| [2049] | 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 | * | 
|---|
| [2918] | 22 | *   Authors: | 
|---|
| [2049] | 23 | *      Martin Polak | 
|---|
| [2918] | 24 | *      Fabian 'x3n' Landau | 
|---|
| [2049] | 25 | *   Co-authors: | 
|---|
|  | 26 | *      ... | 
|---|
|  | 27 | * | 
|---|
|  | 28 | */ | 
|---|
|  | 29 |  | 
|---|
| [2912] | 30 | #include "Munition.h" | 
|---|
| [8729] | 31 |  | 
|---|
| [2049] | 32 | #include "core/CoreIncludes.h" | 
|---|
| [8729] | 33 | #include "core/command/Executor.h" | 
|---|
| [2049] | 34 |  | 
|---|
|  | 35 | namespace orxonox | 
|---|
|  | 36 | { | 
|---|
| [9667] | 37 | RegisterClass(Munition); | 
|---|
| [2662] | 38 |  | 
|---|
| [9667] | 39 | Munition::Munition(Context* context) : BaseObject(context) | 
|---|
| [2049] | 40 | { | 
|---|
|  | 41 | RegisterObject(Munition); | 
|---|
| [2912] | 42 |  | 
|---|
| [2918] | 43 | this->maxMunitionPerMagazine_ = 10; | 
|---|
|  | 44 | this->maxMagazines_ = 10; | 
|---|
|  | 45 | this->magazines_ = 10; | 
|---|
|  | 46 |  | 
|---|
|  | 47 | this->bUseSeparateMagazines_ = false; | 
|---|
|  | 48 | this->bStackMunition_ = true; | 
|---|
|  | 49 | this->bAllowMunitionRefilling_ = true; | 
|---|
|  | 50 | this->bAllowMultiMunitionRemovementUnderflow_ = true; | 
|---|
|  | 51 |  | 
|---|
|  | 52 | this->reloadTime_ = 0; | 
|---|
| [2049] | 53 | } | 
|---|
|  | 54 |  | 
|---|
|  | 55 | Munition::~Munition() | 
|---|
|  | 56 | { | 
|---|
| [2918] | 57 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
|---|
|  | 58 | delete it->second; | 
|---|
| [2049] | 59 | } | 
|---|
|  | 60 |  | 
|---|
| [2918] | 61 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const | 
|---|
| [2096] | 62 | { | 
|---|
| [2918] | 63 | if (this->bUseSeparateMagazines_) | 
|---|
|  | 64 | { | 
|---|
|  | 65 | // For separated magazines we definitively need a given user | 
|---|
|  | 66 | if (!user) | 
|---|
|  | 67 | return 0; | 
|---|
|  | 68 |  | 
|---|
|  | 69 | // Use the map to get the magazine assigned to the given user | 
|---|
|  | 70 | std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user); | 
|---|
|  | 71 | if (it != this->currentMagazines_.end()) | 
|---|
|  | 72 | return it->second; | 
|---|
|  | 73 | } | 
|---|
| [2662] | 74 | else | 
|---|
| [2918] | 75 | { | 
|---|
|  | 76 | // We don't use separate magazines for each user, so just take the first magazine | 
|---|
|  | 77 | if (this->currentMagazines_.size() > 0) | 
|---|
|  | 78 | return this->currentMagazines_.begin()->second; | 
|---|
|  | 79 | } | 
|---|
|  | 80 |  | 
|---|
|  | 81 | return 0; | 
|---|
| [2662] | 82 | } | 
|---|
| [2096] | 83 |  | 
|---|
| [2918] | 84 | unsigned int Munition::getNumMunition(WeaponMode* user) const | 
|---|
| [2662] | 85 | { | 
|---|
| [2918] | 86 | Magazine* magazine = this->getMagazine(user); | 
|---|
|  | 87 | if (magazine) | 
|---|
|  | 88 | { | 
|---|
|  | 89 | if (this->bStackMunition_) | 
|---|
|  | 90 | // With stacked munition every magazine contributes to the total amount | 
|---|
|  | 91 | return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_; | 
|---|
|  | 92 | else | 
|---|
|  | 93 | // Wihtout stacked munition we just consider the current magazine | 
|---|
|  | 94 | return magazine->munition_; | 
|---|
|  | 95 | } | 
|---|
|  | 96 | return 0; | 
|---|
|  | 97 | } | 
|---|
|  | 98 |  | 
|---|
|  | 99 | unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const | 
|---|
|  | 100 | { | 
|---|
|  | 101 | // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition | 
|---|
|  | 102 | Magazine* magazine = this->getMagazine(user); | 
|---|
|  | 103 | if (magazine) | 
|---|
|  | 104 | return magazine->munition_; | 
|---|
| [2662] | 105 | else | 
|---|
|  | 106 | return 0; | 
|---|
| [2096] | 107 | } | 
|---|
|  | 108 |  | 
|---|
| [2918] | 109 | unsigned int Munition::getNumMagazines() const | 
|---|
|  | 110 | { | 
|---|
|  | 111 | if (this->bStackMunition_) | 
|---|
|  | 112 | { | 
|---|
|  | 113 | // If we stack munition and the current magazine is still full, it counts too | 
|---|
|  | 114 | Magazine* magazine = this->getMagazine(0); | 
|---|
|  | 115 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) | 
|---|
|  | 116 | return this->magazines_ + 1; | 
|---|
|  | 117 | } | 
|---|
| [2662] | 118 |  | 
|---|
| [2918] | 119 | return this->magazines_; | 
|---|
|  | 120 | } | 
|---|
| [2662] | 121 |  | 
|---|
| [2918] | 122 | unsigned int Munition::getMaxMunition() const | 
|---|
| [2662] | 123 | { | 
|---|
| [2918] | 124 | if (this->bStackMunition_) | 
|---|
|  | 125 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; | 
|---|
|  | 126 | else | 
|---|
|  | 127 | return this->maxMunitionPerMagazine_; | 
|---|
| [2662] | 128 | } | 
|---|
|  | 129 |  | 
|---|
| [2918] | 130 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const | 
|---|
| [2662] | 131 | { | 
|---|
| [2918] | 132 | Magazine* magazine = this->getMagazine(user); | 
|---|
|  | 133 | if (magazine && magazine->bLoaded_) | 
|---|
|  | 134 | { | 
|---|
|  | 135 | unsigned int munition = magazine->munition_; | 
|---|
|  | 136 |  | 
|---|
|  | 137 | // If we stack munition, we con't care about the current magazine - we just need enough munition in total | 
|---|
|  | 138 | if (this->bStackMunition_) | 
|---|
|  | 139 | munition += this->maxMunitionPerMagazine_ * this->magazines_; | 
|---|
|  | 140 |  | 
|---|
|  | 141 | if (munition == 0) | 
|---|
|  | 142 | // Absolutely no munition - no chance to take munition | 
|---|
|  | 143 | return false; | 
|---|
|  | 144 | else if (this->bAllowMultiMunitionRemovementUnderflow_) | 
|---|
|  | 145 | // We're not empty AND we allow underflow, so this will always work | 
|---|
|  | 146 | return true; | 
|---|
|  | 147 | else | 
|---|
|  | 148 | // We don't allow underflow, so we have to check the amount | 
|---|
|  | 149 | return (munition >= amount); | 
|---|
|  | 150 | } | 
|---|
|  | 151 | return false; | 
|---|
| [2662] | 152 | } | 
|---|
|  | 153 |  | 
|---|
| [2918] | 154 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) | 
|---|
| [2662] | 155 | { | 
|---|
| [2918] | 156 | if (!this->canTakeMunition(amount, user)) | 
|---|
|  | 157 | return false; | 
|---|
|  | 158 |  | 
|---|
|  | 159 | Magazine* magazine = this->getMagazine(user); | 
|---|
|  | 160 | if (magazine && magazine->bLoaded_) | 
|---|
| [2662] | 161 | { | 
|---|
| [2918] | 162 | if (magazine->munition_ >= amount) | 
|---|
|  | 163 | { | 
|---|
|  | 164 | // Enough munition | 
|---|
|  | 165 | magazine->munition_ -= amount; | 
|---|
|  | 166 | return true; | 
|---|
|  | 167 | } | 
|---|
|  | 168 | else | 
|---|
|  | 169 | { | 
|---|
|  | 170 | // Not enough munition | 
|---|
|  | 171 | if (this->bStackMunition_) | 
|---|
|  | 172 | { | 
|---|
|  | 173 | // We stack munition, so just take what we can and then load the next magazine | 
|---|
|  | 174 | amount -= magazine->munition_; | 
|---|
|  | 175 | magazine->munition_ = 0; | 
|---|
|  | 176 |  | 
|---|
|  | 177 | if (this->reload(0)) | 
|---|
|  | 178 | // Successfully reloaded, continue recursively | 
|---|
|  | 179 | return this->takeMunition(amount, 0); | 
|---|
|  | 180 | else | 
|---|
|  | 181 | // We don't have more magazines, so let's just hope we allow underflow | 
|---|
|  | 182 | return this->bAllowMultiMunitionRemovementUnderflow_; | 
|---|
|  | 183 | } | 
|---|
|  | 184 | else | 
|---|
|  | 185 | { | 
|---|
|  | 186 | // We don't stack, so we can only take munition if this is allowed | 
|---|
|  | 187 | if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) | 
|---|
|  | 188 | { | 
|---|
| [7847] | 189 | magazine->munition_ = 0; | 
|---|
| [2918] | 190 | return true; | 
|---|
|  | 191 | } | 
|---|
|  | 192 | } | 
|---|
|  | 193 | } | 
|---|
| [2662] | 194 | } | 
|---|
| [2918] | 195 | return false; | 
|---|
|  | 196 | } | 
|---|
|  | 197 |  | 
|---|
|  | 198 | bool Munition::canReload() const | 
|---|
|  | 199 | { | 
|---|
|  | 200 | // As long as we have enough magazines (and don't stack munition) we can reload | 
|---|
|  | 201 | return (this->magazines_ > 0 && !this->bStackMunition_); | 
|---|
|  | 202 | } | 
|---|
|  | 203 |  | 
|---|
|  | 204 | bool Munition::needReload(WeaponMode* user) const | 
|---|
|  | 205 | { | 
|---|
|  | 206 | Magazine* magazine = this->getMagazine(user); | 
|---|
|  | 207 | if (magazine) | 
|---|
|  | 208 | { | 
|---|
|  | 209 | if (this->bStackMunition_) | 
|---|
|  | 210 | // With stacked munition, we never have to reload | 
|---|
|  | 211 | return false; | 
|---|
|  | 212 | else | 
|---|
|  | 213 | // We need to reload if an already loaded magazine is empty | 
|---|
|  | 214 | return (magazine->bLoaded_ && magazine->munition_ == 0); | 
|---|
|  | 215 | } | 
|---|
| [2662] | 216 | else | 
|---|
| [2918] | 217 | // No magazine - we definitively need to reload | 
|---|
|  | 218 | return true; | 
|---|
| [2662] | 219 | } | 
|---|
|  | 220 |  | 
|---|
| [2918] | 221 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) | 
|---|
| [2662] | 222 | { | 
|---|
| [2918] | 223 | // Don't reload if we're already reloading | 
|---|
|  | 224 | Magazine* magazine = this->getMagazine(user); | 
|---|
|  | 225 | if (magazine && !magazine->bLoaded_) | 
|---|
|  | 226 | return false; | 
|---|
|  | 227 |  | 
|---|
|  | 228 | // Check if we actually can reload | 
|---|
|  | 229 | if (this->magazines_ == 0) | 
|---|
|  | 230 | return false; | 
|---|
|  | 231 |  | 
|---|
|  | 232 | // If we use separate magazines for each user, we definitively need a user given | 
|---|
|  | 233 | if (this->bUseSeparateMagazines_ && !user) | 
|---|
|  | 234 | return false; | 
|---|
|  | 235 |  | 
|---|
|  | 236 | // If we don't use separate magazines, set user to 0 | 
|---|
|  | 237 | if (!this->bUseSeparateMagazines_) | 
|---|
|  | 238 | user = 0; | 
|---|
|  | 239 |  | 
|---|
|  | 240 | // Remove the current magazine for the given user | 
|---|
|  | 241 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); | 
|---|
|  | 242 | if (it != this->currentMagazines_.end()) | 
|---|
| [2662] | 243 | { | 
|---|
| [2918] | 244 | delete it->second; | 
|---|
|  | 245 | this->currentMagazines_.erase(it); | 
|---|
| [2662] | 246 | } | 
|---|
| [2918] | 247 |  | 
|---|
|  | 248 | // Load a new magazine | 
|---|
|  | 249 | this->currentMagazines_[user] = new Magazine(this, bUseReloadTime); | 
|---|
|  | 250 | this->magazines_--; | 
|---|
|  | 251 |  | 
|---|
|  | 252 | return true; | 
|---|
|  | 253 | } | 
|---|
|  | 254 |  | 
|---|
|  | 255 | bool Munition::canAddMunition(unsigned int amount) const | 
|---|
|  | 256 | { | 
|---|
| [8706] | 257 | // TODO: 'amount' is not used | 
|---|
|  | 258 |  | 
|---|
| [2918] | 259 | if (!this->bAllowMunitionRefilling_) | 
|---|
|  | 260 | return false; | 
|---|
|  | 261 |  | 
|---|
|  | 262 | if (this->bStackMunition_) | 
|---|
|  | 263 | { | 
|---|
|  | 264 | // If we stack munition, we can always add munition until we reach the limit | 
|---|
|  | 265 | return (this->getNumMunition(0) < this->getMaxMunition()); | 
|---|
|  | 266 | } | 
|---|
| [2662] | 267 | else | 
|---|
| [2918] | 268 | { | 
|---|
|  | 269 | // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) | 
|---|
|  | 270 | for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
|---|
|  | 271 | if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) | 
|---|
|  | 272 | return true; | 
|---|
|  | 273 | } | 
|---|
|  | 274 |  | 
|---|
|  | 275 | return false; | 
|---|
| [2662] | 276 | } | 
|---|
|  | 277 |  | 
|---|
| [2918] | 278 | bool Munition::addMunition(unsigned int amount) | 
|---|
|  | 279 | { | 
|---|
|  | 280 | if (!this->canAddMunition(amount)) | 
|---|
|  | 281 | return false; | 
|---|
| [2662] | 282 |  | 
|---|
| [2918] | 283 | if (this->bStackMunition_) | 
|---|
|  | 284 | { | 
|---|
|  | 285 | // Stacking munition means, if a magazine gets full, the munition adds to a new magazine | 
|---|
|  | 286 | Magazine* magazine = this->getMagazine(0); | 
|---|
|  | 287 | if (magazine) | 
|---|
|  | 288 | { | 
|---|
|  | 289 | // Add the whole amount | 
|---|
|  | 290 | magazine->munition_ += amount; | 
|---|
|  | 291 |  | 
|---|
|  | 292 | // Add new magazines if the current magazine is overfull | 
|---|
|  | 293 | while (magazine->munition_ > this->maxMunitionPerMagazine_) | 
|---|
|  | 294 | { | 
|---|
|  | 295 | magazine->munition_ -= this->maxMunitionPerMagazine_; | 
|---|
|  | 296 | this->magazines_++; | 
|---|
|  | 297 | } | 
|---|
|  | 298 |  | 
|---|
|  | 299 | // If we reached the limit, reduze both magazines and munition to the maximum | 
|---|
|  | 300 | if (this->magazines_ >= this->maxMagazines_) | 
|---|
|  | 301 | { | 
|---|
|  | 302 | this->magazines_ = this->maxMagazines_ - 1; | 
|---|
|  | 303 | magazine->munition_ = this->maxMunitionPerMagazine_; | 
|---|
|  | 304 | } | 
|---|
|  | 305 |  | 
|---|
|  | 306 | return true; | 
|---|
|  | 307 | } | 
|---|
|  | 308 |  | 
|---|
|  | 309 | // Something went wrong | 
|---|
|  | 310 | return false; | 
|---|
|  | 311 | } | 
|---|
|  | 312 | else | 
|---|
|  | 313 | { | 
|---|
|  | 314 | // Share the munition equally to the current magazines | 
|---|
|  | 315 | while (amount > 0) | 
|---|
|  | 316 | { | 
|---|
|  | 317 | bool change = false; | 
|---|
|  | 318 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
|---|
|  | 319 | { | 
|---|
|  | 320 | // Add munition if the magazine isn't full (but only to loaded magazines) | 
|---|
|  | 321 | if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) | 
|---|
|  | 322 | { | 
|---|
|  | 323 | it->second->munition_++; | 
|---|
|  | 324 | amount--; | 
|---|
|  | 325 | change = true; | 
|---|
|  | 326 | } | 
|---|
|  | 327 | } | 
|---|
|  | 328 |  | 
|---|
|  | 329 | // If there was no change in a loop, all magazines are full (or locked due to loading) | 
|---|
|  | 330 | if (!change) | 
|---|
|  | 331 | break; | 
|---|
|  | 332 | } | 
|---|
|  | 333 |  | 
|---|
|  | 334 | return true; | 
|---|
|  | 335 | } | 
|---|
|  | 336 | } | 
|---|
|  | 337 |  | 
|---|
|  | 338 | bool Munition::canAddMagazines(unsigned int amount) const | 
|---|
| [2662] | 339 | { | 
|---|
| [8706] | 340 | // TODO: 'amount' is not used | 
|---|
|  | 341 |  | 
|---|
| [2918] | 342 | if (this->bStackMunition_) | 
|---|
|  | 343 | // If we stack munition, we can always add new magazines because they contribute directly to the munition | 
|---|
|  | 344 | return (this->getNumMunition(0) < this->getMaxMunition()); | 
|---|
|  | 345 | else | 
|---|
|  | 346 | // If we don't stack munition, we're more limited | 
|---|
|  | 347 | return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_); | 
|---|
| [2662] | 348 | } | 
|---|
|  | 349 |  | 
|---|
| [2918] | 350 | bool Munition::addMagazines(unsigned int amount) | 
|---|
| [2662] | 351 | { | 
|---|
| [2918] | 352 | if (!this->canAddMagazines(amount)) | 
|---|
|  | 353 | return false; | 
|---|
|  | 354 |  | 
|---|
|  | 355 | // Calculate how many magazines are needed | 
|---|
|  | 356 | int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size(); | 
|---|
|  | 357 |  | 
|---|
|  | 358 | // 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) | 
|---|
|  | 359 | if (needed_magazines <= 0 && !this->bStackMunition_) | 
|---|
|  | 360 | return false; | 
|---|
|  | 361 |  | 
|---|
| [3301] | 362 | if (amount <= static_cast<unsigned int>(needed_magazines)) | 
|---|
| [2918] | 363 | { | 
|---|
|  | 364 | // We need more magazines than we get, so just add them | 
|---|
|  | 365 | this->magazines_ += amount; | 
|---|
|  | 366 | } | 
|---|
|  | 367 | else | 
|---|
|  | 368 | { | 
|---|
|  | 369 | // We get more magazines than we need, so just add the needed amount | 
|---|
|  | 370 | this->magazines_ += needed_magazines; | 
|---|
|  | 371 | if (this->bStackMunition_) | 
|---|
|  | 372 | { | 
|---|
|  | 373 | // We stack munition, so the additional amount contributes directly to the munition of the current magazine | 
|---|
|  | 374 | Magazine* magazine = this->getMagazine(0); | 
|---|
|  | 375 | if (magazine) | 
|---|
|  | 376 | magazine->munition_ = this->maxMunitionPerMagazine_; | 
|---|
|  | 377 | } | 
|---|
|  | 378 | } | 
|---|
|  | 379 |  | 
|---|
|  | 380 | return true; | 
|---|
| [2662] | 381 | } | 
|---|
| [2918] | 382 |  | 
|---|
|  | 383 | bool Munition::canRemoveMagazines(unsigned int amount) const | 
|---|
|  | 384 | { | 
|---|
|  | 385 | if (this->bStackMunition_) | 
|---|
|  | 386 | { | 
|---|
|  | 387 | if (this->magazines_ >= amount) | 
|---|
|  | 388 | { | 
|---|
|  | 389 | // We have enough magazines | 
|---|
|  | 390 | return true; | 
|---|
|  | 391 | } | 
|---|
|  | 392 | else if (this->magazines_ == amount - 1) | 
|---|
|  | 393 | { | 
|---|
|  | 394 | // We lack one magazine, check if the current magazine is still full, if yes we're fine | 
|---|
|  | 395 | Magazine* magazine = this->getMagazine(0); | 
|---|
|  | 396 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) | 
|---|
|  | 397 | return true; | 
|---|
|  | 398 | } | 
|---|
|  | 399 | else | 
|---|
|  | 400 | { | 
|---|
|  | 401 | // We don't have enough magazines | 
|---|
|  | 402 | return false; | 
|---|
|  | 403 | } | 
|---|
|  | 404 | } | 
|---|
|  | 405 | else | 
|---|
|  | 406 | { | 
|---|
|  | 407 | // In case we're not stacking munition, just check the number of magazines | 
|---|
|  | 408 | return (this->magazines_ >= amount); | 
|---|
|  | 409 | } | 
|---|
| [3053] | 410 |  | 
|---|
|  | 411 | return false; | 
|---|
| [2918] | 412 | } | 
|---|
|  | 413 |  | 
|---|
|  | 414 | bool Munition::removeMagazines(unsigned int amount) | 
|---|
|  | 415 | { | 
|---|
|  | 416 | if (!this->canRemoveMagazines(amount)) | 
|---|
|  | 417 | return false; | 
|---|
|  | 418 |  | 
|---|
|  | 419 | if (this->magazines_ >= amount) | 
|---|
|  | 420 | { | 
|---|
|  | 421 | // We have enough magazines, just remove the amount | 
|---|
|  | 422 | this->magazines_ -= amount; | 
|---|
|  | 423 | } | 
|---|
|  | 424 | else if (this->bStackMunition_) | 
|---|
|  | 425 | { | 
|---|
|  | 426 | // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine | 
|---|
|  | 427 | this->magazines_ = 0; | 
|---|
|  | 428 | Magazine* magazine = this->getMagazine(0); | 
|---|
|  | 429 | if (magazine) | 
|---|
|  | 430 | magazine->munition_ = 0; | 
|---|
|  | 431 | } | 
|---|
|  | 432 |  | 
|---|
|  | 433 | return true; | 
|---|
|  | 434 | } | 
|---|
|  | 435 |  | 
|---|
|  | 436 | bool Munition::dropMagazine(WeaponMode* user) | 
|---|
|  | 437 | { | 
|---|
|  | 438 | // If we use separate magazines, we need a user | 
|---|
|  | 439 | if (this->bUseSeparateMagazines_ && !user) | 
|---|
|  | 440 | return false; | 
|---|
|  | 441 |  | 
|---|
|  | 442 | // If we don't use separate magazines, set user to 0 | 
|---|
|  | 443 | if (!this->bUseSeparateMagazines_) | 
|---|
|  | 444 | user = 0; | 
|---|
|  | 445 |  | 
|---|
|  | 446 | // Remove the current magazine for the given user | 
|---|
|  | 447 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); | 
|---|
|  | 448 | if (it != this->currentMagazines_.end()) | 
|---|
|  | 449 | { | 
|---|
|  | 450 | delete it->second; | 
|---|
|  | 451 | this->currentMagazines_.erase(it); | 
|---|
|  | 452 | return true; | 
|---|
|  | 453 | } | 
|---|
|  | 454 |  | 
|---|
|  | 455 | return false; | 
|---|
|  | 456 | } | 
|---|
|  | 457 |  | 
|---|
|  | 458 |  | 
|---|
|  | 459 | ///////////////////// | 
|---|
|  | 460 | // Magazine struct // | 
|---|
|  | 461 | ///////////////////// | 
|---|
|  | 462 | Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) | 
|---|
|  | 463 | { | 
|---|
|  | 464 | this->munition_ = 0; | 
|---|
|  | 465 | this->bLoaded_ = false; | 
|---|
|  | 466 |  | 
|---|
| [7896] | 467 | if (bUseReloadTime && munition->reloadTime_ > 0 && !munition->bStackMunition_) | 
|---|
| [2918] | 468 | { | 
|---|
| [7284] | 469 | const ExecutorPtr& executor = createExecutor(createFunctor(&Magazine::loaded, this)); | 
|---|
| [2918] | 470 | executor->setDefaultValues(munition); | 
|---|
|  | 471 |  | 
|---|
| [5929] | 472 | this->loadTimer_.setTimer(munition->reloadTime_, false, executor); | 
|---|
| [2918] | 473 | } | 
|---|
|  | 474 | else | 
|---|
|  | 475 | this->loaded(munition); | 
|---|
|  | 476 | } | 
|---|
|  | 477 |  | 
|---|
|  | 478 | void Munition::Magazine::loaded(Munition* munition) | 
|---|
|  | 479 | { | 
|---|
|  | 480 | this->bLoaded_ = true; | 
|---|
|  | 481 | this->munition_ = munition->maxMunitionPerMagazine_; | 
|---|
|  | 482 | } | 
|---|
| [2096] | 483 | } | 
|---|