| 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 // | 
|---|
| 538 |     ///////////////////// | 
|---|
| 539 |     Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) | 
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| 540 |     { | 
|---|
| 541 |         this->munition_ = 0; | 
|---|
| 542 |         this->bLoaded_ = false; | 
|---|
| 543 |  | 
|---|
| 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); | 
|---|
| 553 |     } | 
|---|
| 554 |  | 
|---|
| 555 |     void Munition::Magazine::loaded(Munition* munition) | 
|---|
| 556 |     { | 
|---|
| 557 |         this->bLoaded_ = true; | 
|---|
| 558 |         this->munition_ = munition->maxMunitionPerMagazine_; | 
|---|
| 559 |     } | 
|---|
| 560 | } | 
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