mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-26 19:43:29 +00:00
removed many Irrlicht references
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+20
-17
@@ -1,3 +1,5 @@
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#include <model.h>
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#include "depthCharge.h"
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#include "stateManager.h"
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#include "inGameAppState.h"
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@@ -5,52 +7,53 @@
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using namespace game::core;
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using namespace game::util;
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using namespace irr::core;
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using namespace irr::scene;
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using namespace vb01;
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namespace game{
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namespace content{
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DepthCharge::DepthCharge(Unit *unit, vector3df pos,vector3df dir, vector3df left, vector3df up, int id,int weaponTypeId,int weaponId) :
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Projectile(unit, nullptr, pos, dir, left, up, id,weaponTypeId,weaponId) {
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speed=0;
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initTime=getTime();
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DepthCharge::DepthCharge(Unit *unit, Vector3 pos, Vector3 dir, Vector3 left, Vector3 up, int id, int weaponTypeId, int weaponId) :
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Projectile(unit, nullptr, pos, dir, left, up, id, weaponTypeId, weaponId) {
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speed = 0;
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initTime = getTime();
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}
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void DepthCharge::update(){
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//x=x0+vX+a*t*t/2
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//y=y0+vY-g*t*t/2
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float t = float(getTime() - initTime) / 1000;
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pos = initPos + dirVec * speed + vector3df(0, speed * t - .5 * g * t * t, 0);
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pos = initPos + dirVec * speed + Vector3(0, speed * t - .5 * g * t * t, 0);
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node->setPosition(pos);
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checkForCollision();
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}
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void DepthCharge::checkForCollision() {
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InGameAppState *inGameState = ((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::IN_GAME_STATE));
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ISceneNode *collNode=nullptr;
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bool detonated=false;
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Node *collNode = nullptr;
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bool detonated = false;
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if(pos.Y<-10)
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detonated=true;
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if(pos.y < -10)
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detonated = true;
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if(!detonated)
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for(Player *p : inGameState->getPlayers())
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for(Unit *u : p->getUnits()){
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if(u==unit) continue;
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if(u == unit) continue;
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vector3df p0=u->getCorner(0);
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vector3df p1=u->getCorner(1);
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vector3df p3=u->getCorner(3);
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vector3df p4=u->getCorner(4);
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Vector3 p0 = u->getCorner(0);
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Vector3 p1 = u->getCorner(1);
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Vector3 p3 = u->getCorner(3);
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Vector3 p4 = u->getCorner(4);
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/*
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if(isWithinCuboid(p0,p1,p3,p4,pos)){
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detonated=true;
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collNode=u->getNode();
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}
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*/
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}
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if(detonated)
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explode(collNode);
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}
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void DepthCharge::explode(ISceneNode *collNode) {
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void DepthCharge::explode(Node *collNode) {
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Projectile::explode(collNode);
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}
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}
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