Files
PlanetFleet/vessel.cpp
T

239 lines
11 KiB
C++
Executable File

#include <algorithm>
#include <quaternion.h>
#include <model.h>
#include <texture.h>
#include "vessel.h"
#include "util.h"
#include "vesselData.h"
#include "shell.h"
#include "guidedMissile.h"
#include "projectileData.h"
using namespace game::core;
using namespace game::util;
using namespace std;
using namespace vb01;
namespace game{
namespace content{
Vessel::Turret::Turret(Unit *vessel, int unitId, int turretId) {
this->vessel = vessel;
//hullNode = vessel->getNode();
this->unitId = unitId;
this->turretId = turretId;
GameManager *gm = GameManager::getSingleton();
/*
turretMesh = smgr->getMesh(basePath[unitId] + turretNames[unitId][turretId] + ".x");
turretNode = smgr->addAnimatedMeshSceneNode(turretMesh);
turretNode->setMaterialFlag(EMF_LIGHTING, false);
*/
string fr[]{basePath[unitId] + turretNames[unitId][turretId] + "DiffuseMap.png"};
Texture *turretDiffuseTexture = new Texture(fr);
/*
turretNode->setParent(vessel->getNode());
turretNode->setPosition(turretPos[unitId][turretId]);
quaternion rotQuat = rotQuat.fromAngleAxis(PI / 180 * turretAngleOffset[unitId][turretId], vector3df(0, 1, 0));
turretNode->setRotation(vector3df(0, turretAngleOffset[unitId][turretId], 0));
dirVec = rotQuat*dirVec, leftVec = rotQuat*leftVec;
rotationSpeed = unitData::turretRotationSpeed[unitId][turretId];
maxAngle = unitData::turretMaxAngle[unitId][turretId];
this->rateOfFire = unitData::turretRateOfFire[unitId][turretId];
*/
/*
for (int i = 0; i < numberOfMantlets[unitId][turretId]; i++) {
IAnimatedMesh *mantletMesh = smgr->getMesh(basePath[unitId] + mantletNames[unitId][turretId] + ".x");
IAnimatedMesh *barrelMesh = smgr->getMesh(basePath[unitId] + barrelNames[unitId][turretId] + ".x");
ISceneNode *mantletNode = initMantletNode(driver, smgr, mantletMesh, unitId, turretId);
ISceneNode *barrelNode = initBarrelNode(driver, smgr, barrelMesh, mantletNode, unitId, turretId);
turretMantletMeshes.push_back(mantletMesh);
turretMantletNodes.push_back(mantletNode);
turretBarrelMeshes.push_back(barrelMesh);
turretBarrelNodes.push_back(barrelNode);
}
if (turretMantletNodes.size() > 1) {
turretMantletNodes[0]->setPosition(turretMantletNodes[0]->getPosition() + vector3df(mantletPosSideOffset[unitId][turretId], 0, 0));
turretMantletNodes[1]->setPosition(turretMantletNodes[1]->getPosition() - vector3df(mantletPosSideOffset[unitId][turretId], 0, 0));
}
*/
/*
fxNode=smgr->addParticleSystemSceneNode(false);
emitter=fxNode->createPointEmitter(dirVec,
10,10,
SColor(0,255,255,255),
SColor(0,255,255,255),
500,500,0,
dimension2df(5,5),
dimension2df(10,10));
fxNode->setEmitter(emitter);
emitter->drop();
affector=fxNode->createFadeOutParticleAffector();
fxNode->addAffector(affector);
affector->drop();
fxNode->setParent(turretMantletNodes[0]);
fxNode->setMaterialFlag(EMF_LIGHTING, false);
fxNode->setMaterialFlag(EMF_ZWRITE_ENABLE, false);
fxNode->setMaterialTexture(0, driver->getTexture(PATH+"Textures/Explosions/fire.bmp"));
fxNode->setMaterialType(EMT_TRANSPARENT_ADD_COLOR);
fxNode->setVisible(false);
*/
sfxBuffer = new sf::SoundBuffer();
if(sfxBuffer->loadFromFile(getExplosionSfxPath().c_str()))
sfx = new sf::Sound(*sfxBuffer);
}
/*
ISceneNode* Vessel::Turret::initMantletNode(IVideoDriver *driver, ISceneManager *smgr, IAnimatedMesh *mantletMesh, int unitId, int turretId) {
ISceneNode *mantletNode = smgr->addAnimatedMeshSceneNode(mantletMesh);
mantletNode->setMaterialFlag(EMF_LIGHTING, false);
ITexture *mantletDiffuseTexture = driver->getTexture(basePath[unitId] + mantletNames[unitId][turretId] + "DiffuseMap.png");
if (mantletDiffuseTexture)
mantletNode->setMaterialTexture(0, mantletDiffuseTexture);
else
mantletNode->setMaterialTexture(0, driver->getTexture(DEFAULT_TEXTURE));
mantletNode->setParent(turretNode);
mantletNode->setPosition(mantletPos[unitId][turretId]);
return mantletNode;
}
ISceneNode* Vessel::Turret::initBarrelNode(IVideoDriver *driver, ISceneManager *smgr, IAnimatedMesh *barrelMesh, ISceneNode *mantletNode, int unitId, int turretId) {
ISceneNode *barrelNode = smgr->addAnimatedMeshSceneNode(barrelMesh);
barrelNode->setMaterialFlag(EMF_LIGHTING, false);
ITexture *barrelDiffuseTexture = driver->getTexture(basePath[unitId] + barrelNames[unitId][turretId] + "DiffuseMap.png");
if (barrelDiffuseTexture)
barrelNode->setMaterialTexture(0, barrelDiffuseTexture);
else
barrelNode->setMaterialTexture(0, driver->getTexture(DEFAULT_TEXTURE));
barrelNode->setParent(mantletNode);
barrelNode->setPosition(barrelPos[unitId][turretId]);
return barrelNode;
}
*/
void Vessel::Turret::rotate(double angle) {
Quaternion rotQuat = Quaternion(PI / 180 * angle, Vector3(0, 1, 0));
//turret->setOrientation(vector3df(0, turret->getRotation().Y + angle, 0));
dirVec = rotQuat*dirVec, leftVec = rotQuat*leftVec;
this->angle += angle;
}
void Vessel::Turret::update() {
Node *rootNode = Root::getSingleton()->getRootNode();
turretPosition = rootNode->localToGlobalPosition(turret->getPosition());
float hullAngle = PI / 180 /* hullNode->getRotation().Y*/;
float turretAngle = PI / 180 * angle;
/*
quaternion rotQuat = rotQuat.fromAngleAxis(hullAngle + turretAngle, vector3df(0, 1, 0));
quaternion offsetQuat = offsetQuat.fromAngleAxis(PI / 180 * unitData::turretAngleOffset[unitId][turretId], vector3df(0, 1, 0));
dirVec = rotQuat * (offsetQuat * vector3df(0, 0, -1)), leftVec = rotQuat * (offsetQuat * vector3df(1, 0, 0));
emitter->setDirection(dirVec);
// if(getTime()-lastShotTime>30&&fxNode->isVisible())
// fxNode->setVisible(false);
// */
}
void Vessel::Turret::debug(const Material &mat) {
/*
float length = turretAxisLength[unitId][turretId]*0 + 1;
IVideoDriver *driver = GameManager::getSingleton()->getDevice()->getVideoDriver();
driver->setTransform(ETS_WORLD, IdentityMatrix);
driver->setMaterial(mat);
driver->draw3DLine(turretPosition, turretPosition + dirVec*length, SColor(255, 0, 0, 255));
driver->draw3DLine(turretPosition, turretPosition + leftVec*length, SColor(255, 255, 0, 0));
driver->draw3DLine(turretPosition, turretPosition + upVec*length, SColor(255, 0, 255, 0));
*/
}
Vector3* Vessel::Turret::getInitDirs(){
Vector3 *initDirs = new Vector3[2];
switch(unitData::initDirs[unitId][turretId]){
case unitData::FORWARD:
initDirs[0]=vessel->getDirVec();
initDirs[1]=vessel->getLeftVec();
break;
case unitData::BACKWARD:
initDirs[0]=-vessel->getDirVec();
initDirs[1]=-vessel->getLeftVec();
break;
case unitData::LEFT:
initDirs[0]=vessel->getLeftVec();
initDirs[1]=-vessel->getDirVec();
break;
case unitData::RIGHT:
initDirs[0]=-vessel->getLeftVec();
initDirs[1]=vessel->getDirVec();
break;
}
return initDirs;
}
void Vessel::Turret::fire() {
/*
quaternion rotQuat = rotQuat.fromAngleAxis(barrelAngle / 180 * PI, leftVec);
int barId = 0;
vector3df startPos = vessel->getPos() + vessel->getLeftVec() * turretNode->getPosition().X + vessel->getUpVec() * turretNode->getPosition().Y - vessel->getDirVec() * turretNode->getPosition().Z;
startPos += rotQuat * (leftVec * turretMantletNodes[barId]->getPosition().X + upVec * turretMantletNodes[barId]->getPosition().Y + dirVec * turretMantletNodes[barId]->getPosition().Z);
startPos += rotQuat * (leftVec * turretBarrelNodes[barId]->getPosition().X + upVec * turretBarrelNodes[barId]->getPosition().Y + dirVec * turretBarrelNodes[barId]->getPosition().Z);
startPos += rotQuat * (leftVec * projectileData::pos[unitId][0][turretId].X + upVec * projectileData::pos[unitId][0][turretId].Y + dirVec * projectileData::pos[unitId][0][turretId].Z);
vessel->addProjectile(new Shell(vessel, startPos, rotQuat*dirVec, rotQuat*leftVec, rotQuat*upVec, unitId, 0, turretId));
// fxNode->setVisible(true);
if(sfx) sfx->play();
lastShotTime = getTime();
*/
}
Vessel::Vessel(Player *player, Vector3 pos, int id) : Unit(player,pos, id) {
if (numberOfTurrets[id] > 0)
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.size() > 0 && orders[0].type != Order::TYPE::ATTACK) || orders.size() == 0) {
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.targetPos[0];
Unit::attack(order);
for (Turret *t : turrets) {
Vector3 *initDirs = t->getInitDirs();
bool right = t->getLeftVec().getAngleBetween(target - t->getPos()) > PI / 2;
float angle = initDirs[0].getAngleBetween(target - t->getPos()) / PI * 180;
float rotAngle = t->getRotationSpeed() > angle ? angle : t->getRotationSpeed()*(right?1:-1);
if (-t->getMaxAngle() <= t->getAngle() + rotAngle
&& t->getAngle() + rotAngle <= t->getMaxAngle()) {
t->rotate(rotAngle);
if (t->canFire()) t->fire();
}
delete[] initDirs;
}
}
void Vessel::debug() {
/*
for (Turret *t : turrets)
t->debug(createLineMaterial());
*/
}
}
}