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/*
This file is part of Advanced Strategic Command; http://www.asc-hq.de
Copyright (C) 1994-2008 Martin Bickel and Marc Schellenberger
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; see the file COPYING. If not, write to the
Free Software Foundation, Inc., 59 Temple Place, Suite 330,
Boston, MA 02111-1307 USA
*/
#include "consumeammo.h"
#include "action-registry.h"
#include "../vehicle.h"
#include "../gamemap.h"
#include "consumeresource.h"
ConsumeAmmo::ConsumeAmmo( ContainerBase* veh, int ammoType, int slot, int count )
: ContainerAction( veh ), produceAmmo(false), produced(0)
{
this->ammoType = ammoType;
this->slot = slot;
this->count = count;
resultingAmmount = -1;
}
ASCString ConsumeAmmo::getDescription() const
{
ASCString res = "Consume " + ASCString::toString(count) + " pieces of ammo ";
if ( slot >= 0 )
res += "from slot " + ASCString::toString(slot);
if ( getContainer() )
res += " from unit " + getContainer()->getName();
return res;
}
static const int consumeAmmoStreamVersion = 2;
void ConsumeAmmo::readData ( tnstream& stream )
{
int version = stream.readInt();
if ( version == 1 ) {
int vehicleID = stream.readInt();
setID( vehicleID );
} else {
if ( version > consumeAmmoStreamVersion )
throw tinvalidversion ( "ConsumeAmmo", consumeAmmoStreamVersion, version );
ContainerAction::readData( stream );
}
ammoType = stream.readInt();
slot = stream.readInt();
count = stream.readInt();
resultingAmmount = stream.readInt();
if ( version >= 2 ) {
produceAmmo = stream.readInt();
produced = stream.readInt();
}
};
void ConsumeAmmo::writeData ( tnstream& stream ) const
{
stream.writeInt( consumeAmmoStreamVersion );
ContainerAction::writeData( stream );
stream.writeInt( ammoType );
stream.writeInt( slot );
stream.writeInt( count );
stream.writeInt( resultingAmmount );
stream.writeInt( produceAmmo );
stream.writeInt( produced );
};
void ConsumeAmmo::setAmmoProduction( bool prod )
{
produceAmmo = prod;
}
GameActionID ConsumeAmmo::getID() const
{
return ActionRegistry::ConsumeAmmo;
}
int ConsumeAmmo::produce( int num, const Context& context, bool queryOnly )
{
if ( !produceAmmo )
return 0;
if ( !getContainer()->baseType->hasFunction( ContainerBaseType::AmmoProduction ) )
return 0;
Resources needed ( ammoProductionCost[ammoType][0] * num, ammoProductionCost[ammoType][1] * num, ammoProductionCost[ammoType][2] * num );
Resources avail = getContainer()->getResource(needed, true, 1, context.actingPlayer->getPosition() );
int producable = num;
for ( int r = 0; r < 3; ++r )
if ( ammoProductionCost[ammoType][r] )
producable = min ( producable, avail.resource(r) / ammoProductionCost[ammoType][r]);
Resources consumed ( ammoProductionCost[ammoType][0] * producable, ammoProductionCost[ammoType][1] * producable, ammoProductionCost[ammoType][2] * producable );
if ( !queryOnly ) {
ActionResult res = (new ConsumeResource( getContainer(), consumed))->execute( context );
if ( !res.successful() )
throw res;
}
return producable;
}
ActionResult ConsumeAmmo::runAction( const Context& context )
{
ContainerBase* c = getContainer();
Vehicle* veh = dynamic_cast<Vehicle*>(c);
if ( veh && slot >= 0 ) {
if ( count >= 0 ) {
int toProduce = 0;
if ( veh->ammo[slot] < count ) {
toProduce = count - veh->ammo[slot];
if( produce( toProduce, context, true ) < toProduce )
return ActionResult( 21100, veh);
}
veh->ammo[slot] -= count - toProduce;
if ( toProduce )
produce( toProduce, context , false );
produced = toProduce;
resultingAmmount = veh->ammo[slot];
return ActionResult(0);
} else {
if ( veh->ammo[slot] - count > veh->typ->weapons.weapon[slot].count )
return ActionResult(21104);
veh->ammo[slot] -= count;
resultingAmmount = veh->ammo[slot];
return ActionResult(0);
}
} else {
if ( count >= 0 ) {
int toProduce = 0;
int gettable = c->getAmmo(ammoType,count, true);
if ( gettable < count ) {
toProduce = count - gettable;
if( produce( toProduce, context, true ) < toProduce )
return ActionResult( 21100, c);
}
c->getAmmo( ammoType, gettable, false );
if ( toProduce )
produce( toProduce, context , false );
produced = toProduce;
resultingAmmount = c->getAmmo(ammoType, maxint, true );
return ActionResult(0);
} else {
c->putAmmo(ammoType, -count, false );
resultingAmmount = c->getAmmo(ammoType, maxint, true );
return ActionResult(0);
}
}
}
ActionResult ConsumeAmmo::undoAction( const Context& context )
{
ContainerBase* c = getContainer();
Vehicle* veh = dynamic_cast<Vehicle*>(c);
if ( veh && slot >= 0 ) {
if ( veh->ammo[slot] + count > veh->typ->weapons.weapon[slot].count )
return ActionResult( 21101, veh);
veh->ammo[slot] += (count - produced);
return ActionResult(0);
} else {
if ( count >= 0 )
c->putAmmo( ammoType, count - produced, false );
else
c->getAmmo( ammoType, -count + produced, false );
return ActionResult(0);
}
}
ActionResult ConsumeAmmo::postCheck()
{
ContainerBase* c = getContainer();
Vehicle* veh = dynamic_cast<Vehicle*>(c);
if ( veh && slot >= 0 ) {
if ( veh->ammo[slot] != resultingAmmount )
return ActionResult( 21102, veh );
}
return ActionResult(0);
}
namespace {
const bool r1 = registerAction<ConsumeAmmo> ( ActionRegistry::ConsumeAmmo );
}
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