 550 | } |
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| 551 | else |
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| 552 | this->loaded(munition); |
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| 553 | } |
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| 554 | |
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| 555 | void Munition::Magazine::loaded(Munition* munition) |
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| 556 | { |
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| 557 | this->bLoaded_ = true; |
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| 558 | this->munition_ = munition->maxMunitionPerMagazine_; |
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| 559 | } |
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[11071] | 560 | } |
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