Files
PlanetFleet/missileJet.cpp

85 lines
3.2 KiB
C++
Executable File

#include <model.h>
#include <stateManager.h>
#include "missileJet.h"
#include "projectileData.h"
#include "inGameAppState.h"
using namespace vb01;
namespace battleship{
using namespace unitData;
MissileJet::MissileJet(Player *player, Vector3 pos, int id, bool onBoard) : Jet(player, pos, id, onBoard) {}
void MissileJet::attack(Order order) {
if(!onBoard && canFire() && missilesInstalled){
Vector3 target = *order.targets[0].pos;
float distance=pos.getDistanceFrom(target);
if(distance <= range){
Vector3 *targetPtr = nullptr;
InGameAppState *inGameState = ((InGameAppState*)GameManager::getSingleton()->getStateManager()->getAppStateByType((int)AppStateType::IN_GAME_STATE));
for(Player *p : inGameState->getPlayers())
for(Unit *u : p->getUnits()){
bool jet = (u->getType() == UNIT_TYPE::MISSILE_JET || u->getType() == UNIT_TYPE::DEMO_JET);
if((jet && type == AAM) && (!jet && type == AWM) && u->getPosPtr() == order.targets[0].pos)
targetPtr = u->getPosPtr();
}
if(!targetPtr){
targetPtr = new Vector3();
*targetPtr = target;
}
fireMissile(targetPtr);
}
else
Unit::attack(order);
}
else if(onBoard)
takeOff();
else
removeOrder(0);
}
void MissileJet::fireMissile(Vector3 *t) {
Vector3 p = pos + leftVec * projectileData::pos[id][0][missiles - 1].x + upVec * projectileData::pos[id][0][missiles - 1].y - dirVec * projectileData::pos[id][0][missiles - 1].z;
addProjectile(new Missile(this, missileNodes[missiles-1], t, p, dirVec, leftVec, upVec, id, 0, 0));
missileNodes[missiles-1]->setParent(Root::getSingleton()->getRootNode());
missileNodes[missiles-1] = nullptr;
missiles--;
lastFireTime=getTime();
}
void MissileJet::installMissiles(bool aam){
/*
if(!missilesInstalled){
missiles=2;
GameManager *gm = GameManager::getSingleton();
ISceneManager *smgr = gm->getDevice()->getSceneManager();
IVideoDriver *driver = gm->getDevice()->getVideoDriver();
for(int i=0;i<missiles;i++){
IAnimatedMesh *missileMesh=smgr->getMesh(projectileData::meshPath[id][i]);
missileNodes[i]=smgr->addAnimatedMeshSceneNode(missileMesh);
ITexture *diffuseTexture = driver->getTexture(projectileData::diffuseMapTextPath[id][i]);
if (!diffuseTexture)
diffuseTexture = driver->getTexture(DEFAULT_TEXTURE);
missileNodes[i]->setMaterialTexture(0, diffuseTexture);
missileNodes[i]->setMaterialFlag(EMF_LIGHTING, false);
missileNodes[i]->setPosition(projectileData::pos[id][aam][i]);
missileNodes[i]->setParent(node);
}
type=(MissileType)aam;
missilesInstalled=true;
}
*/
}
}