Files
PlanetFleet/vessel.cpp
T
2022-08-13 17:11:27 +03:00

144 lines
4.6 KiB
C++
Executable File

#include <algorithm>
#include <quaternion.h>
#include <model.h>
#include <mesh.h>
#include <material.h>
#include <texture.h>
#include "vessel.h"
#include "util.h"
#include "vesselData.h"
#include "shell.h"
#include "guidedMissile.h"
#include "projectileData.h"
using namespace std;
using namespace vb01;
namespace battleship{
using namespace unitData;
Vessel::Turret::Turret(Unit *vessel, int unitId, int turretId) {
this->vessel = vessel;
this->unitId = unitId;
this->turretId = turretId;
string fr[]{DEFAULT_TEXTURE};
Texture *turretDiffTex = new Texture(fr, 1, false);
GameManager *gm = GameManager::getSingleton();
Root *root = Root::getSingleton();
string libPath = root->getLibPath();
Material *turretMat = new Material(libPath + "texture");
turretMat->addBoolUniform("texturingEnabled", true);
turretMat->addBoolUniform("lightingEnabled", false);
turretMat->addTexUniform("textures[0]", turretDiffTex, true);
Node *hull = vessel->getNode()->getChild(0);
node = hull->getChild(turretId);
node->getMesh(0)->setMaterial(turretMat);
initNodeRot = node->getOrientation();
for(int i = 0; i < numberOfMantlets[unitId][turretId]; i++){
Mantlet mantlet;
mantlet.mantletNode = node->getChild(i);
mantlet.mantletNode->getMesh(0)->setMaterial(turretMat);
mantlet.barrelNode = mantlet.mantletNode->getChild(0);
mantlet.barrelNode->getMesh(0)->setMaterial(turretMat);
mantlets.push_back(mantlet);
}
maxAngle = unitData::turretMaxAngle[unitId][turretId] / 180 * PI;
rotationSpeed = unitData::turretRotationSpeed[unitId][turretId] / 180 * PI;
sfxBuffer = new sf::SoundBuffer();
if(sfxBuffer->loadFromFile(getExplosionSfxPath().c_str()))
sfx = new sf::Sound(*sfxBuffer);
}
void Vessel::Turret::rotate(double angle) {
this->angle += angle;
node->setOrientation(Quaternion(this->angle, Vector3::VEC_J) * initNodeRot);
}
void Vessel::Turret::update() {
dirVec = node->getGlobalAxis(2), leftVec = node->getGlobalAxis(0);
}
Vector3 Vessel::Turret::getInitDir(int dirType){
Vector3 initDirs[3];
switch(unitData::initDirs[unitId][turretId]){
case unitData::FORWARD:
initDirs[0] = vessel->getLeftVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = vessel->getDirVec();
break;
case unitData::BACKWARD:
initDirs[0] = -vessel->getLeftVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = -vessel->getDirVec();
break;
case unitData::LEFT:
initDirs[0] = -vessel->getDirVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = vessel->getLeftVec();
break;
case unitData::RIGHT:
initDirs[0] = vessel->getDirVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = -vessel->getLeftVec();
break;
}
return initDirs[dirType];
}
void Vessel::Turret::fire() {
if(sfx)
sfx->play();
lastShotTime = getTime();
}
Vessel::Vessel(Player *player, Vector3 pos, int id) : Unit(player, pos, id) {
for (int i = 0; i < numberOfTurrets[id]; i++)
turrets.push_back(new Turret(this, id, i));
}
void Vessel::update() {
Unit::update();
for (Turret *t : turrets) {
t->update();
if ((!orders.empty() && orders[0].type != Order::TYPE::ATTACK) || orders.empty()) {
float rotAngle = abs(t->getAngle()) < t->getRotationSpeed() ? abs(t->getAngle()) : t->getRotationSpeed();
t->rotate(t->getAngle() > 0 ? -rotAngle : rotAngle);
}
}
}
void Vessel::attack(Order order) {
Vector3 target = order.targets[0].pos;
for (Turret *t : turrets) {
Vector3 turrPos = t->getNode()->localToGlobalPosition(Vector3::VEC_ZERO);
Vector3 targDir = (target - turrPos);
targDir.y = 0;
targDir = targDir.norm();
bool right = (t->getLeftVec().getAngleBetween(targDir) > PI / 2);
float angle = t->getInitDir(0).getAngleBetween(targDir);
float rotAngle = (t->getRotationSpeed() > angle ? angle : t->getRotationSpeed() * (right ? -1 : 1));
if (fabs(t->getAngle() + rotAngle) <= fabs(t->getMaxAngle())) {
t->rotate(rotAngle);
if (t->canFire())
t->fire();
}
}
}
}