[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" |
---|
[2049] | 31 | #include "core/CoreIncludes.h" |
---|
| 32 | |
---|
| 33 | namespace orxonox |
---|
| 34 | { |
---|
[2662] | 35 | CreateFactory(Munition); |
---|
| 36 | |
---|
[2097] | 37 | Munition::Munition(BaseObject* creator) : BaseObject(creator) |
---|
[2049] | 38 | { |
---|
| 39 | RegisterObject(Munition); |
---|
[2912] | 40 | |
---|
[2918] | 41 | this->maxMunitionPerMagazine_ = 10; |
---|
| 42 | this->maxMagazines_ = 10; |
---|
| 43 | this->magazines_ = 10; |
---|
| 44 | |
---|
| 45 | this->bUseSeparateMagazines_ = false; |
---|
| 46 | this->bStackMunition_ = true; |
---|
| 47 | this->bAllowMunitionRefilling_ = true; |
---|
| 48 | this->bAllowMultiMunitionRemovementUnderflow_ = true; |
---|
| 49 | |
---|
| 50 | this->reloadTime_ = 0; |
---|
[2049] | 51 | } |
---|
| 52 | |
---|
| 53 | Munition::~Munition() |
---|
| 54 | { |
---|
[2918] | 55 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
---|
| 56 | delete it->second; |
---|
[2049] | 57 | } |
---|
| 58 | |
---|
[2918] | 59 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const |
---|
[2096] | 60 | { |
---|
[2918] | 61 | if (this->bUseSeparateMagazines_) |
---|
| 62 | { |
---|
| 63 | // For separated magazines we definitively need a given user |
---|
| 64 | if (!user) |
---|
| 65 | return 0; |
---|
| 66 | |
---|
| 67 | // Use the map to get the magazine assigned to the given user |
---|
| 68 | std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user); |
---|
| 69 | if (it != this->currentMagazines_.end()) |
---|
| 70 | return it->second; |
---|
| 71 | } |
---|
[2662] | 72 | else |
---|
[2918] | 73 | { |
---|
| 74 | // We don't use separate magazines for each user, so just take the first magazine |
---|
| 75 | if (this->currentMagazines_.size() > 0) |
---|
| 76 | return this->currentMagazines_.begin()->second; |
---|
| 77 | } |
---|
| 78 | |
---|
| 79 | return 0; |
---|
[2662] | 80 | } |
---|
[2096] | 81 | |
---|
[2918] | 82 | unsigned int Munition::getNumMunition(WeaponMode* user) const |
---|
[2662] | 83 | { |
---|
[2918] | 84 | Magazine* magazine = this->getMagazine(user); |
---|
| 85 | if (magazine) |
---|
| 86 | { |
---|
| 87 | if (this->bStackMunition_) |
---|
| 88 | // With stacked munition every magazine contributes to the total amount |
---|
| 89 | return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_; |
---|
| 90 | else |
---|
| 91 | // Wihtout stacked munition we just consider the current magazine |
---|
| 92 | return magazine->munition_; |
---|
| 93 | } |
---|
| 94 | return 0; |
---|
| 95 | } |
---|
| 96 | |
---|
| 97 | unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const |
---|
| 98 | { |
---|
| 99 | // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition |
---|
| 100 | Magazine* magazine = this->getMagazine(user); |
---|
| 101 | if (magazine) |
---|
| 102 | return magazine->munition_; |
---|
[2662] | 103 | else |
---|
| 104 | return 0; |
---|
[2096] | 105 | } |
---|
| 106 | |
---|
[2918] | 107 | unsigned int Munition::getNumMagazines() const |
---|
| 108 | { |
---|
| 109 | if (this->bStackMunition_) |
---|
| 110 | { |
---|
| 111 | // If we stack munition and the current magazine is still full, it counts too |
---|
| 112 | Magazine* magazine = this->getMagazine(0); |
---|
| 113 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
---|
| 114 | return this->magazines_ + 1; |
---|
| 115 | } |
---|
[2662] | 116 | |
---|
[2918] | 117 | return this->magazines_; |
---|
| 118 | } |
---|
[2662] | 119 | |
---|
[2918] | 120 | unsigned int Munition::getMaxMunition() const |
---|
[2662] | 121 | { |
---|
[2918] | 122 | if (this->bStackMunition_) |
---|
| 123 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; |
---|
| 124 | else |
---|
| 125 | return this->maxMunitionPerMagazine_; |
---|
[2662] | 126 | } |
---|
| 127 | |
---|
[2918] | 128 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const |
---|
[2662] | 129 | { |
---|
[2918] | 130 | Magazine* magazine = this->getMagazine(user); |
---|
| 131 | if (magazine && magazine->bLoaded_) |
---|
| 132 | { |
---|
| 133 | unsigned int munition = magazine->munition_; |
---|
| 134 | |
---|
| 135 | // If we stack munition, we con't care about the current magazine - we just need enough munition in total |
---|
| 136 | if (this->bStackMunition_) |
---|
| 137 | munition += this->maxMunitionPerMagazine_ * this->magazines_; |
---|
| 138 | |
---|
| 139 | if (munition == 0) |
---|
| 140 | // Absolutely no munition - no chance to take munition |
---|
| 141 | return false; |
---|
| 142 | else if (this->bAllowMultiMunitionRemovementUnderflow_) |
---|
| 143 | // We're not empty AND we allow underflow, so this will always work |
---|
| 144 | return true; |
---|
| 145 | else |
---|
| 146 | // We don't allow underflow, so we have to check the amount |
---|
| 147 | return (munition >= amount); |
---|
| 148 | } |
---|
| 149 | return false; |
---|
[2662] | 150 | } |
---|
| 151 | |
---|
[2918] | 152 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) |
---|
[2662] | 153 | { |
---|
[2918] | 154 | if (!this->canTakeMunition(amount, user)) |
---|
| 155 | return false; |
---|
| 156 | |
---|
| 157 | Magazine* magazine = this->getMagazine(user); |
---|
| 158 | if (magazine && magazine->bLoaded_) |
---|
[2662] | 159 | { |
---|
[2918] | 160 | if (magazine->munition_ >= amount) |
---|
| 161 | { |
---|
| 162 | // Enough munition |
---|
| 163 | magazine->munition_ -= amount; |
---|
| 164 | return true; |
---|
| 165 | } |
---|
| 166 | else |
---|
| 167 | { |
---|
| 168 | // Not enough munition |
---|
| 169 | if (this->bStackMunition_) |
---|
| 170 | { |
---|
| 171 | // We stack munition, so just take what we can and then load the next magazine |
---|
| 172 | amount -= magazine->munition_; |
---|
| 173 | magazine->munition_ = 0; |
---|
| 174 | |
---|
| 175 | if (this->reload(0)) |
---|
| 176 | // Successfully reloaded, continue recursively |
---|
| 177 | return this->takeMunition(amount, 0); |
---|
| 178 | else |
---|
| 179 | // We don't have more magazines, so let's just hope we allow underflow |
---|
| 180 | return this->bAllowMultiMunitionRemovementUnderflow_; |
---|
| 181 | } |
---|
| 182 | else |
---|
| 183 | { |
---|
| 184 | // We don't stack, so we can only take munition if this is allowed |
---|
| 185 | if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) |
---|
| 186 | { |
---|
| 187 | magazine->munition_ -= 0; |
---|
| 188 | return true; |
---|
| 189 | } |
---|
| 190 | } |
---|
| 191 | } |
---|
[2662] | 192 | } |
---|
[2918] | 193 | return false; |
---|
| 194 | } |
---|
| 195 | |
---|
| 196 | bool Munition::canReload() const |
---|
| 197 | { |
---|
| 198 | // As long as we have enough magazines (and don't stack munition) we can reload |
---|
| 199 | return (this->magazines_ > 0 && !this->bStackMunition_); |
---|
| 200 | } |
---|
| 201 | |
---|
| 202 | bool Munition::needReload(WeaponMode* user) const |
---|
| 203 | { |
---|
| 204 | Magazine* magazine = this->getMagazine(user); |
---|
| 205 | if (magazine) |
---|
| 206 | { |
---|
| 207 | if (this->bStackMunition_) |
---|
| 208 | // With stacked munition, we never have to reload |
---|
| 209 | return false; |
---|
| 210 | else |
---|
| 211 | // We need to reload if an already loaded magazine is empty |
---|
| 212 | return (magazine->bLoaded_ && magazine->munition_ == 0); |
---|
| 213 | } |
---|
[2662] | 214 | else |
---|
[2918] | 215 | // No magazine - we definitively need to reload |
---|
| 216 | return true; |
---|
[2662] | 217 | } |
---|
| 218 | |
---|
[2918] | 219 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) |
---|
[2662] | 220 | { |
---|
[2918] | 221 | // Don't reload if we're already reloading |
---|
| 222 | Magazine* magazine = this->getMagazine(user); |
---|
| 223 | if (magazine && !magazine->bLoaded_) |
---|
| 224 | return false; |
---|
| 225 | |
---|
| 226 | // Check if we actually can reload |
---|
| 227 | if (this->magazines_ == 0) |
---|
| 228 | return false; |
---|
| 229 | |
---|
| 230 | // If we use separate magazines for each user, we definitively need a user given |
---|
| 231 | if (this->bUseSeparateMagazines_ && !user) |
---|
| 232 | return false; |
---|
| 233 | |
---|
| 234 | // If we don't use separate magazines, set user to 0 |
---|
| 235 | if (!this->bUseSeparateMagazines_) |
---|
| 236 | user = 0; |
---|
| 237 | |
---|
| 238 | // Remove the current magazine for the given user |
---|
| 239 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
---|
| 240 | if (it != this->currentMagazines_.end()) |
---|
[2662] | 241 | { |
---|
[2918] | 242 | delete it->second; |
---|
| 243 | this->currentMagazines_.erase(it); |
---|
[2662] | 244 | } |
---|
[2918] | 245 | |
---|
| 246 | // Load a new magazine |
---|
| 247 | this->currentMagazines_[user] = new Magazine(this, bUseReloadTime); |
---|
| 248 | this->magazines_--; |
---|
| 249 | |
---|
| 250 | return true; |
---|
| 251 | } |
---|
| 252 | |
---|
| 253 | bool Munition::canAddMunition(unsigned int amount) const |
---|
| 254 | { |
---|
| 255 | if (!this->bAllowMunitionRefilling_) |
---|
| 256 | return false; |
---|
| 257 | |
---|
| 258 | if (this->bStackMunition_) |
---|
| 259 | { |
---|
| 260 | // If we stack munition, we can always add munition until we reach the limit |
---|
| 261 | return (this->getNumMunition(0) < this->getMaxMunition()); |
---|
| 262 | } |
---|
[2662] | 263 | else |
---|
[2918] | 264 | { |
---|
| 265 | // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) |
---|
| 266 | for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
---|
| 267 | if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
---|
| 268 | return true; |
---|
| 269 | } |
---|
| 270 | |
---|
| 271 | return false; |
---|
[2662] | 272 | } |
---|
| 273 | |
---|
[2918] | 274 | bool Munition::addMunition(unsigned int amount) |
---|
| 275 | { |
---|
| 276 | if (!this->canAddMunition(amount)) |
---|
| 277 | return false; |
---|
[2662] | 278 | |
---|
[2918] | 279 | if (this->bStackMunition_) |
---|
| 280 | { |
---|
| 281 | // Stacking munition means, if a magazine gets full, the munition adds to a new magazine |
---|
| 282 | Magazine* magazine = this->getMagazine(0); |
---|
| 283 | if (magazine) |
---|
| 284 | { |
---|
| 285 | // Add the whole amount |
---|
| 286 | magazine->munition_ += amount; |
---|
| 287 | |
---|
| 288 | // Add new magazines if the current magazine is overfull |
---|
| 289 | while (magazine->munition_ > this->maxMunitionPerMagazine_) |
---|
| 290 | { |
---|
| 291 | magazine->munition_ -= this->maxMunitionPerMagazine_; |
---|
| 292 | this->magazines_++; |
---|
| 293 | } |
---|
| 294 | |
---|
| 295 | // If we reached the limit, reduze both magazines and munition to the maximum |
---|
| 296 | if (this->magazines_ >= this->maxMagazines_) |
---|
| 297 | { |
---|
| 298 | this->magazines_ = this->maxMagazines_ - 1; |
---|
| 299 | magazine->munition_ = this->maxMunitionPerMagazine_; |
---|
| 300 | } |
---|
| 301 | |
---|
| 302 | return true; |
---|
| 303 | } |
---|
| 304 | |
---|
| 305 | // Something went wrong |
---|
| 306 | return false; |
---|
| 307 | } |
---|
| 308 | else |
---|
| 309 | { |
---|
| 310 | // Share the munition equally to the current magazines |
---|
| 311 | while (amount > 0) |
---|
| 312 | { |
---|
| 313 | bool change = false; |
---|
| 314 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) |
---|
| 315 | { |
---|
| 316 | // Add munition if the magazine isn't full (but only to loaded magazines) |
---|
| 317 | if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) |
---|
| 318 | { |
---|
| 319 | it->second->munition_++; |
---|
| 320 | amount--; |
---|
| 321 | change = true; |
---|
| 322 | } |
---|
| 323 | } |
---|
| 324 | |
---|
| 325 | // If there was no change in a loop, all magazines are full (or locked due to loading) |
---|
| 326 | if (!change) |
---|
| 327 | break; |
---|
| 328 | } |
---|
| 329 | |
---|
| 330 | return true; |
---|
| 331 | } |
---|
| 332 | } |
---|
| 333 | |
---|
| 334 | bool Munition::canAddMagazines(unsigned int amount) const |
---|
[2662] | 335 | { |
---|
[2918] | 336 | if (this->bStackMunition_) |
---|
| 337 | // If we stack munition, we can always add new magazines because they contribute directly to the munition |
---|
| 338 | return (this->getNumMunition(0) < this->getMaxMunition()); |
---|
| 339 | else |
---|
| 340 | // If we don't stack munition, we're more limited |
---|
| 341 | return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_); |
---|
[2662] | 342 | } |
---|
| 343 | |
---|
[2918] | 344 | bool Munition::addMagazines(unsigned int amount) |
---|
[2662] | 345 | { |
---|
[2918] | 346 | if (!this->canAddMagazines(amount)) |
---|
| 347 | return false; |
---|
| 348 | |
---|
| 349 | // Calculate how many magazines are needed |
---|
| 350 | int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size(); |
---|
| 351 | |
---|
| 352 | // If zero or less magazines are needed, we definitively don't need more magazines (unless we stack munition - then a magazine contributes directly to the munition) |
---|
| 353 | if (needed_magazines <= 0 && !this->bStackMunition_) |
---|
| 354 | return false; |
---|
| 355 | |
---|
[3301] | 356 | if (amount <= static_cast<unsigned int>(needed_magazines)) |
---|
[2918] | 357 | { |
---|
| 358 | // We need more magazines than we get, so just add them |
---|
| 359 | this->magazines_ += amount; |
---|
| 360 | } |
---|
| 361 | else |
---|
| 362 | { |
---|
| 363 | // We get more magazines than we need, so just add the needed amount |
---|
| 364 | this->magazines_ += needed_magazines; |
---|
| 365 | if (this->bStackMunition_) |
---|
| 366 | { |
---|
| 367 | // We stack munition, so the additional amount contributes directly to the munition of the current magazine |
---|
| 368 | Magazine* magazine = this->getMagazine(0); |
---|
| 369 | if (magazine) |
---|
| 370 | magazine->munition_ = this->maxMunitionPerMagazine_; |
---|
| 371 | } |
---|
| 372 | } |
---|
| 373 | |
---|
| 374 | return true; |
---|
[2662] | 375 | } |
---|
[2918] | 376 | |
---|
| 377 | bool Munition::canRemoveMagazines(unsigned int amount) const |
---|
| 378 | { |
---|
| 379 | if (this->bStackMunition_) |
---|
| 380 | { |
---|
| 381 | if (this->magazines_ >= amount) |
---|
| 382 | { |
---|
| 383 | // We have enough magazines |
---|
| 384 | return true; |
---|
| 385 | } |
---|
| 386 | else if (this->magazines_ == amount - 1) |
---|
| 387 | { |
---|
| 388 | // We lack one magazine, check if the current magazine is still full, if yes we're fine |
---|
| 389 | Magazine* magazine = this->getMagazine(0); |
---|
| 390 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) |
---|
| 391 | return true; |
---|
| 392 | } |
---|
| 393 | else |
---|
| 394 | { |
---|
| 395 | // We don't have enough magazines |
---|
| 396 | return false; |
---|
| 397 | } |
---|
| 398 | } |
---|
| 399 | else |
---|
| 400 | { |
---|
| 401 | // In case we're not stacking munition, just check the number of magazines |
---|
| 402 | return (this->magazines_ >= amount); |
---|
| 403 | } |
---|
[3053] | 404 | |
---|
| 405 | return false; |
---|
[2918] | 406 | } |
---|
| 407 | |
---|
| 408 | bool Munition::removeMagazines(unsigned int amount) |
---|
| 409 | { |
---|
| 410 | if (!this->canRemoveMagazines(amount)) |
---|
| 411 | return false; |
---|
| 412 | |
---|
| 413 | if (this->magazines_ >= amount) |
---|
| 414 | { |
---|
| 415 | // We have enough magazines, just remove the amount |
---|
| 416 | this->magazines_ -= amount; |
---|
| 417 | } |
---|
| 418 | else if (this->bStackMunition_) |
---|
| 419 | { |
---|
| 420 | // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine |
---|
| 421 | this->magazines_ = 0; |
---|
| 422 | Magazine* magazine = this->getMagazine(0); |
---|
| 423 | if (magazine) |
---|
| 424 | magazine->munition_ = 0; |
---|
| 425 | } |
---|
| 426 | |
---|
| 427 | return true; |
---|
| 428 | } |
---|
| 429 | |
---|
| 430 | bool Munition::dropMagazine(WeaponMode* user) |
---|
| 431 | { |
---|
| 432 | // If we use separate magazines, we need a user |
---|
| 433 | if (this->bUseSeparateMagazines_ && !user) |
---|
| 434 | return false; |
---|
| 435 | |
---|
| 436 | // If we don't use separate magazines, set user to 0 |
---|
| 437 | if (!this->bUseSeparateMagazines_) |
---|
| 438 | user = 0; |
---|
| 439 | |
---|
| 440 | // Remove the current magazine for the given user |
---|
| 441 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); |
---|
| 442 | if (it != this->currentMagazines_.end()) |
---|
| 443 | { |
---|
| 444 | delete it->second; |
---|
| 445 | this->currentMagazines_.erase(it); |
---|
| 446 | return true; |
---|
| 447 | } |
---|
| 448 | |
---|
| 449 | return false; |
---|
| 450 | } |
---|
| 451 | |
---|
| 452 | |
---|
| 453 | ///////////////////// |
---|
| 454 | // Magazine struct // |
---|
| 455 | ///////////////////// |
---|
| 456 | Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) |
---|
| 457 | { |
---|
| 458 | this->munition_ = 0; |
---|
| 459 | this->bLoaded_ = false; |
---|
| 460 | |
---|
| 461 | if (bUseReloadTime && (munition->reloadTime_ > 0 || munition->bStackMunition_)) |
---|
| 462 | { |
---|
[5929] | 463 | Executor* executor = createExecutor(createFunctor(&Magazine::loaded, this)); |
---|
[2918] | 464 | executor->setDefaultValues(munition); |
---|
| 465 | |
---|
[5929] | 466 | this->loadTimer_.setTimer(munition->reloadTime_, false, executor); |
---|
[2918] | 467 | } |
---|
| 468 | else |
---|
| 469 | this->loaded(munition); |
---|
| 470 | } |
---|
| 471 | |
---|
| 472 | void Munition::Magazine::loaded(Munition* munition) |
---|
| 473 | { |
---|
| 474 | this->bLoaded_ = true; |
---|
| 475 | this->munition_ = munition->maxMunitionPerMagazine_; |
---|
| 476 | } |
---|
[2096] | 477 | } |
---|