decapitalized files

This commit is contained in:
devZoGok
2021-10-27 21:37:09 +03:00
parent 2d270e69d8
commit 7f8824cb29
85 changed files with 6752 additions and 15 deletions
Executable
+118
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#include <algorithm>
#include "projectile.h"
#include "projectileData.h"
#include "inGameAppState.h"
#include "unit.h"
#include "util.h"
#include "explosion.h"
using namespace game::core;
using namespace game::util;
using namespace irr::core;
using namespace irr::io;
using namespace irr::video;
using namespace std;
using namespace sf;
namespace game{
namespace content{
Projectile::Projectile(GameManager *gM, Unit *unit, ISceneNode *node, vector3df pos, vector3df dir, vector3df left, vector3df up, int id, int weaponTypeId, int weaponId) {
gameManager = gM;
this->unit=unit;
this->id=id;
this->weaponTypeId=weaponTypeId;
dirVec = dir;
leftVec = left;
upVec = up;
this->rayLength=projectileData::length[id][weaponTypeId][weaponId];
IVideoDriver *driver = gameManager->getDevice()->getVideoDriver();
ISceneManager *smgr = gameManager->getDevice()->getSceneManager();
this->node=node;
if(!node){
mesh = smgr->getMesh(projectileData::meshPath[id][weaponTypeId]);
this->node = smgr->addAnimatedMeshSceneNode(mesh);
ITexture *diffuseTexture = driver->getTexture(projectileData::diffuseMapTextPath[id][weaponTypeId]);
if (!diffuseTexture)
diffuseTexture = driver->getTexture(DEFAULT_TEXTURE);
this->node->setMaterialTexture(0, diffuseTexture);
this->node->setMaterialFlag(EMF_LIGHTING, false);
}
this->node->setPosition(pos);
this->pos = pos;
this->damage=projectileData::damage[id][weaponTypeId][weaponId];
initPos = pos;
speed = projectileData::speed[id][weaponTypeId][weaponId];
float angle = getAngleBetween(dirVec, vector3df(0, 0, -1));
angle = quaternion(0, 0, 0, 1).fromAngleAxis(angle, upVec) * vector3df(0, 0, -1) == dirVec ? angle : -angle;
this->node->setRotation(vector3df(0, angle / PI * 180, 0));
path p1=PATH+"Sounds/"+unitData::name[id]+"s/"+projectileData::name[id][weaponTypeId]+".ogg";
path p2=PATH+"Sounds/Explosions/explosion03"+stringw(rand()%4)+".ogg";
this->shotSfxBuffer=new SoundBuffer();
this->explosionSfxBuffer=new SoundBuffer();
if(shotSfxBuffer->loadFromFile(p1.c_str())){
shotSfx=new Sound(*shotSfxBuffer);
shotSfx->play();
}
if(explosionSfxBuffer->loadFromFile(p2.c_str()))
explosionSfx=new Sound(*explosionSfxBuffer);
}
Projectile::~Projectile(){
ISceneManager *smgr = gameManager->getDevice()->getSceneManager();
node->getParent()->removeChild(node);
}
void Projectile::update() {
if(unit->isDebuggable())
debug();
checkForCollision();
}
void Projectile::checkForCollision() {
ISceneNode *collNode = castRay(gameManager->getSceneManager(),pos,pos+dirVec*rayLength);
if (pos.Y<-7 || (collNode&&collNode!=unit->getNode()))
explode(collNode);
}
void Projectile::explode(ISceneNode *collNode) {
exploded = true;
vector<Player*> players = ((InGameAppState*) gameManager->getAppState(AppStateTypes::IN_GAME_STATE))->getPlayers();
for (Player *p : players) {
for (Unit *u : p->getUnits())
if (collNode == u->getNode())
u->takeDamage(damage);
}
InGameAppState *inGameState=((InGameAppState*)gameManager->getAppState(AppStateTypes::IN_GAME_STATE));
if(id==8)
detonateTorpedo(inGameState,pos);
else if(weaponTypeId==1&&(id==2||id==3))
detonateDepthCharge(inGameState,pos);
else
detonate(inGameState,pos,-dirVec);
}
void Projectile::debug(){
IVideoDriver *driver=gameManager->getDevice()->getVideoDriver();
driver->draw3DLine(pos,pos+dirVec,SColor(255,0,0,255));
driver->draw3DLine(pos,pos+leftVec,SColor(255,255,0,0));
driver->draw3DLine(pos,pos+upVec,SColor(255,0,255,0));
}
void Projectile::orientProjectile(vector3df orientVec){
vector3df orientVecProj=vector3df(orientVec.X,0,orientVec.Z).normalize();
float projAngle=getAngleBetween(orientVec,orientVecProj);
float rotAngle=getAngleBetween(vector3df(0,0,-1),orientVecProj);
rotAngle*=(orientVec.X<0?1:-1)/PI*180;
projAngle*=(orientVec.Y>0?1:-1)/PI*180;
dirVec=orientVecProj;
upVec=vector3df(0,1,0);
leftVec=quaternion(0,0,0,1).fromAngleAxis(-PI/2,upVec)*dirVec;
quaternion rotQuat=quaternion(0,0,0,1).fromAngleAxis(projAngle/180*PI,leftVec);
dirVec=rotQuat*dirVec;
upVec=rotQuat*upVec;
node->setRotation(vector3df(projAngle,rotAngle,0));
}
}
}