Files
PlanetFleet/weapon.cpp
T

240 lines
7.3 KiB
C++

#include <node.h>
#include <box.h>
#include <particleEmitter.h>
#include "map.h"
#include "util.h"
#include "weapon.h"
#include "player.h"
#include "fxManager.h"
#include "gameObjectFactory.h"
#include "projectile.h"
namespace battleship{
using namespace std;
using namespace vb01;
using namespace gameBase;
Weapon::Weapon(Unit *u, sol::table unitTable, int wid) :
unit(u),
id(wid),
rateOfFire(unitTable["weapons"][wid + 1]["rateOfFire"]),
damage(unitTable["weapons"][wid + 1]["damage"].get_or(0))
{
sol::table weaponTable = unitTable["weapons"][wid + 1];
maxRange = weaponTable["maxRange"];
orderType = (Order::TYPE)weaponTable["orderType"];
initProjectileData(weaponTable);
initNodes(weaponTable);
sol::optional<sol::table> fireFxOpt = weaponTable["fireFx"];
if(fireFxOpt != sol::nullopt){
FxManager *fxManager = FxManager::getSingleton();
fireFx = fxManager->initFx(weaponTable["fireFx"], unit->getModel(), true);
if(fireFx) fxManager->addFx(fireFx);
}
}
void Weapon::initNodes(sol::table weaponTable){
sol::optional<sol::table> nodesTblOpt = weaponTable["nodes"];
if(nodesTblOpt == sol::nullopt) return;
sol::table tbl = weaponTable["nodes"];
int numNodes = tbl.size();
for(int i = 0; i < numNodes; i++){
sol::table nodeTbl = weaponTable["nodes"][i + 1];
maxFireAngle = nodeTbl["maxFireAngle"];
rotSpeed = nodeTbl["rotationSpeed"];
string name = nodeTbl["name"];
nodes.push_back(unit->getModel()->findDescendant(name, true));
}
}
void Weapon::initProjectileData(sol::table weaponTable){
string projTableKey = "projectile";
sol::optional<sol::table> proj = weaponTable[projTableKey];
if(proj == sol::nullopt) return;
projId = weaponTable[projTableKey]["id"];
sol::table projTable = generateView()["projectiles"];
ProjectileClass pc = (ProjectileClass)projTable[projId + 1]["projectileClass"];
if(pc == ProjectileClass::CRUISE_MISSILE){
minRange = 0;
float rotAngle = projTable[projId + 1]["rotAngle"];
float speed = projTable[projId + 1]["speed"];
float base = PI / 2, alpha = 0;
while(base - alpha > .001){
minRange += speed * sin(alpha);
alpha += (base - alpha > rotAngle ? rotAngle : base - alpha);
}
minRange *= 2;
}
projPar = unit->getModel();
sol::optional<string> parNameOpt = weaponTable[projTableKey]["parent"];
if(parNameOpt != sol::nullopt){
string parName = weaponTable[projTableKey]["parent"];
projPar = unit->getModel()->findDescendant(parName, true);
}
sol::table posTable = weaponTable[projTableKey]["pos"];
projPos = Vector3(posTable["x"], posTable["y"], posTable["z"]);
sol::table rotTable = weaponTable[projTableKey]["rot"];
projRot = Quaternion(rotTable["w"], rotTable["x"], rotTable["y"], rotTable["z"]);
}
Weapon::~Weapon(){
FxManager *fm = FxManager::getSingleton();
if(fireFx) fm->removeFx(fireFx);
}
//TODO replace unit pos with absolute weapon pos for withinAngle
void Weapon::update(){
if(unit->getCondition() != Unit::Condition::ABLE) return;
int numOrders = unit->getNumOrders();
int ordTp = (numOrders > 0 ? (int)unit->getOrder(0).type : -1);
Unit *targUnit = (ordTp != -1 ? unit->getOrder(0).targets[0].unit : nullptr);
if(ordTp == (int)orderType){
Vector3 targPos = (targUnit ? targUnit->getPos() : unit->getOrder(0).targets[0].pos);
float targDist = unit->getPos().getDistanceFrom(targPos);
bool withinRange = (minRange <= targDist && targDist <= maxRange);
bool withinAngle = true;
if(!nodes.empty()){
Vector3 dirVec = nodes[0]->getGlobalAxis(2);
withinAngle = Vector3(dirVec.x, 0, dirVec.z).norm().getAngleBetween((targPos - unit->getPos()).norm()) <= maxFireAngle;
}
if((Order::TYPE)ordTp == Order::TYPE::ATTACK && withinRange && withinAngle)
fire(unit->getOrder(0));
}
else
trackTarget(unit->getPos() + unit->getDirVec());
}
void Weapon::useFx(FxManager::Fx *fx, Vector3 targPos, bool fire){
if(fx && !fire)
FxManager::getSingleton()->addFx(fx);
else if(!fx)
return;
fx->toggleComponents(true);
Vector3 plCol = unit->getPlayer()->getColor();
for(int i = 0; i < fx->components.size(); i++){
FxManager::Fx::Component &comp = fx->components[i];
if(!comp.vfx) continue;
if(fire && ((Node*)comp.comp)->getName() == "laser"){
Vector3 initPos = unit->getPos(), laserDir = targPos - initPos;
float targDist = laserDir.getLength();
float angle = unit->getDirVec().getAngleBetween(laserDir);
Vector3 crossProd = unit->getDirVec().cross(laserDir);
Node *compNode = (Node*)comp.comp;
compNode->setOrientation(Quaternion(angle, crossProd) * compNode->getOrientation());
Box *box = (Box*)compNode->getMesh(0);
Vector3 size = box->getSize();
box->setSize(Vector3(size.x, size.y, targDist));
box->updateVerts(box->getMeshBase());
box->getMaterial()->setVec4Uniform("diffuseColor", Vector4(plCol.x, plCol.y, plCol.z, 1));
compNode->setPosition(comp.pos + .5 * targDist * Vector3::VEC_K);
}
else if(!fire)
((Node*)comp.comp)->setPosition(targPos);
}
}
void Weapon::updateTargetUnit(Unit *targetUnit){
targetUnit->takeDamage(damage);
unit->updateGameStats(targetUnit);
}
//TODO replace the 'laser' flag literal
void Weapon::fire(Order order){
if(!canFire()) return;
Unit *targetUnit = order.targets[0].unit;
Vector3 targPos = (targetUnit ? targetUnit->getPos() : order.targets[0].pos);
if(fireFx) useFx(fireFx, targPos, true);
if(projId == -1){
sol::table weaponTbl = generateView()["units"][unit->getId() + 1]["weapons"][id + 1];
FxManager *fxManager = FxManager::getSingleton();
string fxKey = "unitHitFx";
if(targetUnit)
updateTargetUnit(targetUnit);
else{
Map *map = Map::getSingleton();
Map::Cell::Type cellType = map->getCells()[map->getCellId(targPos)].type;
fxKey = (cellType == Map::Cell::Type::LAND ? "landHitFx" : "waterHitFx");
}
sol::optional<sol::table> hitFxOpt = weaponTbl[fxKey];
if(hitFxOpt != sol::nullopt){
sol::table fxTbl = weaponTbl[fxKey];
int numFx = fxTbl.size();
if(numFx > 0) useFx(fxManager->initFx(weaponTbl[fxKey], unit->getModel(), false), targPos, false);
}
}
else{
Quaternion r = projPar->localToGlobalOrientation(projRot);
Vector3 p = projPar->localToGlobalPosition(projPos);
unit->getPlayer()->addProjectile(GameObjectFactory::createProjectile(unit, projId, p, r));
}
lastFireTime = getTime();
}
//TODO improve to allow for vertical alignment
void Weapon::trackTarget(Vector3 targPos){
if(nodes.empty()) return;
Vector3 unitPos = unit->getPos();
Vector3 targDir = (targPos - unitPos).norm();
targDir = getVecToPlane(unitPos, targDir, unit->getUpVec());
Vector3 dirVec = getVecToPlane(unitPos, nodes[0]->getGlobalAxis(2), unit->getUpVec());
Vector3 leftVec = nodes[0]->getGlobalAxis(0);
bool negate = (leftVec.getAngleBetween(targDir) < PI / 2);
float angle = dirVec.getAngleBetween(targDir);
float rotAngle = (rotSpeed < angle ? rotSpeed : angle);
Quaternion rot = Quaternion((negate ? 1 : -1) * rotAngle, Vector3::VEC_J) * nodes[0]->getOrientation();
nodes[0]->setOrientation(rot);
}
CryoGun::CryoGun(Unit *u, sol::table unitTable, int wid) : Weapon(u, unitTable, wid){}
void CryoGun::updateTargetUnit(Unit *targetUnit){
if(canFreeze()){
targetUnit->setFreezeStatus(targetUnit->getFreezeStatus() + 1);
lastFreezeTime = getTime();
}
}
}