bool Weapon::reload(Clip& clip) { if (acceptable_ammo(clip) && !clip.empty()) { loaded_cliptype_ = clip.get_itemtypename(); ammo_ = clip.get_ammoamount(); clip.decrease_number(1); return true; } else return false; }
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; } } } }