Merge branch 'GameLogic' of https://github.com/dean11/Danbias into GameLogic
This commit is contained in:
commit
c41f5dda3f
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@ -1,3 +1,6 @@
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//////////////////////////////////////////////////
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//Created by Erik of the GameLogic team
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//////////////////////////////////////////////////
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#ifndef ATTATCHMENTMASSDRIVER_H
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#define ATTATCHMENTMASSDRIVER_H
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#include "IAttatchment.h"
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//////////////////////////////////////////////////
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//Created by Erik of the GameLogic team
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//////////////////////////////////////////////////
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#ifndef ATTATCHMENTSOCKET_H
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#define ATTATCHMENTSOCKET_H
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#include "IAttatchment.h"
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@ -168,7 +168,6 @@
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<ItemGroup>
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<ClInclude Include="AttatchmentMassDriver.h" />
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<ClInclude Include="AttatchmentSocket.h" />
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<ClInclude Include="Camera.h" />
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<ClInclude Include="CollisionManager.h" />
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<ClInclude Include="DynamicObject.h" />
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<ClInclude Include="GameMode.h" />
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@ -182,7 +181,6 @@
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<ItemGroup>
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<ClCompile Include="AttatchmentMassDriver.cpp" />
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<ClCompile Include="AttatchmentSocket.cpp" />
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<ClCompile Include="Camera.cpp" />
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<ClCompile Include="CollisionManager.cpp" />
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<ClCompile Include="DynamicObject.cpp" />
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<ClCompile Include="GameMode.cpp" />
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//////////////////////////////////////////////////
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//Created by Erik of the GameLogic team
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//////////////////////////////////////////////////
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#ifndef IATTATCHMENT_H
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#define IATTATCHMENT_H
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#include "GameLogicStates.h"
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@ -2,6 +2,7 @@
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#include "StaticObject.h"
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#include "DynamicObject.h"
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#include "GameMode.h"
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#include "Player.h"
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using namespace GameLogic;
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@ -15,6 +16,8 @@ struct Level::PrivateData
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{
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}
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Player *players;
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int nrOfPlayers;
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StaticObject** staticObjects;
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int nrOfStaticObjects;
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@ -37,4 +40,9 @@ Level::~Level(void)
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delete myData;
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}
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void Level::InitiateLevel(std::string levelPath)
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{
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}
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@ -3,6 +3,7 @@
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//////////////////////////////////////////////////
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#ifndef LEVEL_H
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#define LEVEL_H
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#include <string>
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namespace GameLogic
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{
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@ -14,7 +15,7 @@ namespace GameLogic
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Level(void);
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~Level(void);
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void CreateBox();
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void InitiateLevel(std::string levelPath);
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private:
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struct PrivateData;
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@ -9,9 +9,10 @@ struct Weapon::PrivateData
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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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selectedAttatchment = 0;
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currentNrOfAttatchments = 0;
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selectedSocketID = 0;
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maxNrOfSockets = 0;
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}
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~PrivateData()
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@ -21,10 +22,10 @@ struct Weapon::PrivateData
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WEAPON_STATE weaponState;
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AttatchmentSocket **attatchmentSockets;
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int MaxNrOfSockets;
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int maxNrOfSockets;
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int currentNrOfAttatchments;
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IAttatchment *SelectedAttatchment;
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IAttatchment *selectedAttatchment;
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int selectedSocketID;
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}myData;
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@ -37,7 +38,7 @@ Weapon::Weapon()
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Weapon::Weapon(int MaxNrOfSockets)
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{
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myData = new PrivateData();
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myData->MaxNrOfSockets = MaxNrOfSockets;
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myData->maxNrOfSockets = MaxNrOfSockets;
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myData->attatchmentSockets = new AttatchmentSocket*[MaxNrOfSockets];
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for (int i = 0; i < MaxNrOfSockets; i++)
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{
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@ -56,7 +57,7 @@ Weapon::~Weapon(void)
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********************************************************/
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void Weapon::Use(const WEAPON_FIRE &fireInput)
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{
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myData->SelectedAttatchment->UseAttatchment(fireInput);
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myData->selectedAttatchment->UseAttatchment(fireInput);
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}
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/********************************************************
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@ -83,7 +84,7 @@ bool Weapon::IsReloading()
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bool Weapon::IsValidSocket(int socketID)
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{
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if(socketID < myData->MaxNrOfSockets && socketID >= 0)
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if(socketID < myData->maxNrOfSockets && socketID >= 0)
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{
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if (myData->attatchmentSockets[socketID]->GetAttatchment() != 0)
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{
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@ -100,16 +101,16 @@ int Weapon::GetCurrentSocketID()
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}
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void Weapon::AddNewAttatchment(IAttatchment *attatchment)
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void Weapon::AddNewAttatchment(IAttatchment *attatchment, Player *owner)
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{
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if(myData->currentNrOfAttatchments < myData->MaxNrOfSockets)
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if(myData->currentNrOfAttatchments < myData->maxNrOfSockets)
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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)
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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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@ -129,7 +130,7 @@ 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->selectedAttatchment = myData->attatchmentSockets[socketID]->GetAttatchment();
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myData->selectedSocketID = socketID;
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}
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