mirror of
https://github.com/ApfelTeeSaft/PlanetFleet.git
synced 2026-08-26 19:33:38 +00:00
217 lines
11 KiB
C++
Executable File
217 lines
11 KiB
C++
Executable File
#include <algorithm>
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#include "vessel.h"
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#include "util.h"
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#include "vesselData.h"
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#include "shell.h"
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#include "guidedMissile.h"
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#include "projectileData.h"
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using namespace game::core;
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using namespace game::util;
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using namespace irr::core;
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using namespace irr::io;
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using namespace irr::video;
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using namespace irr::scene;
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using namespace sf;
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namespace game{
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namespace content{
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Vessel::Turret::Turret(Unit *vessel, int unitId, int turretId) {
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this->vessel = vessel;
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hullNode = vessel->getNode();
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this->unitId = unitId;
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this->turretId = turretId;
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GameManager *gm = GameManager::getSingleton();
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ISceneManager *smgr = gm->getDevice()->getSceneManager();
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IVideoDriver *driver = gm->getDevice()->getVideoDriver();
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turretMesh = smgr->getMesh(basePath[unitId] + turretNames[unitId][turretId] + ".x");
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turretNode = smgr->addAnimatedMeshSceneNode(turretMesh);
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turretNode->setMaterialFlag(EMF_LIGHTING, false);
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ITexture *turretDiffuseTexture = driver->getTexture(basePath[unitId] + turretNames[unitId][turretId] + "DiffuseMap.png");
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if (turretDiffuseTexture)
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turretNode->setMaterialTexture(0, turretDiffuseTexture);
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else
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turretNode->setMaterialTexture(0, driver->getTexture(DEFAULT_TEXTURE));
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turretNode->setParent(vessel->getNode());
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turretNode->setPosition(turretPos[unitId][turretId]);
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quaternion rotQuat = rotQuat.fromAngleAxis(PI / 180 * turretAngleOffset[unitId][turretId], vector3df(0, 1, 0));
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turretNode->setRotation(vector3df(0, turretAngleOffset[unitId][turretId], 0));
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dirVec = rotQuat*dirVec, leftVec = rotQuat*leftVec;
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rotationSpeed = unitData::turretRotationSpeed[unitId][turretId];
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maxAngle = unitData::turretMaxAngle[unitId][turretId];
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this->rateOfFire = unitData::turretRateOfFire[unitId][turretId];
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for (int i = 0; i < numberOfMantlets[unitId][turretId]; i++) {
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IAnimatedMesh *mantletMesh = smgr->getMesh(basePath[unitId] + mantletNames[unitId][turretId] + ".x");
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IAnimatedMesh *barrelMesh = smgr->getMesh(basePath[unitId] + barrelNames[unitId][turretId] + ".x");
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ISceneNode *mantletNode = initMantletNode(driver, smgr, mantletMesh, unitId, turretId);
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ISceneNode *barrelNode = initBarrelNode(driver, smgr, barrelMesh, mantletNode, unitId, turretId);
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turretMantletMeshes.push_back(mantletMesh);
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turretMantletNodes.push_back(mantletNode);
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turretBarrelMeshes.push_back(barrelMesh);
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turretBarrelNodes.push_back(barrelNode);
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}
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if (turretMantletNodes.size() > 1) {
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turretMantletNodes[0]->setPosition(turretMantletNodes[0]->getPosition() + vector3df(mantletPosSideOffset[unitId][turretId], 0, 0));
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turretMantletNodes[1]->setPosition(turretMantletNodes[1]->getPosition() - vector3df(mantletPosSideOffset[unitId][turretId], 0, 0));
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}
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fxNode=smgr->addParticleSystemSceneNode(false);
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emitter=fxNode->createPointEmitter(dirVec,
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10,10,
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SColor(0,255,255,255),
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SColor(0,255,255,255),
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500,500,0,
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dimension2df(5,5),
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dimension2df(10,10));
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fxNode->setEmitter(emitter);
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emitter->drop();
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affector=fxNode->createFadeOutParticleAffector();
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fxNode->addAffector(affector);
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affector->drop();
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fxNode->setParent(turretMantletNodes[0]);
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fxNode->setMaterialFlag(EMF_LIGHTING, false);
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fxNode->setMaterialFlag(EMF_ZWRITE_ENABLE, false);
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fxNode->setMaterialTexture(0, driver->getTexture(PATH+"Textures/Explosions/fire.bmp"));
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fxNode->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
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fxNode->setVisible(false);
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sfxBuffer=new SoundBuffer();
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if(sfxBuffer->loadFromFile(getExplosionSfxPath().c_str()))
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sfx=new Sound(*sfxBuffer);
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}
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ISceneNode* Vessel::Turret::initMantletNode(IVideoDriver *driver, ISceneManager *smgr, IAnimatedMesh *mantletMesh, int unitId, int turretId) {
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ISceneNode *mantletNode = smgr->addAnimatedMeshSceneNode(mantletMesh);
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mantletNode->setMaterialFlag(EMF_LIGHTING, false);
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ITexture *mantletDiffuseTexture = driver->getTexture(basePath[unitId] + mantletNames[unitId][turretId] + "DiffuseMap.png");
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if (mantletDiffuseTexture)
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mantletNode->setMaterialTexture(0, mantletDiffuseTexture);
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else
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mantletNode->setMaterialTexture(0, driver->getTexture(DEFAULT_TEXTURE));
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mantletNode->setParent(turretNode);
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mantletNode->setPosition(mantletPos[unitId][turretId]);
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return mantletNode;
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}
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ISceneNode* Vessel::Turret::initBarrelNode(IVideoDriver *driver, ISceneManager *smgr, IAnimatedMesh *barrelMesh, ISceneNode *mantletNode, int unitId, int turretId) {
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ISceneNode *barrelNode = smgr->addAnimatedMeshSceneNode(barrelMesh);
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barrelNode->setMaterialFlag(EMF_LIGHTING, false);
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ITexture *barrelDiffuseTexture = driver->getTexture(basePath[unitId] + barrelNames[unitId][turretId] + "DiffuseMap.png");
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if (barrelDiffuseTexture)
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barrelNode->setMaterialTexture(0, barrelDiffuseTexture);
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else
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barrelNode->setMaterialTexture(0, driver->getTexture(DEFAULT_TEXTURE));
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barrelNode->setParent(mantletNode);
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barrelNode->setPosition(barrelPos[unitId][turretId]);
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return barrelNode;
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}
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void Vessel::Turret::rotate(double angle) {
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quaternion rotQuat = rotQuat.fromAngleAxis(PI / 180 * angle, vector3df(0, 1, 0));
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turretNode->setRotation(vector3df(0, turretNode->getRotation().Y + angle, 0));
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dirVec = rotQuat*dirVec, leftVec = rotQuat*leftVec;
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this->angle += angle;
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}
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void Vessel::Turret::update() {
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turretPosition = turretNode->getAbsolutePosition();
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float hullAngle = PI / 180 * hullNode->getRotation().Y;
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float turretAngle = PI / 180 * angle;
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quaternion rotQuat = rotQuat.fromAngleAxis(hullAngle + turretAngle, vector3df(0, 1, 0));
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quaternion offsetQuat = offsetQuat.fromAngleAxis(PI / 180 * unitData::turretAngleOffset[unitId][turretId], vector3df(0, 1, 0));
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dirVec = rotQuat * (offsetQuat * vector3df(0, 0, -1)), leftVec = rotQuat * (offsetQuat * vector3df(1, 0, 0));
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emitter->setDirection(dirVec);
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// if(getTime()-lastShotTime>30&&fxNode->isVisible())
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// fxNode->setVisible(false);
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}
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void Vessel::Turret::debug(const SMaterial &mat) {
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float length = turretAxisLength[unitId][turretId]*0 + 1;
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IVideoDriver *driver = GameManager::getSingleton()->getDevice()->getVideoDriver();
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driver->setTransform(ETS_WORLD, IdentityMatrix);
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driver->setMaterial(mat);
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driver->draw3DLine(turretPosition, turretPosition + dirVec*length, SColor(255, 0, 0, 255));
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driver->draw3DLine(turretPosition, turretPosition + leftVec*length, SColor(255, 255, 0, 0));
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driver->draw3DLine(turretPosition, turretPosition + upVec*length, SColor(255, 0, 255, 0));
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}
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vector3df* Vessel::Turret::getInitDirs(){
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vector3df *initDirs=new vector3df[2];
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switch(unitData::initDirs[unitId][turretId]){
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case unitData::FORWARD:
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initDirs[0]=vessel->getDirVec();
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initDirs[1]=vessel->getLeftVec();
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break;
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case unitData::BACKWARD:
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initDirs[0]=-vessel->getDirVec();
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initDirs[1]=-vessel->getLeftVec();
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break;
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case unitData::LEFT:
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initDirs[0]=vessel->getLeftVec();
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initDirs[1]=-vessel->getDirVec();
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break;
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case unitData::RIGHT:
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initDirs[0]=-vessel->getLeftVec();
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initDirs[1]=vessel->getDirVec();
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break;
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}
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return initDirs;
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}
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void Vessel::Turret::fire() {
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quaternion rotQuat = rotQuat.fromAngleAxis(barrelAngle / 180 * PI, leftVec);
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int barId = 0;
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vector3df startPos = vessel->getPos() + vessel->getLeftVec() * turretNode->getPosition().X + vessel->getUpVec() * turretNode->getPosition().Y - vessel->getDirVec() * turretNode->getPosition().Z;
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startPos += rotQuat * (leftVec * turretMantletNodes[barId]->getPosition().X + upVec * turretMantletNodes[barId]->getPosition().Y + dirVec * turretMantletNodes[barId]->getPosition().Z);
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startPos += rotQuat * (leftVec * turretBarrelNodes[barId]->getPosition().X + upVec * turretBarrelNodes[barId]->getPosition().Y + dirVec * turretBarrelNodes[barId]->getPosition().Z);
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startPos += rotQuat * (leftVec * projectileData::pos[unitId][0][turretId].X + upVec * projectileData::pos[unitId][0][turretId].Y + dirVec * projectileData::pos[unitId][0][turretId].Z);
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vessel->addProjectile(new Shell(vessel, startPos, rotQuat*dirVec, rotQuat*leftVec, rotQuat*upVec, unitId, 0, turretId));
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// fxNode->setVisible(true);
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if(sfx) sfx->play();
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lastShotTime = getTime();
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}
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Vessel::Vessel(Player *player,vector3df pos, int id) : Unit(player,pos, id) {
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if (numberOfTurrets[id] > 0)
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for (int i = 0; i < numberOfTurrets[id]; i++)
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turrets.push_back(new Turret(this, id, i));
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}
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void Vessel::update() {
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Unit::update();
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for (Turret *t : turrets) {
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t->update();
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if ((orders.size() > 0 && orders[0].type != Order::TYPE::ATTACK) || orders.size() == 0) {
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float rotAngle = abs(t->getAngle()) < t->getRotationSpeed() ? abs(t->getAngle()) : t->getRotationSpeed();
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t->rotate(t->getAngle() > 0 ? -rotAngle : rotAngle);
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}
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}
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}
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void Vessel::attack(Order order) {
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vector3df target=*order.targetPos[0];
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Unit::attack(order);
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for (Turret *t : turrets) {
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vector3df *initDirs=t->getInitDirs();
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bool right = getAngleBetween(t->getLeftVec(), target - t->getPos()) > PI / 2;
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float angle = getAngleBetween(initDirs[0], target - t->getPos()) / PI * 180;
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float rotAngle = t->getRotationSpeed() > angle ? angle : t->getRotationSpeed()*(right?1:-1);
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if (-t->getMaxAngle() <= t->getAngle() + rotAngle
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&& t->getAngle() + rotAngle <= t->getMaxAngle()) {
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t->rotate(rotAngle);
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if (t->canFire()) t->fire();
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}
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delete[] initDirs;
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}
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}
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void Vessel::debug() {
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// Unit::debug();
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for (Turret *t : turrets)
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t->debug(createLineMaterial());
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}
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}
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}
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