Danbias/Code/Game/GameLogic/Weapon.cpp

136 lines
2.8 KiB
C++

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