2013-11-20 14:18:31 +01:00
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#include "Weapon.h"
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2013-12-10 09:57:05 +01:00
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#include "AttatchmentSocket.h"
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#include "AttatchmentMassDriver.h"
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2014-01-14 10:28:12 +01:00
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#include "DynamicArray.h"
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2013-11-20 14:18:31 +01:00
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using namespace GameLogic;
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2014-01-14 10:28:12 +01:00
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using namespace Utility::DynamicMemory;
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2013-11-20 14:18:31 +01:00
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2013-12-05 11:50:39 +01:00
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struct Weapon::PrivateData
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2013-11-20 14:18:31 +01:00
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{
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PrivateData()
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{
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weaponState = WEAPON_STATE_IDLE;
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selectedAttatchment = 0;
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2013-12-12 09:36:14 +01:00
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currentNrOfAttatchments = 0;
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selectedSocketID = 0;
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2013-12-19 12:32:23 +01:00
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attatchmentSockets = 0;
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}
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~PrivateData()
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{
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}
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2013-12-10 09:57:05 +01:00
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WEAPON_STATE weaponState;
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DynamicArray<SmartPointer<AttatchmentSocket>> attatchmentSockets;
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int currentNrOfAttatchments;
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SmartPointer<IAttatchment> selectedAttatchment;
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int selectedSocketID;
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2013-12-05 11:50:39 +01:00
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}myData;
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Weapon::Weapon()
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{
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myData = new PrivateData();
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2013-11-20 14:18:31 +01:00
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}
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2013-12-12 09:36:14 +01:00
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Weapon::Weapon(int MaxNrOfSockets)
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{
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myData = new PrivateData();
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myData->attatchmentSockets.Resize(MaxNrOfSockets);
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}
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2013-11-20 14:18:31 +01:00
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Weapon::~Weapon(void)
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{
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delete myData;
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2013-11-20 14:18:31 +01:00
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}
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/********************************************************
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* Uses the weapon based on the input given and the current chosen attatchment
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********************************************************/
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void Weapon::Use(const WEAPON_FIRE &fireInput)
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{
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if (myData->selectedAttatchment)
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{
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myData->selectedAttatchment->UseAttatchment(fireInput);
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}
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}
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/********************************************************
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* Specific weapon usage implementation
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********************************************************/
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/********************************************************
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* Get functions for states
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********************************************************/
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bool Weapon::IsFireing()
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{
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return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_FIRING);
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}
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bool Weapon::IsIdle()
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{
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return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_IDLE);
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}
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bool Weapon::IsReloading()
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{
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return (myData->weaponState == WEAPON_STATE::WEAPON_STATE_RELOADING);
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}
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bool Weapon::IsValidSocket(int socketID)
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{
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if(socketID < myData->attatchmentSockets.Size() && socketID >= 0)
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{
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if (myData->attatchmentSockets[socketID]->GetAttatchment() != 0)
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{
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return true;
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}
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}
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return false;
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}
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int Weapon::GetCurrentSocketID()
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{
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return myData->selectedSocketID;
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}
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2013-12-13 11:06:03 +01:00
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void Weapon::AddNewAttatchment(IAttatchment *attatchment, Player *owner)
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{
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if(myData->currentNrOfAttatchments < myData->attatchmentSockets.Size())
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{
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myData->attatchmentSockets[myData->currentNrOfAttatchments]->SetAttatchment(attatchment);
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myData->currentNrOfAttatchments++;
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}
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}
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void Weapon::SwitchAttatchment(IAttatchment *attatchment, int socketID, Player *owner)
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{
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if (IsValidSocket(socketID))
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{
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myData->attatchmentSockets[socketID]->SetAttatchment(attatchment);
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}
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}
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void Weapon::RemoveAttatchment(int socketID)
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{
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if (IsValidSocket(socketID))
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{
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myData->attatchmentSockets[socketID]->RemoveAttatchment();
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}
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}
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void Weapon::SelectAttatchment(int socketID)
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{
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if (IsValidSocket(socketID))
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{
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myData->selectedAttatchment = myData->attatchmentSockets[socketID]->GetAttatchment();
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myData->selectedSocketID = socketID;
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}
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}
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