Files
PlanetFleet/activeGameState.cpp
T

596 lines
26 KiB
C++
Executable File

#include <root.h>
#include <quaternion.h>
#include <model.h>
#include <algorithm>
#include <ctype.h>
#include <stdlib.h>
#include "activeGameState.h"
#include "inGameAppState.h"
#include "stateManager.h"
#include "util.h"
#include "cruiser.h"
#include "destroyer.h"
#include "submarine.h"
#include "aircraftCarrier.h"
#include "demoJet.h"
#include "missileJet.h"
#include "tooltip.h"
using namespace game::core;
using namespace game::content;
using namespace vb01;
using namespace vb01Gui;
using namespace std;
namespace game{
namespace core{
const int size = 50;
ActiveGameState::UnitButton::UnitButton(ActiveGameState *activeState, Vector2 pos, Vector2 size, std::string name,int faction,int unitId) : vb01Gui::Button(pos,size,name,true){
this->activeState=activeState;
this->faction=faction;
this->unitId=unitId;
}
void ActiveGameState::UnitButton::onClick(){
Player *player=activeState->getPlayer();
Vector3 spawnPoint=player->getSpawnPoint();
Unit *u;
switch(unitData::unitType[unitId]){
case unitData::UNIT_TYPE::VESSEL:
u=new Vessel(player,spawnPoint,unitId);
break;
case unitData::UNIT_TYPE::DESTROYER:
u=new Destroyer(player,spawnPoint,unitId);
break;
case unitData::UNIT_TYPE::CRUISER:
u=new Cruiser(player,spawnPoint,unitId);
break;
case unitData::UNIT_TYPE::AIRCRAFT_CARRIER:
u=new AircraftCarrier(player,spawnPoint,unitId);
break;
case unitData::UNIT_TYPE::SUBMARINE:
u=new Submarine(player,spawnPoint,unitId);
break;
}
player->addUnit(u);
}
void ActiveGameState::UnitButton::onMouseOver(){
/*
if(!mouseOverDone){
GameManager *gm = GameManager::getSingleton();
GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
guiState->addTooltip(new gui::Tooltip(pos-Vector2(100,0),name));
}
*/
}
void ActiveGameState::UnitButton::onMouseAway(){
/*
if(!mouseAwayDone){
GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
guiState->removeAllTooltips();
}
*/
}
ActiveGameState::UnitActionButton::UnitActionButton(unitData::UNIT_TYPE type, Vector2 pos, Vector2 size, string name, string path) : vb01Gui::Button(pos,size,name,true){
this->type=type;
GameManager *gm = GameManager::getSingleton();
activeState=((ActiveGameState*)gm->getStateManager()->getAppState(AppStateTypes::ACTIVE_STATE));
/*
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
setImageButton(new Image(driver->getTexture(path),pos,vector2di(50,50)));
*/
}
void ActiveGameState::UnitActionButton::onClick(){
std::vector<Unit*> &selectedUnits=activeState->getSelectedUnits();
for(Unit *u : selectedUnits)
if(u->getType()==type)
units.push_back(u);
}
void ActiveGameState::UnitActionButton::onMouseOver(){
/*
if(!mouseOverDone){
GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
guiState->addTooltip(new gui::Tooltip(pos-Vector2(100,0),name));
}
*/
}
void ActiveGameState::UnitActionButton::onMouseAway(){
/*
if(!mouseAwayDone){
GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
guiState->removeAllTooltips();
}
*/
}
ActiveGameState::ActiveGameState(GuiAppState *guiState, Map *map, vector<Player*> players, int playerId) {
type = AppStateTypes::ACTIVE_STATE;
this->guiState = guiState;
this->map = map;
this->players = players;
GameManager *gm = GameManager::getSingleton();
Camera *cam = Root::getSingleton()->getCamera();
/*
cam->setInputReceiverEnabled(false);
gm->getDevice()->getCursorControl()->setVisible(true);
*/
this->playerId = playerId;
mainPlayer = players[playerId];
cam->setPosition(Vector3(0, 5, 0));
Quaternion rotQuat = Quaternion(4 * atan(1) / 6, Vector3(1, 0, 0));
//cam->setTarget(vector3df(0, 5, 0) + rotQuat * vector3df(0, 0, 1));
}
ActiveGameState::~ActiveGameState() {
}
void ActiveGameState::onAttachment() {
AbstractAppState::onAttachment();
GameManager *gm = GameManager::getSingleton();
int faction = mainPlayer->getFaction(), width = gm->getWidth(), height = gm->getHeight(),size=50;
string names[5] = {"Battleship","Destroyer","Cruiser","Carrier","Submarine"};
for(int i=0;i<5;i++){
int id=2*i+(i==4&&faction==1?0:faction);
Vector2 pos = Vector2(width - size - 1, 1 + i * size), sizeVec = Vector2(size, size);
UnitButton *button = new UnitButton(this, pos, sizeVec, names[i], faction, id);
/*
if(i == 3)
names[i] = "aircraftCarrier";
else
transform(names[i].begin(), names[i].end(), names[i], names[i]);
*/
//button->setImageButton(new Image(driver->getTexture(PATH+"Textures/Icons/"+names[i]+"0"+stringw(faction)+".png"),pos,sizeVec));
guiState->addButton(button);
}
}
void ActiveGameState::onDetachment() {
AbstractAppState::onDetachment();
}
void ActiveGameState::update() {
vector<Unit*> units;
for (Player *p : players)
for (Unit *u : p->getUnits())
units.push_back(u);
if (isSelectionBox)
updateSelectionBox();
for (Unit *u : units) {
//u->updateUnitGUIInfo(cam, camDir, camLeft, camUp);
Vector2 pos = u->getScreenPos();
if (mainPlayer->isThisPlayersUnit(u)){
bool selected=false;
for(int i=0;i<selectedUnits.size()&&!selected;i++)
if(u==selectedUnits[i])
selected=true;
if(!u->isSelected()&&selected)
u->toggleSelection(true);
else if(!selected)
u->toggleSelection(false);
if(isSelectionBox && u->isSelectable() &&
pos.x >= selectionBoxOrigin.x && pos.x <= selectionBoxEnd.x &&
pos.y >= selectionBoxOrigin.y && pos.y <= selectionBoxEnd.y){
if(!selected){
if(!shiftPressed&&u==mainPlayer->getUnit(0))
while(!selectedUnits.empty())
selectedUnits.pop_back();
selectedUnits.push_back(u);
}
}
}
if (u->isDebuggable())
u->debug();
}
updateVectors();
renderUnits(units);
if (cam->getPosition().x > map->getSize().x / 2)
cam->setPosition(Vector3(map->getSize().x / 2, cam->getPosition().y, cam->getPosition().z));
else if (cam->getPosition().x < -map->getSize().x / 2)
cam->setPosition(Vector3(-map->getSize().x / 2, cam->getPosition().y, cam->getPosition().z));
if (cam->getPosition().z > map->getSize().y / 2)
cam->setPosition(Vector3(cam->getPosition().x, cam->getPosition().y, map->getSize().y / 2));
else if (cam->getPosition().z < -map->getSize().y / 2)
cam->setPosition(Vector3(cam->getPosition().x, cam->getPosition().y, -map->getSize().y / 2));
//cam->setTarget(cam->getPosition() + camDir);
renderGUIBorders();
renderActionButtons();
}
void ActiveGameState::renderUnits(vector<Unit*> units) {
//ISceneManager *smgr = GameManager::getSingleton()->getDevice()->getSceneManager();
for (Unit *rendUn : units) {
Vector3 rendUnPos = rendUn->getPos();
rendUnPos.y = 0;
if (mainPlayer == rendUn->getPlayer()) {
rendUn->getNode()->setVisible(true);
//rendUn->getLight()->setVisible(true);
} else
for (int i = 0; i < units.size() && units[i] != rendUn && units[i]->getPlayer() == mainPlayer; i++) {
Unit *compUn = units[i];
Vector3 compUnPos = compUn->getPos();
compUnPos.y = 0;
float dist = compUnPos.getDistanceFrom(rendUnPos);
rendUn->getNode()->setVisible(dist <= compUn->getLineOfSight() || isInLineOfSight(compUnPos, compUn->getLineOfSight(), rendUn) ? true : false);
}
}
}
void ActiveGameState::renderGUIBorders(){
/*
GameManager *gm = GameManager::getSingleton();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
int width = gm->getWidth(), height = gm->getHeight(), size = 50;
for(int i=0;i<height/size;i++){
driver->draw2DRectangleOutline(recti(vector2di(width-(2*size+3),size*i),dimension2di(size+2,size+2)));
driver->draw2DRectangleOutline(recti(vector2di(width-(size+2),size*i),dimension2di(size+2,size+2)));
}
*/
}
void ActiveGameState::renderActionButtons(){
class MakeJetButton : public UnitActionButton{
public:
MakeJetButton(int faction, unitData::UNIT_TYPE type, Vector2 pos, Vector2 size):UnitActionButton(type, pos, size, "Jet", PATH + "Textures/Icons/jet0" + to_string(faction) + ".png"){
}
~MakeJetButton(){}
void onClick(){
UnitActionButton::onClick();
for(int i=0;i<units.size();i++)
((AircraftCarrier*)units[i])->makeJet();
}
private:
};
class LaunchButton : public UnitActionButton{
public:
LaunchButton(int faction, unitData::UNIT_TYPE type, Vector2 pos, Vector2 size) : UnitActionButton(type, pos, size, "Launch", PATH + "Textures/Icons/guidedMissile0" + to_string(faction) + ".png"){}
~LaunchButton(){}
void onClick(){
UnitActionButton::onClick();
activeState->setSelectingLaunchPoint(true);
}
private:
};
class MissileButton : public UnitActionButton{
public:
MissileButton(bool aam, Vector2 pos, Vector2 size, string name, string path) : UnitActionButton(unitData::UNIT_TYPE::MISSILE_JET,pos,size,name,path){
this->aam=aam;
}
~MissileButton(){}
void onClick(){
UnitActionButton::onClick();
for(int i=0;i<units.size();i++)
((MissileJet*)units[i])->installMissiles(aam);
}
private:
bool aam;
};
GameManager *gm = GameManager::getSingleton();
int width = gm->getWidth(), height = gm->getHeight(), slotSize = size + 2, faction = mainPlayer->getFaction();
bool carriers=false, cruisers=false, missileJets=false;
for(int i=0;i<selectedUnits.size()&&!(carriers&&cruisers&&missileJets);i++){
if(selectedUnits[i]->getType()==unitData::UNIT_TYPE::AIRCRAFT_CARRIER)
carriers=true;
else if(selectedUnits[i]->getType()==unitData::UNIT_TYPE::CRUISER)
cruisers=true;
else if(selectedUnits[i]->getType()==unitData::UNIT_TYPE::MISSILE_JET)
missileJets=true;
}
if(carriers&&!actionButtons[0]){
actionButtons[0] = new MakeJetButton(faction, unitData::UNIT_TYPE::AIRCRAFT_CARRIER, Vector2(width - 2 * slotSize, 0), Vector2(size, size));
guiState->addButton(actionButtons[0]);
}
else if(!carriers&&actionButtons[0]){
guiState->removeButton(actionButtons[0]);
actionButtons[0]=nullptr;
}
if(cruisers&&!actionButtons[1]){
actionButtons[1] = new LaunchButton(faction, unitData::UNIT_TYPE::CRUISER, Vector2(width - 2 * slotSize, slotSize), Vector2(size, size));
guiState->addButton(actionButtons[1]);
}
else if(!cruisers&&actionButtons[1]){
guiState->removeButton(actionButtons[1]);
actionButtons[1]=nullptr;
}
if(missileJets&&!actionButtons[2]){
actionButtons[2]=new MissileButton(true, Vector2(width - 2 * slotSize, slotSize * 3), Vector2(size, size), "AAM", PATH + "Textures/Icons/aam.png");
actionButtons[3]=new MissileButton(false, Vector2(width - 2 * slotSize, slotSize * 4), Vector2(size, size), "AWM", PATH + "Textures/Icons/awm.png");
guiState->addButton(actionButtons[2]);
guiState->addButton(actionButtons[3]);
}
else if(!missileJets&&actionButtons[2]){
guiState->removeButton(actionButtons[2]);
guiState->removeButton(actionButtons[3]);
actionButtons[2]=nullptr;
actionButtons[3]=nullptr;
}
}
bool ActiveGameState::isInLineOfSight(Vector3 center, float radius, Unit *u) {
bool inside = false;
for (int i = 0; i < 4 && !inside; i++) {
if (center.getDistanceFrom(u->getCorner(i)) <= radius)
inside = true;
}
return inside;
}
void ActiveGameState::updateSelectionBox() {
GameManager *gm = GameManager::getSingleton();
/*
vector2d<s32> mousePos = gm->getDevice()->getCursorControl()->getPosition();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
if (mousePos.x >= clickPoint.x && mousePos.y >= clickPoint.y) {
selectionBoxOrigin = Vector2(clickPoint.x, clickPoint.y);
selectionBoxEnd = Vector2(mousePos.x, mousePos.y);
} else if (mousePos.x < clickPoint.x && mousePos.y > clickPoint.y) {
selectionBoxOrigin = Vector2(mousePos.x, clickPoint.y);
selectionBoxEnd = Vector2(clickPoint.x, mousePos.y);
} else if (mousePos.x >= clickPoint.x && mousePos.y < clickPoint.y) {
selectionBoxOrigin = Vector2(clickPoint.x, mousePos.y);
selectionBoxEnd = Vector2(mousePos.x, clickPoint.y);
} else {
selectionBoxOrigin = Vector2(mousePos.x, mousePos.y);
selectionBoxEnd = Vector2(clickPoint.x, clickPoint.y);
}
*/
//driver->draw2DRectangle(SColor(10, 255, 255, 255), rect<s32>(selectionBoxOrigin.X, selectionBoxOrigin.Y, selectionBoxEnd.X, selectionBoxEnd.Y), nullptr);
}
void ActiveGameState::updateVectors() {
/*
GameManager *gm = GameManager::getSingleton();
Vector2 cursorPos = gm->getDevice()->getCursorControl()->getPosition();
camDir = (cam->getTarget() - cam->getPosition()).normalize();
float vecAngle = getAngleBetween(vector3df(0, 0, 1), vector3df(camDir.X, 0, camDir.Z));
Quaternion rotQuat;
if (quaternion(0, 0, 0, 0).fromAngleAxis(vecAngle, vector3df(0, 1, 0)) * vector3df(0, 0, 1) != vector3df(camDir.X, 0, camDir.Z).normalize()) {
rotQuat.fromAngleAxis(-vecAngle + PI / 2, vector3df(0, 1, 0));
camLeft = rotQuat * vector3df(0, 0, -1);
} else {
rotQuat.fromAngleAxis(vecAngle - PI / 2, vector3df(0, 1, 0));
camLeft = rotQuat * vector3df(0, 0, 1);
}
vector3df forwVec = quaternion(0, 0, 0, 0).fromAngleAxis(PI / 2, vector3df(0, 1, 0)) * camLeft;
camUp = quaternion(0, 0, 0, 0).fromAngleAxis(PI / 2, camLeft.normalize()) * camDir;
if (cursorPos.X == 0 && cursorPos.Y < gm->getHeight() && cursorPos.Y > 0) {
cam->setPosition(cam->getPosition() + camLeft * camPanSpeed);
cam->setTarget(cam->getPosition() + camDir);
}//<-
if (cursorPos.X >= gm->getWidth() - 1 && cursorPos.Y < gm->getHeight() && cursorPos.Y > 0) {
cam->setPosition(cam->getPosition() - camLeft * camPanSpeed);
cam->setTarget(cam->getPosition() + camDir);
}//->
if (cursorPos.X > 0 && cursorPos.X < gm->getWidth() && cursorPos.Y == 0) {
cam->setPosition(cam->getPosition() + (forwVec.normalize()) * camPanSpeed);
cam->setTarget(cam->getPosition() + camDir);
}//^
if (cursorPos.X > 0 && cursorPos.X < gm->getWidth() && cursorPos.Y >= gm->getHeight() - 1) {
cam->setPosition(cam->getPosition() - (forwVec.normalize()) * camPanSpeed);
cam->setTarget(cam->getPosition() + camDir);
}
*/
}
void ActiveGameState::issueOrder(Order::TYPE type, vector<Vector3*> pos, bool addOrder) {
Order o;
o.type = type;
o.targetPos = pos;
for (Unit *u : selectedUnits) {
if (type != Order::TYPE::LAUNCH || (u->getId() == 4 || u->getId() == 5)) {
if (addOrder)
u->addOrder(o);
else
u->setOrder(o);
}
}
for (Vector3 *v : orderPos)
orderPos.pop_back();
}
void ActiveGameState::addPos() {
/*
Vector3 camPos = cam->getPosition();
Vector3 topLeft=cam->getViewFrustum()->getNearLeftUp();
Vector3 topRight=cam->getViewFrustum()->getNearRightUp();
Vector3 bottomLeft=cam->getViewFrustum()->getNearLeftDown();
GameManager *gm = GameManager::getSingleton();
Vector2 mousePos = gm->getDevice()->getCursorControl()->getPosition();
Vector3 p = topLeft;
p+=(topRight-topLeft)*((float)mousePos.X / gm->getWidth());
p+=(bottomLeft-topLeft)*((float)mousePos.Y / gm->getHeight());
vector3df orderDir=(p-camPos).normalize();
ISceneManager *smgr = gm->getDevice()->getSceneManager();
ISceneCollisionManager *collMan = smgr->getSceneCollisionManager();
line3d<float> ray;
ray.start = camPos;
ray.end = camPos + orderDir * map->getSize().X * 1000;
triangle3df t;
vector3df collPoint;
ISceneNode *collNode = collMan->getSceneNodeAndCollisionPointFromRay(ray, collPoint, t, 0, 0);
if (collNode) {
for (Player *p : players)
for (int i = 0; i < p->getNumberOfUnits(); i++)
if (collNode == p->getUnit(i)->getNode()) {
orderPos.push_back(p->getUnit(i)->getPosPtr());
}
}
else {
if(orderDir.Y>0)
orderDir.Y*=-1;
float angle = getAngleBetween(vector3df(0, -1, 0), orderDir);
float hyp = camPos.Y / cos(angle);
vector3df *v=new vector3df(orderDir * hyp + camPos);
(*v).Y=0;
orderPos.push_back(v);
}
if (!selectingPatrolPoints) {
Order::TYPE t = Order::TYPE::MOVE;
if (selectingGuidedMissileTarget)
t = Order::TYPE::LAUNCH;
else if (controlPressed)
t = Order::TYPE::ATTACK;
issueOrder(t, orderPos, false);
}
*/
}
void ActiveGameState::onAction(Mapping::Bind bind, bool isPressed) {
GameManager *gm = GameManager::getSingleton();
InGameAppState *inGameState = (InGameAppState*) gm->getStateManager()->getAppState(AppStateTypes::IN_GAME_STATE);
switch(bind){
case Mapping::DRAG_BOX:
isSelectionBox = isPressed;
if (isPressed) {
/*
clickPoint = gm->getDevice()->getCursorControl()->getPosition();
if (!selectedUnits.empty())
addPos();
*/
}
break;
case Mapping::DESELECT:
if (isPressed) {
while(!selectedUnits.empty())
selectedUnits.pop_back();
}
break;
case Mapping::TOGGLE_SUB:
if (isPressed) {
for (Unit *u : selectedUnits) {
if (u->getPlayer() == mainPlayer && u->getType() == unitData::UNIT_TYPE::SUBMARINE) {
Submarine *s = (Submarine*) u;
if (s->isSubmerged())
s->emerge();
else
s->submerge();
}
}
}
break;
case Mapping::ZOOM_IN:
if (zooms > -10) {
cam->setPosition(cam->getPosition() + camDir.norm() * .5f);
//cam->setTarget(cam->getPosition() + camDir);
zooms--;
}
break;
case Mapping::ZOOM_OUT:
if (zooms < 10) {
cam->setPosition(cam->getPosition() - (camDir.norm() * .5f));
//cam->setTarget(cam->getPosition() + camDir);
zooms++;
}
break;
case Mapping::LOOK_AROUND:
/*
cam->setInputReceiverEnabled(isPressed);
gm->getDevice()->getCursorControl()->setVisible(!isPressed);
*/
lookingAround = isPressed;
break;
case Mapping::HALT:
for (Unit *u : selectedUnits)
u->halt();
break;
case Mapping::LEFT_CONTROL:
controlPressed = isPressed;
break;
case Mapping::LEFT_SHIFT:
shiftPressed=isPressed;
break;
case Mapping::SELECT_PATROL_POINTS:
selectingPatrolPoints = isPressed;
if (!isPressed && orderPos.size() > 0) {
/*
orderPos.push_back(vector3df(0, 0, 0));
swap(orderPos[0], orderPos[orderPos.size() - 1]);
issueOrder(Order::TYPE::PATROL, orderPos, false);
*/
}
break;
case Mapping::LAUNCH:
selectingGuidedMissileTarget = isPressed;
break;
case Mapping::INSTALL_AAM:
case Mapping::INSTALL_AWM:
for(Unit *u : selectedUnits)
if(u->getType() == unitData::UNIT_TYPE::MISSILE_JET)
((MissileJet*)u)->installMissiles(bind == Mapping::INSTALL_AAM);
break;
case Mapping::GROUP_0:
case Mapping::GROUP_1:
case Mapping::GROUP_2:
case Mapping::GROUP_3:
case Mapping::GROUP_4:
case Mapping::GROUP_5:
case Mapping::GROUP_6:
case Mapping::GROUP_7:
case Mapping::GROUP_8:
case Mapping::GROUP_9:
if(isPressed){
int group = bind - Mapping::GROUP_0;
if(controlPressed){
unitGroups[group] = selectedUnits;
}
else{
if(!shiftPressed)
selectedUnits = unitGroups[group];
else
for(Unit *u : unitGroups[group])
selectedUnits.push_back(u);
}
}
break;
}
}
void ActiveGameState::onAnalog(Mapping::Bind bind, double strength) {}
}
}