Files
PlanetFleet/unit.h
T
2023-02-05 15:18:28 +02:00

128 lines
4.3 KiB
C++
Executable File

#pragma once
#include "external/vb01/quaternion.h"
#ifndef UNIT_H
#define UNIT_H
#include <vector>
#include <util.h>
#include <quaternion.h>
#include <lineRenderer.h>
#include <SFML/Audio.hpp>
#include "gameManager.h"
#include "projectile.h"
namespace vb01{
class Mesh;
class Quad;
class Node;
class Camera;
}
namespace battleship{
class Player;
class Unit;
struct Order {
enum class TYPE {ATTACK, BUILD, MOVE, PATROL, LAUNCH};
struct Target{
Unit *unit = nullptr;
vb01::Vector3 pos;
Target(){}
Target(Unit *u, vb01::Vector3 p) : unit(u), pos(p){}
};
TYPE type;
vb01::LineRenderer::Line line;
std::vector<Target> targets;
};
enum class MoveDir {LEFT, UP, FORW};
enum class Corner {FRONT_LEFT, FRONT_RIGHT, REAR_LEFT, REAR_RIGHT};
enum class UnitClass {VESSEL, ENGINEER, SAMPLE_BUILDING};
enum class UnitType {UNDERWATER, SEA_LEVEL, LAND, AIR};
class Unit {
public:
Unit(Player*, int, vb01::Vector3, vb01::Quaternion);
~Unit();
virtual void update();
virtual void blowUp();
virtual void halt();
void toggleSelection(bool);
void setOrder(Order);
void placeUnit(vb01::Vector3);
void orientUnit(vb01::Quaternion);
void addProjectile(Projectile*);
std::vector<Projectile*> getProjectiles();
virtual void addOrder(Order);
virtual void reinitUnit();
inline vb01::Vector3 getCorner(int i){return corners[i];}
inline bool isSelected(){return selected;}
inline bool isSelectable(){return selectable;}
inline bool isDebuggable(){return debugging;}
inline bool isWorking(){return working;}
inline vb01::Vector2 getScreenPos(){return screenPos;}
inline vb01::Vector3 getPos() {return pos;}
inline vb01::Vector3* getPosPtr() {return &pos;}
inline vb01::Quaternion getRot(){return rot;}
inline float getLineOfSight() {return lineOfSight;}
inline float getWidth() {return width;}
inline float getHeight() {return height;}
inline float getLength() {return length;}
inline vb01::Model* getNode() {return model;}
inline Player* getPlayer(){return player;}
inline UnitType getType() {return type;}
inline UnitClass getUnitClass() {return unitClass;}
inline void toggleDebugging(bool d){this->debugging=d;}
inline void takeDamage(int damage) {health -= damage;}
inline int getId() {return id;}
inline int getPlayerId() {return playerId;}
inline vb01::Vector3 getDirVec() {return dirVec;}
inline vb01::Vector3 getLeftVec() {return leftVec;}
inline vb01::Vector3 getUpVec() {return upVec;}
private:
void updateScreenCoordinates();
void displayUnitStats();
inline bool canDisplayOrderLine(){return vb01::getTime() - orderLineDispTime < orderVecDispLength;}
const int orderVecDispLength = 2000;
sf::SoundBuffer *selectionSfxBuffer;
sf::Sound *selectionSfx = nullptr;
vb01::Quad *hpBackground = nullptr, *hpForeground = nullptr;
vb01::Node *hpBackgroundNode = nullptr, *hpForegroundNode = nullptr;
int lenHpBar = 200;
protected:
Player *player;
UnitClass unitClass;
UnitType type;
vb01::Vector2 screenPos;
std::vector<Order> orders;
vb01::Vector3 pos = vb01::Vector3(0, 0, 0), upVec = vb01::Vector3(0, 1, 0), dirVec = vb01::Vector3(0, 0, 1), leftVec = vb01::Vector3(1, 0, 0), corners[8];
vb01::Quaternion rot = vb01::Quaternion::QUAT_W;
int health, maxHealth, cost, id, playerId;
s64 orderLineDispTime = 0;
vb01::Model *model;
bool selected = false, selectable, debugging = false, working = true;
float lineOfSight, range, width, height, length;
void removeOrder(int);
virtual void initProperties();
virtual void destroyModel();
virtual void initModel();
virtual void destroySound();
virtual void initSound();
virtual void initUnitStats();
virtual void executeOrders();
virtual void attack(Order){}
virtual void build(Order){}
virtual void move(Order){}
virtual void patrol(Order){}
virtual void launch(Order){}
};
}
#endif