| [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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|  | 26 | *      ... | 
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|  | 27 | * | 
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|  | 28 | */ | 
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|  | 29 |  | 
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| [2912] | 30 | #include "Munition.h" | 
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| [2049] | 31 | #include "core/CoreIncludes.h" | 
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|  | 32 |  | 
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|  | 33 | namespace orxonox | 
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|  | 34 | { | 
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| [2662] | 35 | CreateFactory(Munition); | 
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|  | 36 |  | 
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| [2097] | 37 | Munition::Munition(BaseObject* creator) : BaseObject(creator) | 
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| [2049] | 38 | { | 
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|  | 39 | RegisterObject(Munition); | 
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| [2912] | 40 |  | 
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| [2918] | 41 | this->maxMunitionPerMagazine_ = 10; | 
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|  | 42 | this->maxMagazines_ = 10; | 
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|  | 43 | this->magazines_ = 10; | 
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|  | 44 |  | 
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|  | 45 | this->bUseSeparateMagazines_ = false; | 
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|  | 46 | this->bStackMunition_ = true; | 
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|  | 47 | this->bAllowMunitionRefilling_ = true; | 
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|  | 48 | this->bAllowMultiMunitionRemovementUnderflow_ = true; | 
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|  | 49 |  | 
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|  | 50 | this->reloadTime_ = 0; | 
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| [2049] | 51 | } | 
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|  | 52 |  | 
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|  | 53 | Munition::~Munition() | 
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|  | 54 | { | 
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| [2918] | 55 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
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|  | 56 | delete it->second; | 
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| [2049] | 57 | } | 
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|  | 58 |  | 
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| [2918] | 59 | Munition::Magazine* Munition::getMagazine(WeaponMode* user) const | 
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| [2096] | 60 | { | 
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| [2918] | 61 | if (this->bUseSeparateMagazines_) | 
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|  | 62 | { | 
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|  | 63 | // For separated magazines we definitively need a given user | 
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|  | 64 | if (!user) | 
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|  | 65 | return 0; | 
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|  | 66 |  | 
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|  | 67 | // Use the map to get the magazine assigned to the given user | 
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|  | 68 | std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.find(user); | 
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|  | 69 | if (it != this->currentMagazines_.end()) | 
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|  | 70 | return it->second; | 
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|  | 71 | } | 
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| [2662] | 72 | else | 
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| [2918] | 73 | { | 
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|  | 74 | // We don't use separate magazines for each user, so just take the first magazine | 
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|  | 75 | if (this->currentMagazines_.size() > 0) | 
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|  | 76 | return this->currentMagazines_.begin()->second; | 
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|  | 77 | } | 
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|  | 78 |  | 
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|  | 79 | return 0; | 
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| [2662] | 80 | } | 
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| [2096] | 81 |  | 
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| [2918] | 82 | unsigned int Munition::getNumMunition(WeaponMode* user) const | 
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| [2662] | 83 | { | 
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| [2918] | 84 | Magazine* magazine = this->getMagazine(user); | 
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|  | 85 | if (magazine) | 
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|  | 86 | { | 
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|  | 87 | if (this->bStackMunition_) | 
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|  | 88 | // With stacked munition every magazine contributes to the total amount | 
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|  | 89 | return this->maxMunitionPerMagazine_ * this->magazines_ + magazine->munition_; | 
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|  | 90 | else | 
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|  | 91 | // Wihtout stacked munition we just consider the current magazine | 
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|  | 92 | return magazine->munition_; | 
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|  | 93 | } | 
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|  | 94 | return 0; | 
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|  | 95 | } | 
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|  | 96 |  | 
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|  | 97 | unsigned int Munition::getNumMunitionInCurrentMagazine(WeaponMode* user) const | 
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|  | 98 | { | 
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|  | 99 | // In contrast to getNumMunition() we really just consider the current magazine, even if we're stacking munition | 
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|  | 100 | Magazine* magazine = this->getMagazine(user); | 
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|  | 101 | if (magazine) | 
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|  | 102 | return magazine->munition_; | 
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| [2662] | 103 | else | 
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|  | 104 | return 0; | 
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| [2096] | 105 | } | 
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|  | 106 |  | 
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| [2918] | 107 | unsigned int Munition::getNumMagazines() const | 
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|  | 108 | { | 
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|  | 109 | if (this->bStackMunition_) | 
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|  | 110 | { | 
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|  | 111 | // If we stack munition and the current magazine is still full, it counts too | 
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|  | 112 | Magazine* magazine = this->getMagazine(0); | 
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|  | 113 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) | 
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|  | 114 | return this->magazines_ + 1; | 
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|  | 115 | } | 
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| [2662] | 116 |  | 
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| [2918] | 117 | return this->magazines_; | 
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|  | 118 | } | 
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| [2662] | 119 |  | 
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| [2918] | 120 | unsigned int Munition::getMaxMunition() const | 
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| [2662] | 121 | { | 
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| [2918] | 122 | if (this->bStackMunition_) | 
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|  | 123 | return this->maxMunitionPerMagazine_ * this->maxMagazines_; | 
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|  | 124 | else | 
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|  | 125 | return this->maxMunitionPerMagazine_; | 
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| [2662] | 126 | } | 
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|  | 127 |  | 
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| [2918] | 128 | bool Munition::canTakeMunition(unsigned int amount, WeaponMode* user) const | 
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| [2662] | 129 | { | 
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| [2918] | 130 | Magazine* magazine = this->getMagazine(user); | 
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|  | 131 | if (magazine && magazine->bLoaded_) | 
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|  | 132 | { | 
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|  | 133 | unsigned int munition = magazine->munition_; | 
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|  | 134 |  | 
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|  | 135 | // If we stack munition, we con't care about the current magazine - we just need enough munition in total | 
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|  | 136 | if (this->bStackMunition_) | 
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|  | 137 | munition += this->maxMunitionPerMagazine_ * this->magazines_; | 
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|  | 138 |  | 
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|  | 139 | if (munition == 0) | 
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|  | 140 | // Absolutely no munition - no chance to take munition | 
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|  | 141 | return false; | 
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|  | 142 | else if (this->bAllowMultiMunitionRemovementUnderflow_) | 
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|  | 143 | // We're not empty AND we allow underflow, so this will always work | 
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|  | 144 | return true; | 
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|  | 145 | else | 
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|  | 146 | // We don't allow underflow, so we have to check the amount | 
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|  | 147 | return (munition >= amount); | 
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|  | 148 | } | 
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|  | 149 | return false; | 
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| [2662] | 150 | } | 
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|  | 151 |  | 
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| [2918] | 152 | bool Munition::takeMunition(unsigned int amount, WeaponMode* user) | 
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| [2662] | 153 | { | 
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| [2918] | 154 | if (!this->canTakeMunition(amount, user)) | 
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|  | 155 | return false; | 
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|  | 156 |  | 
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|  | 157 | Magazine* magazine = this->getMagazine(user); | 
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|  | 158 | if (magazine && magazine->bLoaded_) | 
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| [2662] | 159 | { | 
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| [2918] | 160 | if (magazine->munition_ >= amount) | 
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|  | 161 | { | 
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|  | 162 | // Enough munition | 
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|  | 163 | magazine->munition_ -= amount; | 
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|  | 164 | return true; | 
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|  | 165 | } | 
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|  | 166 | else | 
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|  | 167 | { | 
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|  | 168 | // Not enough munition | 
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|  | 169 | if (this->bStackMunition_) | 
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|  | 170 | { | 
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|  | 171 | // We stack munition, so just take what we can and then load the next magazine | 
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|  | 172 | amount -= magazine->munition_; | 
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|  | 173 | magazine->munition_ = 0; | 
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|  | 174 |  | 
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|  | 175 | if (this->reload(0)) | 
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|  | 176 | // Successfully reloaded, continue recursively | 
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|  | 177 | return this->takeMunition(amount, 0); | 
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|  | 178 | else | 
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|  | 179 | // We don't have more magazines, so let's just hope we allow underflow | 
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|  | 180 | return this->bAllowMultiMunitionRemovementUnderflow_; | 
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|  | 181 | } | 
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|  | 182 | else | 
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|  | 183 | { | 
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|  | 184 | // We don't stack, so we can only take munition if this is allowed | 
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|  | 185 | if (magazine->munition_ > 0 && this->bAllowMultiMunitionRemovementUnderflow_) | 
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|  | 186 | { | 
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|  | 187 | magazine->munition_ -= 0; | 
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|  | 188 | return true; | 
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|  | 189 | } | 
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|  | 190 | } | 
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|  | 191 | } | 
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| [2662] | 192 | } | 
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| [2918] | 193 | return false; | 
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|  | 194 | } | 
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|  | 195 |  | 
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|  | 196 | bool Munition::canReload() const | 
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|  | 197 | { | 
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|  | 198 | // As long as we have enough magazines (and don't stack munition) we can reload | 
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|  | 199 | return (this->magazines_ > 0 && !this->bStackMunition_); | 
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|  | 200 | } | 
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|  | 201 |  | 
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|  | 202 | bool Munition::needReload(WeaponMode* user) const | 
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|  | 203 | { | 
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|  | 204 | Magazine* magazine = this->getMagazine(user); | 
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|  | 205 | if (magazine) | 
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|  | 206 | { | 
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|  | 207 | if (this->bStackMunition_) | 
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|  | 208 | // With stacked munition, we never have to reload | 
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|  | 209 | return false; | 
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|  | 210 | else | 
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|  | 211 | // We need to reload if an already loaded magazine is empty | 
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|  | 212 | return (magazine->bLoaded_ && magazine->munition_ == 0); | 
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|  | 213 | } | 
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| [2662] | 214 | else | 
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| [2918] | 215 | // No magazine - we definitively need to reload | 
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|  | 216 | return true; | 
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| [2662] | 217 | } | 
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|  | 218 |  | 
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| [2918] | 219 | bool Munition::reload(WeaponMode* user, bool bUseReloadTime) | 
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| [2662] | 220 | { | 
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| [2918] | 221 | // Don't reload if we're already reloading | 
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|  | 222 | Magazine* magazine = this->getMagazine(user); | 
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|  | 223 | if (magazine && !magazine->bLoaded_) | 
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|  | 224 | return false; | 
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|  | 225 |  | 
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|  | 226 | // Check if we actually can reload | 
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|  | 227 | if (this->magazines_ == 0) | 
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|  | 228 | return false; | 
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|  | 229 |  | 
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|  | 230 | // If we use separate magazines for each user, we definitively need a user given | 
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|  | 231 | if (this->bUseSeparateMagazines_ && !user) | 
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|  | 232 | return false; | 
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|  | 233 |  | 
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|  | 234 | // If we don't use separate magazines, set user to 0 | 
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|  | 235 | if (!this->bUseSeparateMagazines_) | 
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|  | 236 | user = 0; | 
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|  | 237 |  | 
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|  | 238 | // Remove the current magazine for the given user | 
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|  | 239 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); | 
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|  | 240 | if (it != this->currentMagazines_.end()) | 
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| [2662] | 241 | { | 
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| [2918] | 242 | delete it->second; | 
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|  | 243 | this->currentMagazines_.erase(it); | 
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| [2662] | 244 | } | 
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| [2918] | 245 |  | 
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|  | 246 | // Load a new magazine | 
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|  | 247 | this->currentMagazines_[user] = new Magazine(this, bUseReloadTime); | 
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|  | 248 | this->magazines_--; | 
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|  | 249 |  | 
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|  | 250 | return true; | 
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|  | 251 | } | 
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|  | 252 |  | 
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|  | 253 | bool Munition::canAddMunition(unsigned int amount) const | 
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|  | 254 | { | 
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|  | 255 | if (!this->bAllowMunitionRefilling_) | 
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|  | 256 | return false; | 
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|  | 257 |  | 
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|  | 258 | if (this->bStackMunition_) | 
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|  | 259 | { | 
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|  | 260 | // If we stack munition, we can always add munition until we reach the limit | 
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|  | 261 | return (this->getNumMunition(0) < this->getMaxMunition()); | 
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|  | 262 | } | 
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| [2662] | 263 | else | 
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| [2918] | 264 | { | 
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|  | 265 | // Return true if any of the current magazines is not full (loading counts as full although it returns 0 munition) | 
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|  | 266 | for (std::map<WeaponMode*, Magazine*>::const_iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
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|  | 267 | if (it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) | 
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|  | 268 | return true; | 
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|  | 269 | } | 
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|  | 270 |  | 
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|  | 271 | return false; | 
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| [2662] | 272 | } | 
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|  | 273 |  | 
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| [2918] | 274 | bool Munition::addMunition(unsigned int amount) | 
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|  | 275 | { | 
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|  | 276 | if (!this->canAddMunition(amount)) | 
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|  | 277 | return false; | 
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| [2662] | 278 |  | 
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| [2918] | 279 | if (this->bStackMunition_) | 
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|  | 280 | { | 
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|  | 281 | // Stacking munition means, if a magazine gets full, the munition adds to a new magazine | 
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|  | 282 | Magazine* magazine = this->getMagazine(0); | 
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|  | 283 | if (magazine) | 
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|  | 284 | { | 
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|  | 285 | // Add the whole amount | 
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|  | 286 | magazine->munition_ += amount; | 
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|  | 287 |  | 
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|  | 288 | // Add new magazines if the current magazine is overfull | 
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|  | 289 | while (magazine->munition_ > this->maxMunitionPerMagazine_) | 
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|  | 290 | { | 
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|  | 291 | magazine->munition_ -= this->maxMunitionPerMagazine_; | 
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|  | 292 | this->magazines_++; | 
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|  | 293 | } | 
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|  | 294 |  | 
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|  | 295 | // If we reached the limit, reduze both magazines and munition to the maximum | 
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|  | 296 | if (this->magazines_ >= this->maxMagazines_) | 
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|  | 297 | { | 
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|  | 298 | this->magazines_ = this->maxMagazines_ - 1; | 
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|  | 299 | magazine->munition_ = this->maxMunitionPerMagazine_; | 
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|  | 300 | } | 
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|  | 301 |  | 
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|  | 302 | return true; | 
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|  | 303 | } | 
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|  | 304 |  | 
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|  | 305 | // Something went wrong | 
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|  | 306 | return false; | 
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|  | 307 | } | 
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|  | 308 | else | 
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|  | 309 | { | 
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|  | 310 | // Share the munition equally to the current magazines | 
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|  | 311 | while (amount > 0) | 
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|  | 312 | { | 
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|  | 313 | bool change = false; | 
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|  | 314 | for (std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.begin(); it != this->currentMagazines_.end(); ++it) | 
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|  | 315 | { | 
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|  | 316 | // Add munition if the magazine isn't full (but only to loaded magazines) | 
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|  | 317 | if (amount > 0 && it->second->munition_ < this->maxMunitionPerMagazine_ && it->second->bLoaded_) | 
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|  | 318 | { | 
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|  | 319 | it->second->munition_++; | 
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|  | 320 | amount--; | 
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|  | 321 | change = true; | 
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|  | 322 | } | 
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|  | 323 | } | 
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|  | 324 |  | 
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|  | 325 | // If there was no change in a loop, all magazines are full (or locked due to loading) | 
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|  | 326 | if (!change) | 
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|  | 327 | break; | 
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|  | 328 | } | 
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|  | 329 |  | 
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|  | 330 | return true; | 
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|  | 331 | } | 
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|  | 332 | } | 
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|  | 333 |  | 
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|  | 334 | bool Munition::canAddMagazines(unsigned int amount) const | 
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| [2662] | 335 | { | 
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| [2918] | 336 | if (this->bStackMunition_) | 
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|  | 337 | // If we stack munition, we can always add new magazines because they contribute directly to the munition | 
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|  | 338 | return (this->getNumMunition(0) < this->getMaxMunition()); | 
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|  | 339 | else | 
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|  | 340 | // If we don't stack munition, we're more limited | 
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|  | 341 | return ((this->currentMagazines_.size() + this->magazines_) < this->maxMagazines_); | 
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| [2662] | 342 | } | 
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|  | 343 |  | 
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| [2918] | 344 | bool Munition::addMagazines(unsigned int amount) | 
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| [2662] | 345 | { | 
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| [2918] | 346 | if (!this->canAddMagazines(amount)) | 
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|  | 347 | return false; | 
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|  | 348 |  | 
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|  | 349 | // Calculate how many magazines are needed | 
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|  | 350 | int needed_magazines = this->maxMagazines_ - this->magazines_ - this->currentMagazines_.size(); | 
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|  | 351 |  | 
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|  | 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) | 
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|  | 353 | if (needed_magazines <= 0 && !this->bStackMunition_) | 
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|  | 354 | return false; | 
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|  | 355 |  | 
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| [3301] | 356 | if (amount <= static_cast<unsigned int>(needed_magazines)) | 
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| [2918] | 357 | { | 
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|  | 358 | // We need more magazines than we get, so just add them | 
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|  | 359 | this->magazines_ += amount; | 
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|  | 360 | } | 
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|  | 361 | else | 
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|  | 362 | { | 
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|  | 363 | // We get more magazines than we need, so just add the needed amount | 
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|  | 364 | this->magazines_ += needed_magazines; | 
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|  | 365 | if (this->bStackMunition_) | 
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|  | 366 | { | 
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|  | 367 | // We stack munition, so the additional amount contributes directly to the munition of the current magazine | 
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|  | 368 | Magazine* magazine = this->getMagazine(0); | 
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|  | 369 | if (magazine) | 
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|  | 370 | magazine->munition_ = this->maxMunitionPerMagazine_; | 
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|  | 371 | } | 
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|  | 372 | } | 
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|  | 373 |  | 
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|  | 374 | return true; | 
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| [2662] | 375 | } | 
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| [2918] | 376 |  | 
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|  | 377 | bool Munition::canRemoveMagazines(unsigned int amount) const | 
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|  | 378 | { | 
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|  | 379 | if (this->bStackMunition_) | 
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|  | 380 | { | 
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|  | 381 | if (this->magazines_ >= amount) | 
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|  | 382 | { | 
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|  | 383 | // We have enough magazines | 
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|  | 384 | return true; | 
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|  | 385 | } | 
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|  | 386 | else if (this->magazines_ == amount - 1) | 
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|  | 387 | { | 
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|  | 388 | // We lack one magazine, check if the current magazine is still full, if yes we're fine | 
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|  | 389 | Magazine* magazine = this->getMagazine(0); | 
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|  | 390 | if (magazine && magazine->munition_ == this->maxMunitionPerMagazine_) | 
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|  | 391 | return true; | 
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|  | 392 | } | 
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|  | 393 | else | 
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|  | 394 | { | 
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|  | 395 | // We don't have enough magazines | 
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|  | 396 | return false; | 
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|  | 397 | } | 
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|  | 398 | } | 
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|  | 399 | else | 
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|  | 400 | { | 
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|  | 401 | // In case we're not stacking munition, just check the number of magazines | 
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|  | 402 | return (this->magazines_ >= amount); | 
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|  | 403 | } | 
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| [3053] | 404 |  | 
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|  | 405 | return false; | 
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| [2918] | 406 | } | 
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|  | 407 |  | 
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|  | 408 | bool Munition::removeMagazines(unsigned int amount) | 
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|  | 409 | { | 
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|  | 410 | if (!this->canRemoveMagazines(amount)) | 
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|  | 411 | return false; | 
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|  | 412 |  | 
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|  | 413 | if (this->magazines_ >= amount) | 
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|  | 414 | { | 
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|  | 415 | // We have enough magazines, just remove the amount | 
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|  | 416 | this->magazines_ -= amount; | 
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|  | 417 | } | 
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|  | 418 | else if (this->bStackMunition_) | 
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|  | 419 | { | 
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|  | 420 | // We don't have enough magazines, but we're stacking munition, so additionally remove the bullets from the current magazine | 
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|  | 421 | this->magazines_ = 0; | 
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|  | 422 | Magazine* magazine = this->getMagazine(0); | 
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|  | 423 | if (magazine) | 
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|  | 424 | magazine->munition_ = 0; | 
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|  | 425 | } | 
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|  | 426 |  | 
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|  | 427 | return true; | 
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|  | 428 | } | 
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|  | 429 |  | 
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|  | 430 | bool Munition::dropMagazine(WeaponMode* user) | 
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|  | 431 | { | 
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|  | 432 | // If we use separate magazines, we need a user | 
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|  | 433 | if (this->bUseSeparateMagazines_ && !user) | 
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|  | 434 | return false; | 
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|  | 435 |  | 
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|  | 436 | // If we don't use separate magazines, set user to 0 | 
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|  | 437 | if (!this->bUseSeparateMagazines_) | 
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|  | 438 | user = 0; | 
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|  | 439 |  | 
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|  | 440 | // Remove the current magazine for the given user | 
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|  | 441 | std::map<WeaponMode*, Magazine*>::iterator it = this->currentMagazines_.find(user); | 
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|  | 442 | if (it != this->currentMagazines_.end()) | 
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|  | 443 | { | 
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|  | 444 | delete it->second; | 
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|  | 445 | this->currentMagazines_.erase(it); | 
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|  | 446 | return true; | 
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|  | 447 | } | 
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|  | 448 |  | 
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|  | 449 | return false; | 
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|  | 450 | } | 
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|  | 451 |  | 
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|  | 452 |  | 
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|  | 453 | ///////////////////// | 
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|  | 454 | // Magazine struct // | 
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|  | 455 | ///////////////////// | 
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|  | 456 | Munition::Magazine::Magazine(Munition* munition, bool bUseReloadTime) | 
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|  | 457 | { | 
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|  | 458 | this->munition_ = 0; | 
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|  | 459 | this->bLoaded_ = false; | 
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|  | 460 |  | 
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|  | 461 | if (bUseReloadTime && (munition->reloadTime_ > 0 || munition->bStackMunition_)) | 
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|  | 462 | { | 
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| [5929] | 463 | Executor* executor = createExecutor(createFunctor(&Magazine::loaded, this)); | 
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| [2918] | 464 | executor->setDefaultValues(munition); | 
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|  | 465 |  | 
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| [5929] | 466 | this->loadTimer_.setTimer(munition->reloadTime_, false, executor); | 
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| [2918] | 467 | } | 
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|  | 468 | else | 
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|  | 469 | this->loaded(munition); | 
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|  | 470 | } | 
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|  | 471 |  | 
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|  | 472 | void Munition::Magazine::loaded(Munition* munition) | 
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|  | 473 | { | 
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|  | 474 | this->bLoaded_ = true; | 
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|  | 475 | this->munition_ = munition->maxMunitionPerMagazine_; | 
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|  | 476 | } | 
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| [2096] | 477 | } | 
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