| 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 | *      Fabien Vultier | 
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| 27 | * | 
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| 28 | */ | 
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| 29 |  | 
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| 30 | #include "Munition.h" | 
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| 31 |  | 
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| 32 | #include "core/CoreIncludes.h" | 
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| 33 | #include "core/command/Executor.h" | 
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| 34 | #include "core/XMLPort.h" | 
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| 35 |  | 
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| 36 | namespace orxonox | 
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| 37 | { | 
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| 38 | RegisterClass(Munition); | 
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| 39 |  | 
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| 40 | Munition::Munition(Context* context) : BaseObject(context) | 
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| 41 | { | 
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| 42 | RegisterObject(Munition); | 
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| 43 |  | 
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| 44 | this->maxMunitionPerMagazine_ = 10; | 
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| 45 | this->maxMagazines_ = 10; | 
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| 46 | this->unassignedMagazines_ = 10; | 
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| 47 |  | 
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| 48 | this->deployment_ = MunitionDeployment::Stack; | 
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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_ = 0.5f; | 
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| 53 |  | 
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| 54 | this->lastFilledWeaponMode_ = nullptr; | 
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| 55 | } | 
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| 56 |  | 
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| 57 | Munition::~Munition() | 
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| 58 | { | 
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| 59 | for (const auto& mapEntry : this->assignedMagazines_) | 
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| 60 | delete mapEntry.second; | 
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| 61 | } | 
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| 62 |  | 
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| 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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| 72 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const | 
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| 73 | { | 
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| 74 | if (deployment_ == MunitionDeployment::Separate) | 
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| 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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| 78 | return nullptr; | 
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| 79 |  | 
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| 80 | // Use the map to get the magazine assigned to the given user | 
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| 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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| 83 | return it->second; | 
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| 84 | } | 
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| 85 | else | 
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| 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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| 88 | if (this->assignedMagazines_.size() > 0) | 
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| 89 | return this->assignedMagazines_.begin()->second; | 
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| 90 | } | 
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| 91 |  | 
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| 92 | return nullptr; | 
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| 93 | } | 
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| 94 |  | 
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| 95 | unsigned int Munition::getNumMunition(WeaponMode* user) const | 
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| 96 | { | 
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| 97 | Magazine* magazine = this->getMagazine(user); | 
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| 98 | if (magazine) | 
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| 99 | { | 
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| 100 | if (deployment_ == MunitionDeployment::Stack) | 
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| 101 | // With stacked munition every magazine contributes to the total amount | 
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| 102 | return this->maxMunitionPerMagazine_ * this->unassignedMagazines_ + magazine->munition_; | 
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| 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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| 116 | else | 
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| 117 | return 0; | 
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| 118 | } | 
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| 119 |  | 
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| 120 | unsigned int Munition::getNumMagazines() const | 
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| 121 | { | 
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| 122 | if (deployment_ == MunitionDeployment::Stack) | 
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| 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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| 127 | return this->unassignedMagazines_ + 1; | 
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| 128 | } | 
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| 129 |  | 
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| 130 | return this->unassignedMagazines_; | 
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| 131 | } | 
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| 132 |  | 
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| 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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| 138 | unsigned int Munition::getMaxMunition() const | 
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| 139 | { | 
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| 140 | if (deployment_ == MunitionDeployment::Stack) | 
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| 141 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; | 
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| 142 | else | 
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| 143 | return this->maxMunitionPerMagazine_; | 
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| 144 | } | 
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| 145 |  | 
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| 146 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const | 
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| 147 | { | 
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| 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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| 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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| 158 |  | 
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| 159 | if (munition == 0) | 
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| 160 | { | 
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| 161 | // Absolutely no munition - no chance to take munition | 
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| 162 | return false; | 
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| 163 | } | 
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| 164 | else if (this->bAllowMultiMunitionRemovementUnderflow_) | 
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| 165 | { | 
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| 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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| 168 | } | 
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| 169 | else | 
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| 170 | { | 
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| 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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| 173 | } | 
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| 174 |  | 
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| 175 | } | 
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| 176 | return false; | 
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| 177 | } | 
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| 178 |  | 
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| 179 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) | 
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| 180 | { | 
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| 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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| 186 | { | 
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| 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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| 196 | if (deployment_ == MunitionDeployment::Stack) | 
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| 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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| 202 | if (this->reload(nullptr)) | 
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| 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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| 214 | magazine->munition_ = 0; | 
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| 215 | return true; | 
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| 216 | } | 
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| 217 | } | 
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| 218 | } | 
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| 219 | } | 
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| 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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| 226 | return (this->unassignedMagazines_ > 0 && deployment_ != MunitionDeployment::Stack); | 
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| 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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| 234 | if (deployment_ == MunitionDeployment::Stack) | 
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| 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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| 241 | else | 
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| 242 | // No magazine - we definitively need to reload | 
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| 243 | return true; | 
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| 244 | } | 
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| 245 |  | 
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| 246 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) | 
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| 247 | { | 
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| 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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| 254 | if (this->unassignedMagazines_ == 0) | 
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| 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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| 258 | if (deployment_ == MunitionDeployment::Separate && !user) | 
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| 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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| 262 | if (deployment_ != MunitionDeployment::Separate) | 
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| 263 | { | 
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| 264 | user = nullptr; | 
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| 265 | } | 
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| 266 |  | 
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| 267 | // Remove the current magazine for the given user | 
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| 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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| 270 | { | 
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| 271 | if (it->first == lastFilledWeaponMode_) | 
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| 272 | { | 
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| 273 | lastFilledWeaponMode_ = nullptr; | 
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| 274 | } | 
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| 275 | delete it->second; | 
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| 276 | this->assignedMagazines_.erase(it); | 
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| 277 | } | 
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| 278 |  | 
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| 279 | // Load a new magazine | 
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| 280 | this->assignedMagazines_[user] = new Magazine(this, bUseReloadTime); | 
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| 281 | this->unassignedMagazines_--; | 
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| 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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| 288 | // TODO: 'amount' is not used | 
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| 289 |  | 
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| 290 | if (!this->bAllowMunitionRefilling_) | 
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| 291 | return false; | 
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| 292 |  | 
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| 293 | if (deployment_ == MunitionDeployment::Stack) | 
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| 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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| 298 | else | 
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| 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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| 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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| 303 | return true; | 
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| 304 | } | 
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| 305 |  | 
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| 306 | return false; | 
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| 307 | } | 
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| 308 |  | 
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| 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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| 313 |  | 
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| 314 | if (deployment_ == MunitionDeployment::Stack) | 
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| 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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| 317 | Magazine* magazine = this->getMagazine(nullptr); | 
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| 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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| 327 | this->unassignedMagazines_++; | 
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| 328 | } | 
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| 329 |  | 
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| 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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| 332 | { | 
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| 333 | this->unassignedMagazines_ = this->maxMagazines_; | 
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| 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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| 345 | std::map<WeaponMode*, Magazine*>::iterator it; | 
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| 346 |  | 
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| 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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| 348 | // Otherwise set it to the next weapon mode | 
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| 349 | if (lastFilledWeaponMode_ == nullptr) | 
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| 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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| 359 | // Share the munition equally to the current magazines | 
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| 360 | bool firstLoop = true; | 
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| 361 | while (amount > 0) | 
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| 362 | { | 
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| 363 | bool change = false; | 
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| 364 | while (it != this->assignedMagazines_.end()) | 
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| 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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| 371 | lastFilledWeaponMode_ = it->first; | 
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| 372 | change = true; | 
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| 373 | } | 
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| 374 |  | 
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| 375 | ++it; | 
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| 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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| 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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| 382 | break; | 
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| 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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| 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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| 394 | { | 
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| 395 | // TODO: 'amount' is not used | 
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| 396 |  | 
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| 397 | if (deployment_ == MunitionDeployment::Stack) | 
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| 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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| 402 | return ((this->assignedMagazines_.size() + this->unassignedMagazines_) < this->maxMagazines_); | 
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| 403 | } | 
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| 404 |  | 
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| 405 | unsigned int Munition::addMagazines(unsigned int amount) | 
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| 406 | { | 
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| 407 | unsigned int addedMagazines = 0; | 
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| 408 |  | 
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| 409 | if (!this->canAddMagazines(amount)) | 
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| 410 | return 0; | 
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| 411 |  | 
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| 412 | // Calculate how many magazines are needed | 
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| 413 | int needed_magazines = this->maxMagazines_ - this->unassignedMagazines_ - this->assignedMagazines_.size(); | 
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| 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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| 416 | if (needed_magazines <= 0 && deployment_ != MunitionDeployment::Stack) | 
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| 417 | return 0; | 
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| 418 |  | 
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| 419 | if (amount <= static_cast<unsigned int>(needed_magazines)) | 
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| 420 | { | 
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| 421 | // We need more magazines than we get, so just add them | 
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| 422 | this->unassignedMagazines_ += amount; | 
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| 423 | addedMagazines = amount; | 
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| 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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| 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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| 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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| 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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| 443 | for (const auto& mapEntry : this->assignedMagazines_) | 
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| 444 | { | 
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| 445 | if (needReload(mapEntry.first)) | 
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| 446 | { | 
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| 447 | reload(mapEntry.first); | 
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| 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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| 454 | } | 
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| 455 |  | 
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| 456 | bool Munition::canRemoveMagazines(unsigned int amount) const | 
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| 457 | { | 
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| 458 | if (deployment_ == MunitionDeployment::Stack) | 
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| 459 | { | 
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| 460 | if (this->unassignedMagazines_ >= amount) | 
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| 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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| 465 | else if (this->unassignedMagazines_ == amount - 1) | 
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| 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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| 481 | return (this->unassignedMagazines_ >= amount); | 
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| 482 | } | 
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| 483 |  | 
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| 484 | return false; | 
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| 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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| 492 | if (this->unassignedMagazines_ >= amount) | 
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| 493 | { | 
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| 494 | // We have enough magazines, just remove the amount | 
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| 495 | this->unassignedMagazines_ -= amount; | 
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| 496 | } | 
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| 497 | else if (deployment_ == MunitionDeployment::Stack) | 
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| 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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| 500 | this->unassignedMagazines_ = 0; | 
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| 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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| 512 | if (deployment_ == MunitionDeployment::Separate && !user) | 
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| 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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| 516 | if (deployment_ != MunitionDeployment::Separate) | 
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| 517 | user = nullptr; | 
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| 518 |  | 
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| 519 | // Remove the current magazine for the given user | 
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| 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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| 522 | { | 
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| 523 | if (it->first == lastFilledWeaponMode_) | 
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| 524 | { | 
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| 525 | lastFilledWeaponMode_ = nullptr; | 
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| 526 | } | 
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| 527 | delete it->second; | 
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| 528 | this->assignedMagazines_.erase(it); | 
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| 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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| 544 | if (bUseReloadTime && munition->reloadTime_ > 0 && munition->deployment_ != MunitionDeployment::Stack) | 
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| 545 | { | 
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| 546 | const ExecutorPtr executor = createExecutor(createFunctor(&Magazine::loaded, this)); | 
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| 547 | executor->setDefaultValues(munition); | 
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| 548 |  | 
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| 549 | this->loadTimer_.setTimer(munition->reloadTime_, false, executor); | 
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| 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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| 560 | } | 
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