static void arm_shooter( npc &shooter, std::string gun_type, std::vector<std::string> mods = {} ) { shooter.remove_weapon(); itype_id gun_id( gun_type ); // Give shooter a loaded gun of the requested type. item &gun = shooter.i_add( item( gun_id ) ); const itype_id ammo_id = gun.ammo_default(); if( gun.magazine_integral() ) { item &ammo = shooter.i_add( item( ammo_id, calendar::turn, gun.ammo_capacity() ) ); REQUIRE( gun.is_reloadable_with( ammo_id ) ); REQUIRE( shooter.can_reload( gun, ammo_id ) ); gun.reload( shooter, item_location( shooter, &ammo ), gun.ammo_capacity() ); } else { const itype_id magazine_id = gun.magazine_default(); item &magazine = shooter.i_add( item( magazine_id ) ); item &ammo = shooter.i_add( item( ammo_id, calendar::turn, magazine.ammo_capacity() ) ); REQUIRE( magazine.is_reloadable_with( ammo_id ) ); REQUIRE( shooter.can_reload( magazine, ammo_id ) ); magazine.reload( shooter, item_location( shooter, &ammo ), magazine.ammo_capacity() ); gun.reload( shooter, item_location( shooter, &magazine ), magazine.ammo_capacity() ); } for( auto mod : mods ) { gun.contents.push_back( item( itype_id( mod ) ) ); } shooter.wield( gun ); }
void talk_function::drop_weapon( npc &p ) { g->m.add_item_or_charges( p.pos(), p.remove_weapon() ); }