#include #include #include #include #include #include #include "vessel.h" #include "util.h" #include "vesselData.h" #include "shell.h" #include "guidedMissile.h" #include "projectileData.h" using namespace std; using namespace vb01; namespace battleship{ using namespace unitData; Vessel::Turret::Turret(Unit *vessel, int unitId, int turretId) { this->vessel = vessel; hull = vessel->getNode()->getChild(0); this->unitId = unitId; this->turretId = turretId; string fr[]{DEFAULT_TEXTURE}; Texture *turretDiffTex = new Texture(fr, 1, false); GameManager *gm = GameManager::getSingleton(); Root *root = Root::getSingleton(); string libPath = root->getLibPath(); Material *turretMat = new Material(libPath + "texture"); turretMat->addBoolUniform("texturingEnabled", true); turretMat->addBoolUniform("lightingEnabled", false); turretMat->addTexUniform("textures[0]", turretDiffTex, true); turret = hull->getChild(turretId); turret->getMesh(0)->setMaterial(turretMat); for(int i = 0; i < numberOfMantlets[unitId][turretId]; i++){ Mantlet mantlet; mantlet.mantletNode = turret->getChild(i); mantlet.mantletNode->getMesh(0)->setMaterial(turretMat); mantlet.barrelNode = mantlet.mantletNode->getChild(0); mantlet.barrelNode->getMesh(0)->setMaterial(turretMat); mantlets.push_back(mantlet); } /* 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); } 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(); Vector3 turretPosition = turret->localToGlobalPosition(Vector3::VEC_ZERO); 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() { /* 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(); Node *rootNode = Root::getSingleton()->getRootNode(); Vector3 turrPos = t->getNode()->localToGlobalPosition(Vector3::VEC_ZERO); bool right = t->getLeftVec().getAngleBetween(target - turrPos) > PI / 2; float angle = initDirs[0].getAngleBetween(target - turrPos) / 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(); } }