| [2049] | 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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| [2918] | 22 |  *   Authors: | 
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| [2049] | 23 |  *      Martin Polak | 
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| [2918] | 24 |  *      Fabian 'x3n' Landau | 
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| [2049] | 25 |  *   Co-authors: | 
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| [11052] | 26 |  *      Fabien Vultier | 
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| [2049] | 27 |  * | 
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 | 28 |  */ | 
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 | 29 |  | 
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| [2912] | 30 | #include "Munition.h" | 
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| [8729] | 31 |  | 
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| [2049] | 32 | #include "core/CoreIncludes.h" | 
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| [8729] | 33 | #include "core/command/Executor.h" | 
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| [11052] | 34 | #include "core/XMLPort.h" | 
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| [2049] | 35 |  | 
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 | 36 | namespace orxonox | 
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 | 37 | { | 
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| [9667] | 38 |     RegisterClass(Munition); | 
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| [2662] | 39 |  | 
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| [9667] | 40 |     Munition::Munition(Context* context) : BaseObject(context) | 
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| [2049] | 41 |     { | 
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 | 42 |         RegisterObject(Munition); | 
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| [2912] | 43 |  | 
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| [2918] | 44 |         this->maxMunitionPerMagazine_ = 10; | 
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 | 45 |         this->maxMagazines_ = 10; | 
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| [11052] | 46 |         this->unassignedMagazines_ = 10; | 
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| [2918] | 47 |  | 
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| [11052] | 48 |         this->deployment_ = MunitionDeployment::Stack; | 
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| [2918] | 49 |         this->bAllowMunitionRefilling_ = true; | 
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 | 50 |         this->bAllowMultiMunitionRemovementUnderflow_ = true; | 
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 | 51 |  | 
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| [11052] | 52 |         this->reloadTime_ = 0.5f; | 
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 | 53 |  | 
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| [11071] | 54 |         this->lastFilledWeaponMode_ = nullptr; | 
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| [2049] | 55 |     } | 
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 | 56 |  | 
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 | 57 |     Munition::~Munition() | 
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 | 58 |     { | 
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| [11071] | 59 |         for (const auto& mapEntry : this->assignedMagazines_) | 
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 | 60 |             delete mapEntry.second; | 
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| [2049] | 61 |     } | 
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 | 62 |  | 
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| [11052] | 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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| [2918] | 72 |     Munition::Magazine* Munition::getMagazine(WeaponMode* user) const | 
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| [2096] | 73 |     { | 
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| [11052] | 74 |         if (deployment_ == MunitionDeployment::Separate) | 
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| [2918] | 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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| [11071] | 78 |                 return nullptr; | 
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| [2918] | 79 |  | 
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 | 80 |             // Use the map to get the magazine assigned to the given user | 
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| [11052] | 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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| [2918] | 83 |                 return it->second; | 
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 | 84 |         } | 
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| [2662] | 85 |         else | 
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| [2918] | 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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| [11052] | 88 |             if (this->assignedMagazines_.size() > 0) | 
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 | 89 |                 return this->assignedMagazines_.begin()->second; | 
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| [2918] | 90 |         } | 
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 | 91 |  | 
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| [11071] | 92 |         return nullptr; | 
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| [2662] | 93 |     } | 
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| [2096] | 94 |  | 
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| [2918] | 95 |     unsigned int Munition::getNumMunition(WeaponMode* user) const | 
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| [2662] | 96 |     { | 
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| [2918] | 97 |         Magazine* magazine = this->getMagazine(user); | 
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 | 98 |         if (magazine) | 
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 | 99 |         { | 
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| [11052] | 100 |             if (deployment_ == MunitionDeployment::Stack) | 
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| [2918] | 101 |                 // With stacked munition every magazine contributes to the total amount | 
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| [11052] | 102 |                 return this->maxMunitionPerMagazine_ * this->unassignedMagazines_ + magazine->munition_; | 
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| [2918] | 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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| [2662] | 116 |         else | 
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 | 117 |             return 0; | 
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| [2096] | 118 |     } | 
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 | 119 |  | 
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| [2918] | 120 |     unsigned int Munition::getNumMagazines() const | 
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 | 121 |     { | 
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| [11052] | 122 |         if (deployment_ == MunitionDeployment::Stack) | 
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| [2918] | 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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| [11052] | 127 |                 return this->unassignedMagazines_ + 1; | 
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| [2918] | 128 |         } | 
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| [2662] | 129 |  | 
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| [11052] | 130 |         return this->unassignedMagazines_; | 
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| [2918] | 131 |     } | 
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| [2662] | 132 |  | 
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| [11052] | 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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| [2918] | 138 |     unsigned int Munition::getMaxMunition() const | 
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| [2662] | 139 |     { | 
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| [11052] | 140 |         if (deployment_ == MunitionDeployment::Stack) | 
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| [2918] | 141 |             return this->maxMunitionPerMagazine_ * this->maxMagazines_; | 
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 | 142 |         else | 
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 | 143 |             return this->maxMunitionPerMagazine_; | 
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| [2662] | 144 |     } | 
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 | 145 |  | 
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| [2918] | 146 |     bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const | 
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| [2662] | 147 |     { | 
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| [2918] | 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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| [11052] | 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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| [2918] | 158 |  | 
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 | 159 |             if (munition == 0) | 
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| [11052] | 160 |             { | 
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| [2918] | 161 |                 // Absolutely no munition - no chance to take munition | 
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 | 162 |                 return false; | 
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| [11052] | 163 |             } | 
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| [2918] | 164 |             else if (this->bAllowMultiMunitionRemovementUnderflow_) | 
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| [11052] | 165 |             { | 
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| [2918] | 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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| [11052] | 168 |             } | 
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| [2918] | 169 |             else | 
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| [11052] | 170 |             { | 
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| [2918] | 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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| [11052] | 173 |             } | 
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 | 174 |  | 
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| [2918] | 175 |         } | 
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 | 176 |         return false; | 
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| [2662] | 177 |     } | 
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 | 178 |  | 
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| [2918] | 179 |     bool Munition::takeMunition(unsigned int amount, WeaponMode* user) | 
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| [2662] | 180 |     { | 
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| [2918] | 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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| [2662] | 186 |         { | 
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| [2918] | 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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| [11052] | 196 |                 if (deployment_ == MunitionDeployment::Stack) | 
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| [2918] | 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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| [11071] | 202 |                     if (this->reload(nullptr)) | 
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| [2918] | 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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| [7847] | 214 |                         magazine->munition_ = 0; | 
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| [2918] | 215 |                         return true; | 
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 | 216 |                     } | 
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 | 217 |                 } | 
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 | 218 |             } | 
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| [2662] | 219 |         } | 
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| [2918] | 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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| [11052] | 226 |         return (this->unassignedMagazines_ > 0 && deployment_ != MunitionDeployment::Stack); | 
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| [2918] | 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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| [11052] | 234 |             if (deployment_ == MunitionDeployment::Stack) | 
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| [2918] | 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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| [2662] | 241 |         else | 
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| [2918] | 242 |             // No magazine - we definitively need to reload | 
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 | 243 |             return true; | 
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| [2662] | 244 |     } | 
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 | 245 |  | 
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| [2918] | 246 |     bool Munition::reload(WeaponMode* user, bool bUseReloadTime) | 
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| [2662] | 247 |     { | 
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| [2918] | 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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| [11052] | 254 |         if (this->unassignedMagazines_ == 0) | 
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| [2918] | 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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| [11052] | 258 |         if (deployment_ == MunitionDeployment::Separate && !user) | 
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| [2918] | 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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| [11052] | 262 |         if (deployment_ != MunitionDeployment::Separate) | 
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 | 263 |         { | 
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| [11071] | 264 |             user = nullptr; | 
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| [11052] | 265 |         } | 
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| [2918] | 266 |  | 
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 | 267 |         // Remove the current magazine for the given user | 
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| [11052] | 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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| [2662] | 270 |         { | 
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| [11052] | 271 |             if (it->first == lastFilledWeaponMode_) | 
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 | 272 |             { | 
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| [11071] | 273 |                 lastFilledWeaponMode_ = nullptr; | 
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| [11052] | 274 |             }             | 
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| [2918] | 275 |             delete it->second; | 
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| [11052] | 276 |             this->assignedMagazines_.erase(it); | 
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| [2662] | 277 |         } | 
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| [2918] | 278 |  | 
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 | 279 |         // Load a new magazine | 
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| [11052] | 280 |         this->assignedMagazines_[user] = new Magazine(this, bUseReloadTime); | 
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 | 281 |         this->unassignedMagazines_--; | 
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| [2918] | 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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| [8706] | 288 |         // TODO: 'amount' is not used | 
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 | 289 |  | 
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| [2918] | 290 |         if (!this->bAllowMunitionRefilling_) | 
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 | 291 |             return false; | 
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 | 292 |  | 
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| [11052] | 293 |         if (deployment_ == MunitionDeployment::Stack) | 
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| [2918] | 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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| [2662] | 298 |         else | 
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| [2918] | 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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| [11071] | 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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| [2918] | 303 |                     return true; | 
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 | 304 |         } | 
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 | 305 |  | 
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 | 306 |         return false; | 
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| [2662] | 307 |     } | 
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 | 308 |  | 
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| [2918] | 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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| [2662] | 313 |  | 
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| [11052] | 314 |         if (deployment_ == MunitionDeployment::Stack) | 
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| [2918] | 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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| [11071] | 317 |             Magazine* magazine = this->getMagazine(nullptr); | 
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| [2918] | 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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| [11052] | 327 |                     this->unassignedMagazines_++; | 
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| [2918] | 328 |                 } | 
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 | 329 |  | 
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| [11052] | 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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| [2918] | 332 |                 { | 
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| [11052] | 333 |                     this->unassignedMagazines_ = this->maxMagazines_; | 
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| [2918] | 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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| [11052] | 345 |             std::map<WeaponMode*, Magazine*>::iterator it; | 
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 | 346 |  | 
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| [11071] | 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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| [11052] | 348 |             // Otherwise set it to the next weapon mode | 
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| [11071] | 349 |             if (lastFilledWeaponMode_ == nullptr) | 
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| [11052] | 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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| [2918] | 359 |             // Share the munition equally to the current magazines | 
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| [11052] | 360 |             bool firstLoop = true; | 
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| [2918] | 361 |             while (amount > 0) | 
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 | 362 |             { | 
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 | 363 |                 bool change = false; | 
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| [11052] | 364 |                 while (it != this->assignedMagazines_.end()) | 
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| [2918] | 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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| [11052] | 371 |                         lastFilledWeaponMode_ = it->first; | 
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| [2918] | 372 |                         change = true; | 
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 | 373 |                     } | 
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| [11052] | 374 |  | 
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 | 375 |                     ++it; | 
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| [2918] | 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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| [11052] | 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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| [2918] | 382 |                     break; | 
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| [11052] | 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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| [2918] | 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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| [2662] | 394 |     { | 
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| [8706] | 395 |         // TODO: 'amount' is not used | 
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 | 396 |  | 
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| [11052] | 397 |         if (deployment_ == MunitionDeployment::Stack) | 
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| [2918] | 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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| [11052] | 402 |             return ((this->assignedMagazines_.size() + this->unassignedMagazines_) < this->maxMagazines_); | 
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| [2662] | 403 |     } | 
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 | 404 |  | 
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| [11052] | 405 |     unsigned int Munition::addMagazines(unsigned int amount) | 
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| [2662] | 406 |     { | 
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| [11052] | 407 |         unsigned int addedMagazines = 0; | 
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 | 408 |  | 
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| [2918] | 409 |         if (!this->canAddMagazines(amount)) | 
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| [11052] | 410 |             return 0; | 
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| [2918] | 411 |  | 
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 | 412 |         // Calculate how many magazines are needed | 
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| [11052] | 413 |         int needed_magazines = this->maxMagazines_ - this->unassignedMagazines_ - this->assignedMagazines_.size(); | 
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| [2918] | 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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| [11052] | 416 |         if (needed_magazines <= 0 && deployment_ != MunitionDeployment::Stack) | 
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 | 417 |             return 0; | 
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| [2918] | 418 |  | 
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| [3301] | 419 |         if (amount <= static_cast<unsigned int>(needed_magazines)) | 
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| [2918] | 420 |         { | 
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 | 421 |             // We need more magazines than we get, so just add them | 
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| [11052] | 422 |             this->unassignedMagazines_ += amount; | 
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 | 423 |             addedMagazines = amount; | 
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| [2918] | 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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| [11052] | 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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| [2918] | 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 |         } | 
|---|
 | 438 |  | 
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| [11052] | 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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| [11071] | 443 |             for (const auto& mapEntry : this->assignedMagazines_) | 
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| [11052] | 444 |             { | 
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| [11071] | 445 |                 if (needReload(mapEntry.first)) | 
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| [11052] | 446 |                 { | 
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| [11071] | 447 |                     reload(mapEntry.first); | 
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| [11052] | 448 |                     break; | 
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 | 449 |                 } | 
|---|
 | 450 |             } | 
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 | 451 |         } | 
|---|
 | 452 |  | 
|---|
 | 453 |         return addedMagazines; | 
|---|
| [2662] | 454 |     } | 
|---|
| [2918] | 455 |  | 
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 | 456 |     bool Munition::canRemoveMagazines(unsigned int amount) const | 
|---|
 | 457 |     { | 
|---|
| [11052] | 458 |         if (deployment_ == MunitionDeployment::Stack) | 
|---|
| [2918] | 459 |         { | 
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| [11052] | 460 |             if (this->unassignedMagazines_ >= amount) | 
|---|
| [2918] | 461 |             { | 
|---|
 | 462 |                 // We have enough magazines | 
|---|
 | 463 |                 return true; | 
|---|
 | 464 |             } | 
|---|
| [11052] | 465 |             else if (this->unassignedMagazines_ == amount - 1) | 
|---|
| [2918] | 466 |             { | 
|---|
 | 467 |                 // We lack one magazine, check if the current magazine is still full, if yes we're fine | 
|---|
 | 468 |                 Magazine* magazine = this->getMagazine(0); | 
|---|
 | 469 |                 if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) | 
|---|
 | 470 |                     return true; | 
|---|
 | 471 |             } | 
|---|
 | 472 |             else | 
|---|
 | 473 |             { | 
|---|
 | 474 |                 // We don't have enough magazines | 
|---|
 | 475 |                 return false; | 
|---|
 | 476 |             } | 
|---|
 | 477 |         } | 
|---|
 | 478 |         else | 
|---|
 | 479 |         { | 
|---|
 | 480 |             // In case we're not stacking munition, just check the number of magazines | 
|---|
| [11052] | 481 |             return (this->unassignedMagazines_ >= amount); | 
|---|
| [2918] | 482 |         } | 
|---|
| [3053] | 483 |  | 
|---|
 | 484 |         return false; | 
|---|
| [2918] | 485 |     } | 
|---|
 | 486 |  | 
|---|
 | 487 |     bool Munition::removeMagazines(unsigned int amount) | 
|---|
 | 488 |     { | 
|---|
 | 489 |         if (!this->canRemoveMagazines(amount)) | 
|---|
 | 490 |             return false; | 
|---|
 | 491 |  | 
|---|
| [11052] | 492 |         if (this->unassignedMagazines_ >= amount) | 
|---|
| [2918] | 493 |         { | 
|---|
 | 494 |             // We have enough magazines, just remove the amount | 
|---|
| [11052] | 495 |             this->unassignedMagazines_ -= amount; | 
|---|
| [2918] | 496 |         } | 
|---|
| [11052] | 497 |         else if (deployment_ == MunitionDeployment::Stack) | 
|---|
| [2918] | 498 |         { | 
|---|
 | 499 |             // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine | 
|---|
| [11052] | 500 |             this->unassignedMagazines_ = 0; | 
|---|
| [2918] | 501 |             Magazine* magazine = this->getMagazine(0); | 
|---|
 | 502 |             if (magazine) | 
|---|
 | 503 |                 magazine->munition_ = 0; | 
|---|
 | 504 |         } | 
|---|
 | 505 |  | 
|---|
 | 506 |         return true; | 
|---|
 | 507 |     } | 
|---|
 | 508 |  | 
|---|
 | 509 |     bool Munition::dropMagazine(WeaponMode* user) | 
|---|
 | 510 |     { | 
|---|
 | 511 |         // If we use separate magazines, we need a user | 
|---|
| [11052] | 512 |         if (deployment_ == MunitionDeployment::Separate && !user) | 
|---|
| [2918] | 513 |             return false; | 
|---|
 | 514 |  | 
|---|
 | 515 |         // If we don't use separate magazines, set user to 0 | 
|---|
| [11052] | 516 |         if (deployment_ != MunitionDeployment::Separate) | 
|---|
| [11071] | 517 |             user = nullptr; | 
|---|
| [2918] | 518 |  | 
|---|
 | 519 |         // Remove the current magazine for the given user | 
|---|
| [11052] | 520 |         std::map<WeaponMode*, Magazine*>::iterator it = this->assignedMagazines_.find(user); | 
|---|
 | 521 |         if (it != this->assignedMagazines_.end()) | 
|---|
| [2918] | 522 |         { | 
|---|
| [11052] | 523 |             if (it->first == lastFilledWeaponMode_) | 
|---|
 | 524 |             { | 
|---|
| [11071] | 525 |                 lastFilledWeaponMode_ = nullptr; | 
|---|
| [11052] | 526 |             } | 
|---|
| [2918] | 527 |             delete it->second; | 
|---|
| [11052] | 528 |             this->assignedMagazines_.erase(it);            | 
|---|
| [2918] | 529 |             return true; | 
|---|
 | 530 |         } | 
|---|
 | 531 |  | 
|---|
 | 532 |         return false; | 
|---|
 | 533 |     } | 
|---|
 | 534 |  | 
|---|
 | 535 |  | 
|---|
 | 536 |     ///////////////////// | 
|---|
 | 537 |     // Magazine struct // | 
|---|
 | 538 |     ///////////////////// | 
|---|
 | 539 |     Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) | 
|---|
 | 540 |     { | 
|---|
 | 541 |         this->munition_ = 0; | 
|---|
 | 542 |         this->bLoaded_ = false; | 
|---|
 | 543 |  | 
|---|
| [11052] | 544 |         if (bUseReloadTime && munition->reloadTime_ > 0 && munition->deployment_ != MunitionDeployment::Stack) | 
|---|
| [2918] | 545 |         { | 
|---|
| [11083] | 546 |             const ExecutorPtr executor = createExecutor(createFunctor(&Magazine::loaded, this)); | 
|---|
| [2918] | 547 |             executor->setDefaultValues(munition); | 
|---|
 | 548 |  | 
|---|
| [5929] | 549 |             this->loadTimer_.setTimer(munition->reloadTime_, false, executor); | 
|---|
| [2918] | 550 |         } | 
|---|
 | 551 |         else | 
|---|
 | 552 |             this->loaded(munition); | 
|---|
 | 553 |     } | 
|---|
 | 554 |  | 
|---|
 | 555 |     void Munition::Magazine::loaded(Munition* munition) | 
|---|
 | 556 |     { | 
|---|
 | 557 |         this->bLoaded_ = true; | 
|---|
 | 558 |         this->munition_ = munition->maxMunitionPerMagazine_; | 
|---|
 | 559 |     } | 
|---|
| [11071] | 560 | } | 
|---|