| [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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| [7847] | 187 |                         magazine->munition_ = 0; | 
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| [2918] | 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 |  | 
|---|
 | 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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| [7896] | 461 |         if (bUseReloadTime && munition->reloadTime_ > 0 && !munition->bStackMunition_) | 
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| [2918] | 462 |         { | 
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| [7284] | 463 |             const ExecutorPtr& 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); | 
|---|
 | 470 |     } | 
|---|
 | 471 |  | 
|---|
 | 472 |     void Munition::Magazine::loaded(Munition* munition) | 
|---|
 | 473 |     { | 
|---|
 | 474 |         this->bLoaded_ = true; | 
|---|
 | 475 |         this->munition_ = munition->maxMunitionPerMagazine_; | 
|---|
 | 476 |     } | 
|---|
| [2096] | 477 | } | 
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