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