| 1 | /* | 
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| 2 |  *   ORXONOX - the hottest 3D action shooter ever to exist | 
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| 3 |  *                    > www.orxonox.net < | 
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| 4 |  * | 
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| 5 |  * | 
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| 6 |  *   License notice: | 
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| 7 |  * | 
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| 8 |  *   This program is free software; you can redistribute it and/or | 
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| 9 |  *   modify it under the terms of the GNU General Public License | 
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| 10 |  *   as published by the Free Software Foundation; either version 2 | 
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| 11 |  *   of the License, or (at your option) any later version. | 
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| 12 |  * | 
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| 13 |  *   This program is distributed in the hope that it will be useful, | 
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| 14 |  *   but WITHOUT ANY WARRANTY; without even the implied warranty of | 
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| 15 |  *   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the | 
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| 16 |  *   GNU General Public License for more details. | 
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| 17 |  * | 
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| 18 |  *   You should have received a copy of the GNU General Public License | 
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| 19 |  *   along with this program; if not, write to the Free Software | 
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| 20 |  *   Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA. | 
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| 21 |  * | 
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| 22 |  *   Authors: | 
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| 23 |  *      Martin Polak | 
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| 24 |  *      Fabian 'x3n' Landau | 
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| 25 |  *   Co-authors: | 
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| 26 |  *      ... | 
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| 27 |  * | 
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| 28 |  */ | 
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| 29 |  | 
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| 30 | #include "Munition.h" | 
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| 31 | #include "core/CoreIncludes.h" | 
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| 32 |  | 
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| 33 | namespace orxonox | 
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| 34 | { | 
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| 35 |     CreateFactory(Munition); | 
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| 36 |  | 
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| 37 |     Munition::Munition(BaseObject* creator) : BaseObject(creator) | 
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| 38 |     { | 
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| 39 |         RegisterObject(Munition); | 
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| 40 |  | 
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| 41 |         this->maxMunitionPerMagazine_ = 10; | 
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| 42 |         this->maxMagazines_ = 10; | 
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| 43 |         this->magazines_ = 10; | 
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| 44 |  | 
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| 45 |         this->bUseSeparateMagazines_ = false; | 
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| 46 |         this->bStackMunition_ = true; | 
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| 47 |         this->bAllowMunitionRefilling_ = true; | 
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| 48 |         this->bAllowMultiMunitionRemovementUnderflow_ = true; | 
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| 49 |  | 
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| 50 |         this->reloadTime_ = 0; | 
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| 51 |     } | 
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| 52 |  | 
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| 53 |     Munition::~Munition() | 
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| 54 |     { | 
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| 55 |         for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
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| 56 |             delete it->second; | 
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| 57 |     } | 
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| 58 |  | 
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| 59 |     Munition::Magazine* Munition::getMagazine(WeaponMode* user) const | 
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| 60 |     { | 
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| 61 |         if (this->bUseSeparateMagazines_) | 
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| 62 |         { | 
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| 63 |             // For separated magazines we definitively need a given user | 
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| 64 |             if (!user) | 
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| 65 |                 return 0; | 
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| 66 |  | 
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| 67 |             // Use the map to get the magazine assigned to the given user | 
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| 68 |             std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user); | 
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| 69 |             if (it != this->currentMagazines_.end()) | 
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| 70 |                 return it->second; | 
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| 71 |         } | 
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| 72 |         else | 
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| 73 |         { | 
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| 74 |             // We don't use separate magazines for each user, so just take the first magazine | 
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| 75 |             if (this->currentMagazines_.size() > 0) | 
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| 76 |                 return this->currentMagazines_.begin()->second; | 
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| 77 |         } | 
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| 78 |  | 
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| 79 |         return 0; | 
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| 80 |     } | 
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| 81 |  | 
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| 82 |     unsigned int Munition::getNumMunition(WeaponMode* user) const | 
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| 83 |     { | 
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| 84 |         Magazine* magazine = this->getMagazine(user); | 
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| 85 |         if (magazine) | 
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| 86 |         { | 
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| 87 |             if (this->bStackMunition_) | 
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| 88 |                 // With stacked munition every magazine contributes to the total amount | 
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| 89 |                 return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_; | 
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| 90 |             else | 
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| 91 |                 // Wihtout stacked munition we just consider the current magazine | 
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| 92 |                 return magazine->munition_; | 
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| 93 |         } | 
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| 94 |         return 0; | 
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| 95 |     } | 
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| 96 |  | 
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| 97 |     unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const | 
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| 98 |     { | 
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| 99 |         // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition | 
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| 100 |         Magazine* magazine = this->getMagazine(user); | 
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| 101 |         if (magazine) | 
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| 102 |             return magazine->munition_; | 
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| 103 |         else | 
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| 104 |             return 0; | 
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| 105 |     } | 
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| 106 |  | 
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| 107 |     unsigned int Munition::getNumMagazines() const | 
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| 108 |     { | 
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| 109 |         if (this->bStackMunition_) | 
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| 110 |         { | 
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| 111 |             // If we stack munition and the current magazine is still full, it counts too | 
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| 112 |             Magazine* magazine = this->getMagazine(0); | 
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| 113 |             if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) | 
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| 114 |                 return this->magazines_ + 1; | 
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| 115 |         } | 
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| 116 |  | 
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| 117 |         return this->magazines_; | 
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| 118 |     } | 
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| 119 |  | 
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| 120 |     unsigned int Munition::getMaxMunition() const | 
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| 121 |     { | 
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| 122 |         if (this->bStackMunition_) | 
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| 123 |             return this->maxMunitionPerMagazine_ * this->maxMagazines_; | 
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| 124 |         else | 
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| 125 |             return this->maxMunitionPerMagazine_; | 
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| 126 |     } | 
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| 127 |  | 
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| 128 |     bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const | 
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| 129 |     { | 
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| 130 |         Magazine* magazine = this->getMagazine(user); | 
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| 131 |         if (magazine && magazine->bLoaded_) | 
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| 132 |         { | 
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| 133 |             unsigned int munition = magazine->munition_; | 
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| 134 |  | 
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| 135 |             // If we stack munition, we con't care about the current magazine - we just need enough munition in total | 
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| 136 |             if (this->bStackMunition_) | 
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| 137 |                 munition += this->maxMunitionPerMagazine_ * this->magazines_; | 
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| 138 |  | 
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| 139 |             if (munition == 0) | 
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| 140 |                 // Absolutely no munition - no chance to take munition | 
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| 141 |                 return false; | 
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| 142 |             else if (this->bAllowMultiMunitionRemovementUnderflow_) | 
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| 143 |                 // We're not empty AND we allow underflow, so this will always work | 
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| 144 |                 return true; | 
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| 145 |             else | 
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| 146 |                 // We don't allow underflow, so we have to check the amount | 
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| 147 |                 return (munition >= amount); | 
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| 148 |         } | 
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| 149 |         return false; | 
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| 150 |     } | 
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| 151 |  | 
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| 152 |     bool Munition::takeMunition(unsigned int amount, WeaponMode* user) | 
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| 153 |     { | 
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| 154 |         if (!this->canTakeMunition(amount, user)) | 
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| 155 |             return false; | 
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| 156 |  | 
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| 157 |         Magazine* magazine = this->getMagazine(user); | 
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| 158 |         if (magazine && magazine->bLoaded_) | 
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| 159 |         { | 
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| 160 |             if (magazine->munition_ >= amount) | 
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| 161 |             { | 
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| 162 |                 // Enough munition | 
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| 163 |                 magazine->munition_ -= amount; | 
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| 164 |                 return true; | 
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| 165 |             } | 
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| 166 |             else | 
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| 167 |             { | 
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| 168 |                 // Not enough munition | 
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| 169 |                 if (this->bStackMunition_) | 
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| 170 |                 { | 
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| 171 |                     // We stack munition, so just take what we can and then load the next magazine | 
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| 172 |                     amount -= magazine->munition_; | 
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| 173 |                     magazine->munition_ = 0; | 
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| 174 |  | 
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| 175 |                     if (this->reload(0)) | 
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| 176 |                         // Successfully reloaded, continue recursively | 
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| 177 |                         return this->takeMunition(amount, 0); | 
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| 178 |                     else | 
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| 179 |                         // We don't have more magazines, so let's just hope we allow underflow | 
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| 180 |                         return this->bAllowMultiMunitionRemovementUnderflow_; | 
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| 181 |                 } | 
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| 182 |                 else | 
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| 183 |                 { | 
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| 184 |                     // We don't stack, so we can only take munition if this is allowed | 
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| 185 |                     if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) | 
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| 186 |                     { | 
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| 187 |                         magazine->munition_ -= 0; | 
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| 188 |                         return true; | 
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| 189 |                     } | 
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| 190 |                 } | 
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| 191 |             } | 
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| 192 |         } | 
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| 193 |         return false; | 
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| 194 |     } | 
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| 195 |  | 
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| 196 |     bool Munition::canReload() const | 
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| 197 |     { | 
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| 198 |         // As long as we have enough magazines (and don't stack munition) we can reload | 
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| 199 |         return (this->magazines_ > 0 && !this->bStackMunition_); | 
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| 200 |     } | 
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| 201 |  | 
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| 202 |     bool Munition::needReload(WeaponMode* user) const | 
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| 203 |     { | 
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| 204 |         Magazine* magazine = this->getMagazine(user); | 
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| 205 |         if (magazine) | 
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| 206 |         { | 
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| 207 |             if (this->bStackMunition_) | 
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| 208 |                 // With stacked munition, we never have to reload | 
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| 209 |                 return false; | 
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| 210 |             else | 
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| 211 |                 // We need to reload if an already loaded magazine is empty | 
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| 212 |                 return (magazine->bLoaded_ && magazine->munition_ == 0); | 
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| 213 |         } | 
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| 214 |         else | 
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| 215 |             // No magazine - we definitively need to reload | 
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| 216 |             return true; | 
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| 217 |     } | 
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| 218 |  | 
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| 219 |     bool Munition::reload(WeaponMode* user, bool bUseReloadTime) | 
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| 220 |     { | 
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| 221 |         // Don't reload if we're already reloading | 
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| 222 |         Magazine* magazine = this->getMagazine(user); | 
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| 223 |         if (magazine && !magazine->bLoaded_) | 
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| 224 |             return false; | 
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| 225 |  | 
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| 226 |         // Check if we actually can reload | 
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| 227 |         if (this->magazines_ == 0) | 
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| 228 |             return false; | 
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| 229 |  | 
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| 230 |         // If we use separate magazines for each user, we definitively need a user given | 
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| 231 |         if (this->bUseSeparateMagazines_ && !user) | 
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| 232 |             return false; | 
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| 233 |  | 
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| 234 |         // If we don't use separate magazines, set user to 0 | 
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| 235 |         if (!this->bUseSeparateMagazines_) | 
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| 236 |             user = 0; | 
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| 237 |  | 
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| 238 |         // Remove the current magazine for the given user | 
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| 239 |         std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); | 
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| 240 |         if (it != this->currentMagazines_.end()) | 
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| 241 |         { | 
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| 242 |             delete it->second; | 
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| 243 |             this->currentMagazines_.erase(it); | 
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| 244 |         } | 
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| 245 |  | 
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| 246 |         // Load a new magazine | 
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| 247 |         this->currentMagazines_[user] = new Magazine(this, bUseReloadTime); | 
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| 248 |         this->magazines_--; | 
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| 249 |  | 
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| 250 |         return true; | 
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| 251 |     } | 
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| 252 |  | 
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| 253 |     bool Munition::canAddMunition(unsigned int amount) const | 
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| 254 |     { | 
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| 255 |         if (!this->bAllowMunitionRefilling_) | 
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| 256 |             return false; | 
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| 257 |  | 
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| 258 |         if (this->bStackMunition_) | 
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| 259 |         { | 
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| 260 |             // If we stack munition, we can always add munition until we reach the limit | 
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| 261 |             return (this->getNumMunition(0) < this->getMaxMunition()); | 
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| 262 |         } | 
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| 263 |         else | 
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| 264 |         { | 
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| 265 |             // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) | 
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| 266 |             for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
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| 267 |                 if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) | 
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| 268 |                     return true; | 
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| 269 |         } | 
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| 270 |  | 
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| 271 |         return false; | 
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| 272 |     } | 
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| 273 |  | 
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| 274 |     bool Munition::addMunition(unsigned int amount) | 
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| 275 |     { | 
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| 276 |         if (!this->canAddMunition(amount)) | 
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| 277 |             return false; | 
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| 278 |  | 
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| 279 |         if (this->bStackMunition_) | 
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| 280 |         { | 
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| 281 |             // Stacking munition means, if a magazine gets full, the munition adds to a new magazine | 
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| 282 |             Magazine* magazine = this->getMagazine(0); | 
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| 283 |             if (magazine) | 
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| 284 |             { | 
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| 285 |                 // Add the whole amount | 
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| 286 |                 magazine->munition_ += amount; | 
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| 287 |  | 
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| 288 |                 // Add new magazines if the current magazine is overfull | 
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| 289 |                 while (magazine->munition_ > this->maxMunitionPerMagazine_) | 
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| 290 |                 { | 
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| 291 |                     magazine->munition_ -= this->maxMunitionPerMagazine_; | 
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| 292 |                     this->magazines_++; | 
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| 293 |                 } | 
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| 294 |  | 
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| 295 |                 // If we reached the limit, reduze both magazines and munition to the maximum | 
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| 296 |                 if (this->magazines_ >= this->maxMagazines_) | 
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| 297 |                 { | 
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| 298 |                     this->magazines_ = this->maxMagazines_ - 1; | 
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| 299 |                     magazine->munition_ = this->maxMunitionPerMagazine_; | 
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| 300 |                 } | 
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| 301 |  | 
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| 302 |                 return true; | 
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| 303 |             } | 
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| 304 |  | 
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| 305 |             // Something went wrong | 
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| 306 |             return false; | 
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| 307 |         } | 
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| 308 |         else | 
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| 309 |         { | 
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| 310 |             // Share the munition equally to the current magazines | 
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| 311 |             while (amount > 0) | 
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| 312 |             { | 
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| 313 |                 bool change = false; | 
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| 314 |                 for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
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| 315 |                 { | 
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| 316 |                     // Add munition if the magazine isn't full (but only to loaded magazines) | 
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| 317 |                     if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) | 
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| 318 |                     { | 
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| 319 |                         it->second->munition_++; | 
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| 320 |                         amount--; | 
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| 321 |                         change = true; | 
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| 322 |                     } | 
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| 323 |                 } | 
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| 324 |  | 
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| 325 |                 // If there was no change in a loop, all magazines are full (or locked due to loading) | 
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| 326 |                 if (!change) | 
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| 327 |                     break; | 
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| 328 |             } | 
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| 329 |  | 
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| 330 |             return true; | 
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| 331 |         } | 
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| 332 |     } | 
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| 333 |  | 
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| 334 |     bool Munition::canAddMagazines(unsigned int amount) const | 
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| 335 |     { | 
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| 336 |         if (this->bStackMunition_) | 
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| 337 |             // If we stack munition, we can always add new magazines because they contribute directly to the munition | 
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| 338 |             return (this->getNumMunition(0) < this->getMaxMunition()); | 
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| 339 |         else | 
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| 340 |             // If we don't stack munition, we're more limited | 
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| 341 |             return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_); | 
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| 342 |     } | 
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| 343 |  | 
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| 344 |     bool Munition::addMagazines(unsigned int amount) | 
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| 345 |     { | 
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| 346 |         if (!this->canAddMagazines(amount)) | 
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| 347 |             return false; | 
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| 348 |  | 
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| 349 |         // Calculate how many magazines are needed | 
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| 350 |         int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size(); | 
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| 351 |  | 
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| 352 |         // 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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| 353 |         if (needed_magazines <= 0 && !this->bStackMunition_) | 
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| 354 |             return false; | 
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| 355 |  | 
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| 356 |         if (amount <= static_cast<unsigned int>(needed_magazines)) | 
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| 357 |         { | 
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| 358 |             // We need more magazines than we get, so just add them | 
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| 359 |             this->magazines_ += amount; | 
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| 360 |         } | 
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| 361 |         else | 
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| 362 |         { | 
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| 363 |             // We get more magazines than we need, so just add the needed amount | 
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| 364 |             this->magazines_ += needed_magazines; | 
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| 365 |             if (this->bStackMunition_) | 
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| 366 |             { | 
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| 367 |                 // We stack munition, so the additional amount contributes directly to the munition of the current magazine | 
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| 368 |                 Magazine* magazine = this->getMagazine(0); | 
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| 369 |                 if (magazine) | 
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| 370 |                     magazine->munition_ = this->maxMunitionPerMagazine_; | 
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| 371 |             } | 
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| 372 |         } | 
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| 373 |  | 
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| 374 |         return true; | 
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| 375 |     } | 
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| 376 |  | 
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| 377 |     bool Munition::canRemoveMagazines(unsigned int amount) const | 
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| 378 |     { | 
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| 379 |         if (this->bStackMunition_) | 
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| 380 |         { | 
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| 381 |             if (this->magazines_ >= amount) | 
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| 382 |             { | 
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| 383 |                 // We have enough magazines | 
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| 384 |                 return true; | 
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| 385 |             } | 
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| 386 |             else if (this->magazines_ == amount - 1) | 
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| 387 |             { | 
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| 388 |                 // We lack one magazine, check if the current magazine is still full, if yes we're fine | 
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| 389 |                 Magazine* magazine = this->getMagazine(0); | 
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| 390 |                 if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) | 
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| 391 |                     return true; | 
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| 392 |             } | 
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| 393 |             else | 
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| 394 |             { | 
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| 395 |                 // We don't have enough magazines | 
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| 396 |                 return false; | 
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| 397 |             } | 
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| 398 |         } | 
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| 399 |         else | 
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| 400 |         { | 
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| 401 |             // In case we're not stacking munition, just check the number of magazines | 
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| 402 |             return (this->magazines_ >= amount); | 
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| 403 |         } | 
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| 404 |  | 
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| 405 |         return false; | 
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| 406 |     } | 
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| 407 |  | 
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| 408 |     bool Munition::removeMagazines(unsigned int amount) | 
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| 409 |     { | 
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| 410 |         if (!this->canRemoveMagazines(amount)) | 
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| 411 |             return false; | 
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| 412 |  | 
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| 413 |         if (this->magazines_ >= amount) | 
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| 414 |         { | 
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| 415 |             // We have enough magazines, just remove the amount | 
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| 416 |             this->magazines_ -= amount; | 
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| 417 |         } | 
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| 418 |         else if (this->bStackMunition_) | 
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| 419 |         { | 
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| 420 |             // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine | 
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| 421 |             this->magazines_ = 0; | 
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| 422 |             Magazine* magazine = this->getMagazine(0); | 
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| 423 |             if (magazine) | 
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| 424 |                 magazine->munition_ = 0; | 
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| 425 |         } | 
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| 426 |  | 
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| 427 |         return true; | 
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| 428 |     } | 
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| 429 |  | 
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| 430 |     bool Munition::dropMagazine(WeaponMode* user) | 
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| 431 |     { | 
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| 432 |         // If we use separate magazines, we need a user | 
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| 433 |         if (this->bUseSeparateMagazines_ && !user) | 
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| 434 |             return false; | 
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| 435 |  | 
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| 436 |         // If we don't use separate magazines, set user to 0 | 
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| 437 |         if (!this->bUseSeparateMagazines_) | 
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| 438 |             user = 0; | 
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| 439 |  | 
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| 440 |         // Remove the current magazine for the given user | 
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| 441 |         std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); | 
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| 442 |         if (it != this->currentMagazines_.end()) | 
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| 443 |         { | 
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| 444 |             delete it->second; | 
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| 445 |             this->currentMagazines_.erase(it); | 
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| 446 |             return true; | 
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| 447 |         } | 
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| 448 |  | 
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| 449 |         return false; | 
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| 450 |     } | 
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| 451 |  | 
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| 452 |  | 
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| 453 |     ///////////////////// | 
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| 454 |     // Magazine struct // | 
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| 455 |     ///////////////////// | 
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| 456 |     Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) | 
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| 457 |     { | 
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| 458 |         this->munition_ = 0; | 
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| 459 |         this->bLoaded_ = false; | 
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| 460 |  | 
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| 461 |         if (bUseReloadTime && (munition->reloadTime_ > 0 || munition->bStackMunition_)) | 
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| 462 |         { | 
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| 463 |             Executor* executor = createExecutor(createFunctor(&Magazine::loaded, this)); | 
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| 464 |             executor->setDefaultValues(munition); | 
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| 465 |  | 
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| 466 |             this->loadTimer_.setTimer(munition->reloadTime_, false, executor); | 
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| 467 |         } | 
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| 468 |         else | 
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| 469 |             this->loaded(munition); | 
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| 470 |     } | 
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| 471 |  | 
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| 472 |     void Munition::Magazine::loaded(Munition* munition) | 
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| 473 |     { | 
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| 474 |         this->bLoaded_ = true; | 
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| 475 |         this->munition_ = munition->maxMunitionPerMagazine_; | 
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| 476 |     } | 
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| 477 | } | 
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