#include #include #include #include #include #include #include #include "projectile.h" #include "projectileData.h" #include "inGameAppState.h" #include "unit.h" #include "util.h" #include "explosion.h" using namespace std; using namespace vb01; namespace battleship{ using namespace configData; Projectile::Projectile(Unit *unit, Node *node, Vector3 pos, Vector3 dir, Vector3 left, Vector3 up, int id, int weaponTypeId, int weaponId) { this->unit=unit; this->id=id; this->weaponTypeId=weaponTypeId; dirVec = dir; leftVec = left; upVec = up; this->rayLength=projectileData::length[id][weaponTypeId][weaponId]; GameManager *gm = GameManager::getSingleton(); if(!node){ this->node = new Model((projectileData::meshPath[id][weaponTypeId])); Material *mat = new Material(Root::getSingleton()->getLibPath() + "texture"); mat->addBoolUniform("lightingEnabled", false); string f[]{projectileData::diffuseMapTextPath[id][weaponTypeId]}; Texture *diffuseTexture = new Texture(f, 1, false); mat->addTexUniform("textures[0]", diffuseTexture, true); this->node->setMaterial(mat); } this->node->setPosition(pos); this->pos = pos; this->damage=projectileData::damage[id][weaponTypeId][weaponId]; initPos = pos; speed = projectileData::speed[id][weaponTypeId][weaponId]; float angle = dirVec.getAngleBetween(Vector3(0, 0, -1)); angle = Quaternion(angle, upVec) * Vector3(0, 0, -1) == dirVec ? angle : -angle; string p1 = gm->getPath() + "Sounds/" + unitData::name[id] + "s/" + projectileData::name[id][weaponTypeId] + ".ogg"; string p2 = gm->getPath() + "Sounds/Explosions/explosion03" + to_string(rand() % 4) + ".ogg"; this->shotSfxBuffer = new sf::SoundBuffer(); this->explosionSfxBuffer=new sf::SoundBuffer(); if(shotSfxBuffer->loadFromFile(p1.c_str())){ shotSfx=new sf::Sound(*shotSfxBuffer); shotSfx->play(); } if(explosionSfxBuffer->loadFromFile(p2.c_str())) explosionSfx=new sf::Sound(*explosionSfxBuffer); } Projectile::~Projectile(){ } void Projectile::update() { if(unit->isDebuggable()) debug(); checkForCollision(); } void Projectile::checkForCollision() { } void Projectile::explode(Node *collNode) { exploded = true; StateManager *stateManager = GameManager::getSingleton()->getStateManager(); vector players = ((InGameAppState*) stateManager->getAppStateByType((int)AppStateType::IN_GAME_STATE))->getPlayers(); for (Player *p : players) { for (Unit *u : p->getUnits()) if (collNode == u->getNode()) u->takeDamage(damage); } InGameAppState *inGameState=((InGameAppState*)stateManager->getAppStateByType((int)AppStateType::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(){ } void Projectile::orientProjectile(Vector3 orientVec){ Vector3 orientVecProj = Vector3(orientVec.x, 0, orientVec.z).norm(); float projAngle = orientVec.getAngleBetween(orientVecProj); float rotAngle = Vector3(0,0,-1).getAngleBetween(orientVecProj); rotAngle *= (orientVec.x<0?1:-1)/PI*180; projAngle*=(orientVec.y>0?1:-1)/PI*180; dirVec = orientVecProj; upVec = Vector3(0,1,0); leftVec = Quaternion(-PI/2, upVec) * dirVec; Quaternion rotQuat=Quaternion(projAngle/180*PI,leftVec); dirVec=rotQuat*dirVec; upVec=rotQuat*upVec; } }