Beispiel #1
0
int item::pick_reload_ammo(player &u, bool interactive)
{
 if( is_null() )
  return false;

 if (!type->is_gun() && !type->is_tool()) {
  debugmsg("RELOADING NON-GUN NON-TOOL");
  return false;
 }
 int has_spare_mag = has_gunmod (itm_spare_mag);

 std::vector<int> am;	// List of indicies of valid ammo

 if (type->is_gun()) {
  if(charges <= 0 && has_spare_mag != -1 && contents[has_spare_mag].charges > 0) {
   // Special return to use magazine for reloading.
   return -2;
  }
  it_gun* tmp = dynamic_cast<it_gun*>(type);

  // If there's room to load more ammo into the gun or a spare mag, stash the ammo.
  // If the gun is partially loaded make sure the ammo matches.
  // If the gun is empty, either the spre mag is empty too and anything goes,
  // or the spare mag is loaded and we're doing a tactical reload.
  if (charges < clip_size() ||
      (has_spare_mag != -1 && contents[has_spare_mag].charges < tmp->clip)) {
   std::vector<int> tmpammo = u.has_ammo(ammo_type());
   for (int i = 0; i < tmpammo.size(); i++)
    if (charges >= 0 || u.inv[tmpammo[i]].typeId() == curammo->id)
      am.push_back(tmpammo[i]);
  }

  // ammo for gun attachments (shotgun attachments, grenade attachments, etc.)
  // for each attachment, find its associated ammo & append it to the ammo vector
  for (int i = 0; i < contents.size(); i++)
   if (contents[i].is_gunmod() && contents[i].has_flag(IF_MODE_AUX) &&
       contents[i].charges < (dynamic_cast<it_gunmod*>(contents[i].type))->clip) {
    std::vector<int> tmpammo = u.has_ammo((dynamic_cast<it_gunmod*>(contents[i].type))->newtype);
    for(int j = 0; j < tmpammo.size(); j++)
     if (contents[i].charges >= 0 ||
         u.inv[tmpammo[j]].typeId() == contents[i].curammo->id)
      am.push_back(tmpammo[j]);
   }
 } else { //non-gun.
  am = u.has_ammo(ammo_type());
 }

 int index = -1;

 if (am.size() > 1 && interactive) {// More than one option; list 'em and pick
   WINDOW* w_ammo = newwin(am.size() + 1, 80, 0, 0);
   char ch;
   clear();
   it_ammo* ammo_type;
   mvwprintw(w_ammo, 0, 0, "\
Choose ammo type:         Damage     Armor Pierce     Range     Accuracy");
   for (int i = 0; i < am.size(); i++) {
    ammo_type = dynamic_cast<it_ammo*>(u.inv[am[i]].type);
    mvwaddch(w_ammo, i + 1, 1, i + 'a');
    mvwprintw(w_ammo, i + 1, 3, "%s (%d)", u.inv[am[i]].tname().c_str(),
                                           u.inv[am[i]].charges);
    mvwprintw(w_ammo, i + 1, 27, "%d", ammo_type->damage);
    mvwprintw(w_ammo, i + 1, 38, "%d", ammo_type->pierce);
    mvwprintw(w_ammo, i + 1, 55, "%d", ammo_type->range);
    mvwprintw(w_ammo, i + 1, 65, "%d", 100 - ammo_type->accuracy);
   }
   refresh();
   wrefresh(w_ammo);
   do
    ch = getch();
   while ((ch < 'a' || ch - 'a' > am.size() - 1) && ch != ' ' && ch != 27);
   werase(w_ammo);
   delwin(w_ammo);
   erase();
   if (ch == ' ' || ch == 27)
    index = -1;
   else
    index = am[ch - 'a'];
 }
Beispiel #2
0
int item::pick_reload_ammo(player &u, bool interactive)
{
 if (!type->is_gun() && !type->is_tool()) {
  debugmsg("RELOADING NON-GUN NON-TOOL");
  return false;
 }
 bool has_m203 = false;
 for (int i = 0; i < contents.size() && !has_m203; i++) {
  if (contents[i].type->id == itm_m203)
   has_m203 = true;
 }

 std::vector<int> am;	// List of indicies of valid ammo

 if (type->is_gun()) {
  if (charges > 0) {
   itype_id aid = itype_id(curammo->id);
   for (int i = 0; i < u.inv.size(); i++) {
    if (u.inv[i].type->id == aid)
     am.push_back(i);
   }
  } else {
  it_gun* tmp = dynamic_cast<it_gun*>(type);
   am = u.has_ammo(ammo_type());
   if (has_m203) {
    std::vector<int> grenades = u.has_ammo(AT_40MM);
    for (int i = 0; i < grenades.size(); i++)
     am.push_back(grenades[i]);
   }
  }
 } else {
  it_tool* tmp = dynamic_cast<it_tool*>(type);
  am = u.has_ammo(ammo_type());
 }

 int index = -1;

 if (am.size() > 1 && interactive) {// More than one option; list 'em and pick
  WINDOW* w_ammo = newwin(am.size() + 1, 80, 0, 0);
  if (charges == 0) {
   char ch;
   clear();
   it_ammo* ammo_type;
   mvwprintw(w_ammo, 0, 0, _("\
Choose ammo type:         Damage     Armor Pierce     Range     Accuracy"));
   for (int i = 0; i < am.size(); i++) {
    ammo_type = dynamic_cast<it_ammo*>(u.inv[am[i]].type);
    mvwaddch(w_ammo, i + 1, 1, i + 'a');
    mvwprintw(w_ammo, i + 1, 3, "%s (%d)", u.inv[am[i]].tname().c_str(),
                                           u.inv[am[i]].charges);
    mvwprintw(w_ammo, i + 1, 27, "%d", ammo_type->damage);
    mvwprintw(w_ammo, i + 1, 38, "%d", ammo_type->pierce);
    mvwprintw(w_ammo, i + 1, 55, "%d", ammo_type->range);
    mvwprintw(w_ammo, i + 1, 65, "%d", 100 - ammo_type->accuracy);
   }
   refresh();
   wrefresh(w_ammo);
   do
    ch = getch();
   while ((ch < 'a' || ch - 'a' > am.size() - 1) && ch != ' ' && ch != 27);
   werase(w_ammo);
   delwin(w_ammo);
   erase();
   if (ch == ' ' || ch == 27)
    index = -1;
   else
    index = am[ch - 'a'];
  } else {