string Weapon::equip_title() const
{
   string et = weapontype[getweapontype(itemtypename())]->get_name();
   if (ammo_ > 0)
      et += " (" + tostring(ammo_) + ")";
   return et;
}
bool Weapon::acceptable_ammo(const Item& c) const
{
   if (c.is_clip())
      return weapontype[getweapontype(itemtypename())]->acceptable_ammo(c.get_itemtypename());
   else
      return false;
}
Esempio n. 3
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bool Shop::ShopItem::legal() const
{
   bool r = true;
   switch (itemclass_)
   {
      case WEAPON:
         r = weapontype[getweapontype(itemtypename_)]->is_legal();
         break;
      case CLIP:
         // Decide if clip is legal by looping through all weapons and
         // testing if there exists a weapon such that it is legal and
         // it can take this clip. If no legal weapon can take this type
         // of clip, the clip is implicitly illegal as well.
         r = false;
         for(int i=0; i < (int)weapontype.size(); i++)
         {
            if(weapontype[i]->acceptable_ammo(itemtypename_) && weapontype[i]->is_legal())
            {
               r = true;
               break;
            }
         }
         break;
      case ARMOR:  //r = getarmortype(itemtypename_); break; //Can't be illegal.
      case LOOT:   //r = getloottype(itemtypename_); break;
         break;
   }

   return r;
}
bool Weapon::sort_compare_special(Item* other) const
{
   bool reorder = false;
   if (other != NULL)
   {
      int thisi = getweapontype(itemtypename());
      int otheri = getweapontype(other->get_itemtypename());
      if (thisi < otheri || otheri == -1)
         reorder = false;
      else if (thisi > otheri && otheri != -1)
         reorder = true;
      else if (other->is_weapon())
      {
         Weapon* w = static_cast<Weapon*>(other); //cast -XML
         reorder = (this->ammo_ < w->ammo_);
      }
   }
   return reorder;
}
Esempio n. 5
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bool Shop::ShopItem::valid_item() const
{
   int i=-1;
   switch (itemclass_)
   {
      case WEAPON: i = getweapontype(itemtypename_); break;
      case CLIP: i = getcliptype(itemtypename_); break;
      case ARMOR: i = getarmortype(itemtypename_); break;
      case LOOT: i = getloottype(itemtypename_); break;
   }
   return (i != -1);
}
Esempio n. 6
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int Shop::ShopItem::adjusted_price() const
{
   int p = price_;
   if (increase_price_with_illegality_ && itemclass_ == WEAPON && valid_item())
   {
      for (int i = weapontype[getweapontype(itemtypename_)]->get_legality();
           i < law[LAW_GUNCONTROL]; ++i)
      {
         p *= 2;
      }
   }

   return p;
}
Esempio n. 7
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void CreatureType::give_weapon_civilian(Creature& cr) const
{
    if (law[LAW_GUNCONTROL] == -1 && !LCSrandom(30))
    {
        cr.give_weapon(*weapontype[getweapontype("WEAPON_REVOLVER_38")], NULL);
        cr.take_clips(*cliptype[getcliptype("CLIP_38")], 4);
        cr.reload(false);
    }
    else if (law[LAW_GUNCONTROL] == -2)
    {
        if (!LCSrandom(10))
        {
            cr.give_weapon(*weapontype[getweapontype("WEAPON_SEMIPISTOL_9MM")], NULL);
            cr.take_clips(*cliptype[getcliptype("CLIP_9")], 4);
            cr.reload(false);
        }
        else if (!LCSrandom(9))
        {
            cr.give_weapon(*weapontype[getweapontype("WEAPON_SEMIPISTOL_45")], NULL);
            cr.take_clips(*cliptype[getcliptype("CLIP_45")], 4);
            cr.reload(false);
        }
    }
}
Esempio n. 8
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void Shop::ShopItem::choose(squadst& customers, int& buyer) const
{
   if (is_available())
   {
      ledger.subtract_funds(adjusted_price(), EXPENSE_SHOPPING);
      switch (itemclass_)
      {
         case WEAPON:
         {
            Weapon* i = new Weapon(*weapontype[getweapontype(itemtypename_)]);
            customers.squad[buyer]->give_weapon(*i, &location[customers.squad[0]->base]->loot);
            if (i->empty())
               delete i;
            else
               location[customers.squad[0]->base]->loot.push_back(i);
            break;
         }
         case CLIP:
         {
            Clip* i = new Clip(*cliptype[getcliptype(itemtypename_)]);
            customers.squad[buyer]->take_clips(*i, 1);
            if (i->empty())
               delete i;
            else
               location[customers.squad[0]->base]->loot.push_back(i);
            break;
         }
         case ARMOR:
         {
            Armor* i = new Armor(*armortype[getarmortype(itemtypename_)]);
            customers.squad[buyer]->give_armor(*i, &location[customers.squad[0]->base]->loot);
            if (i->empty())
               delete i;
            else
               location[customers.squad[0]->base]->loot.push_back(i);
            break;
         }
         case LOOT:
         {
            Loot* i = new Loot(*loottype[getloottype(itemtypename_)]);
            location[customers.squad[0]->base]->loot.push_back(i);
            break;
         }
      }
   }
}
Esempio n. 9
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const std::string& Shop::ShopItem::get_description() const
{
   if (description_defined_)
   {
      return description_;
   }
   else
   {
      switch (itemclass_)
      {
         default: return description_; // Will be "UNDEFINED"
         case WEAPON: return weapontype[getweapontype(itemtypename_)]->get_name();
         case CLIP  : return cliptype  [getcliptype  (itemtypename_)]->get_name();
         case ARMOR : return armortype [getarmortype (itemtypename_)]->get_name();
         case LOOT  : return loottype  [getloottype  (itemtypename_)]->get_name();
      }
   }
}
Esempio n. 10
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void CreatureType::give_weapon(Creature& cr) const
{
    const WeaponsAndClips& wc = pickrandom(weapons_and_clips_);

    if (wc.weapontype == "CIVILIAN")
        give_weapon_civilian(cr);
    else if (wc.weapontype != "WEAPON_NONE")
    {
        Weapon w(*weapontype[getweapontype(wc.weapontype)], wc.number_weapons.roll());
        w.set_number(min(w.get_number(),10L));
        while(!w.empty()) cr.give_weapon(w,NULL);
        if (wc.cliptype != "NONE")
        {
            int n = wc.number_clips.roll();
            cr.take_clips(*cliptype[getcliptype(wc.cliptype)], n);
            cr.reload(false);
        }
    }
}
Esempio n. 11
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const attackst* Weapon::get_attack(bool force_ranged, bool force_melee, bool force_no_reload) const
{
   const vector<attackst*>& attacks = weapontype[getweapontype(itemtypename())]->get_attacks();
   for (unsigned i = 0; i < attacks.size(); ++i)
   {
      if (force_ranged && !attacks[i]->ranged)
         continue;
      
      if (force_melee && attacks[i]->ranged)
         continue;
      
      if (force_no_reload && attacks[i]->uses_ammo && ammo_ == 0)
         continue;
      
      if (attacks[i]->uses_ammo && attacks[i]->ammotype != loaded_cliptype_ && ammo_ != 0)
         continue;

      
      return attacks[i];
   }
   return NULL;
}
Esempio n. 12
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bool Weapon::is_throwable() const
   { return weapontype[getweapontype(itemtypename())]->is_throwable(); }
Esempio n. 13
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bool Weapon::auto_breaks_locks() const
   { return weapontype[getweapontype(itemtypename())]->auto_breaks_locks(); }
Esempio n. 14
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bool Weapon::acceptable_ammo(const ClipType& c) const
   { return weapontype[getweapontype(itemtypename())]->acceptable_ammo(c); }
Esempio n. 15
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bool Weapon::is_ranged() const
   { return weapontype[getweapontype(itemtypename())]->is_ranged(); }
Esempio n. 16
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long Weapon::get_fencevalue() const
   { return weapontype[getweapontype(itemtypename())]->get_fencevalue(); }
Esempio n. 17
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bool Weapon::uses_ammo() const
   { return weapontype[getweapontype(itemtypename())]->uses_ammo(); }
Esempio n. 18
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bool Weapon::can_threaten_hostages() const
   { return weapontype[getweapontype(itemtypename())]->can_threaten_hostages(); }
Esempio n. 19
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bool Weapon::is_threatening() const
   { return weapontype[getweapontype(itemtypename())]->is_threatening(); }
Esempio n. 20
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bool Weapon::is_legal() const
   { return weapontype[getweapontype(itemtypename())]->is_legal(); }
Esempio n. 21
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int Weapon::get_legality() const
   { return weapontype[getweapontype(itemtypename())]->get_legality(); }
Esempio n. 22
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bool Weapon::is_instrument() const
   { return weapontype[getweapontype(itemtypename())]->is_instrument(); }
Esempio n. 23
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bool Weapon::has_musical_attack() const
   { return weapontype[getweapontype(itemtypename())]->has_musical_attack(); }
Esempio n. 24
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bool Weapon::protects_against_kidnapping() const
   { return weapontype[getweapontype(itemtypename())]->protects_against_kidnapping(); }
Esempio n. 25
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bool Weapon::is_suspicious() const
   { return weapontype[getweapontype(itemtypename())]->is_suspicious(); }
Esempio n. 26
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int Weapon::get_size() const
   { return weapontype[getweapontype(itemtypename())]->get_size(); }
Esempio n. 27
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CreatureType::WeaponsAndClips::WeaponsAndClips(CMarkup& xml, const string& owner)
    : number_weapons(1),
      cliptype("APPROPRIATE"), number_clips(4)
{   // The main position of the CMarkup object is expected not to be changed here.
    weapontype = xml.GetData();

    // Read in values.
    if(!len(weapontype))
    {
        while(xml.FindChildElem())
        {
            std::string element=xml.GetChildTagName();
            if(element=="type") weapontype=xml.GetChildData();
            else if(element=="number_weapons")
                assign_interval(number_weapons,xml.GetChildData(),owner,element);
            else if(element=="cliptype") cliptype=xml.GetChildData();
            else if(element=="number_clips")
                assign_interval(number_clips,xml.GetChildData(),owner,element);
            else xmllog.log("Unknown element for weapon in "+owner+": "+element);
        }
    }

    // Check values.
    if (weapontype != "CIVILIAN")
    {
        if (getweapontype(weapontype) == -1)
        {
            xmllog.log("Invalid weapon type for " + owner + ": " + weapontype);
            weapontype = "WEAPON_NONE";
            cliptype = "NONE";
        }
        else
        {
            const vector<attackst*>& attacks = ::weapontype[getweapontype(weapontype)]->get_attacks();

            // Find a usable clip type for the weapon.
            if (cliptype == "APPROPRIATE")
            {
                cliptype = "NONE";
                for(int i=0; i<len(attacks); i++)
                {
                    if(attacks[i]->uses_ammo)
                    {
                        cliptype=attacks[i]->ammotype;
                        break;
                    }
                }
            }
            // Check clip is usable by the weapon.
            else if (getcliptype(cliptype) != -1) //Must be a clip type too.
            {
                int i;
                for(i=0; i<len(attacks)&&cliptype!=attacks[i]->ammotype; i++);
                if(i==len(attacks))
                {
                    xmllog.log("In " + owner + ", " + cliptype +
                               "can not be used by " + weapontype + ".");
                    cliptype = "NONE";
                }
            }
            // Undefined clip type.
            else
            {
                xmllog.log("Invalid clip type for " + owner + ": " + cliptype);
                cliptype = "NONE";
            }
        }
    }
}
Esempio n. 28
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bool Weapon::can_graffiti() const
   { return weapontype[getweapontype(itemtypename())]->can_graffiti(); }
Esempio n. 29
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float Weapon::get_bashstrengthmod() const
   { return weapontype[getweapontype(itemtypename())]->get_bashstrengthmod(); }
Esempio n. 30
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const string& Weapon::get_shortname(unsigned subtype) const
   { return weapontype[getweapontype(itemtypename())]->get_shortname(subtype); }