Files
PlanetFleet/activeGameState.cpp
T

408 lines
14 KiB
C++
Executable File

#include <root.h>
#include <quaternion.h>
#include <model.h>
#include <material.h>
#include <quad.h>
#include <ray.h>
#include <stateManager.h>
#include <algorithm>
#include <ctype.h>
#include <stdlib.h>
#include <map>
#include "activeGameState.h"
#include "inGameAppState.h"
#include "util.h"
#include "cruiser.h"
#include "destroyer.h"
#include "submarine.h"
#include "aircraftCarrier.h"
#include "demoJet.h"
#include "missileJet.h"
#include "tooltip.h"
using namespace vb01;
using namespace vb01Gui;
using namespace std;
namespace battleship{
using namespace configData;
using namespace gameBase;
const int size = 50;
ActiveGameState::ActiveGameState(GuiAppState *guiState, Map *map, vector<Player*> players, int playerId) : AbstractAppState(
AppStateType::ACTIVE_STATE,
configData::calcSumBinds(AppStateType::ACTIVE_STATE, true),
configData::calcSumBinds(AppStateType::ACTIVE_STATE, false),
GameManager::getSingleton()->getPath() + "Scripts/options.lua"){
this->guiState = guiState;
this->map = map;
this->players = players;
GameManager *gm = GameManager::getSingleton();
Root *root = Root::getSingleton();
Camera *cam = root->getCamera();
this->playerId = playerId;
mainPlayer = players[playerId];
cam->setPosition(Vector3(0, 5, 0));
Quaternion rotQuat = Quaternion(4 * atan(1) / 6, Vector3(1, 0, 0));
Material *mat = new Material(root->getLibPath() + "gui");
mat->addBoolUniform("texturingEnabled", false);
mat->addBoolUniform("diffuseColorEnabled", false);
mat->addVec4Uniform("diffuseColor", Vector4(.5, .5, .5, .5));
dragbox = new Quad(Vector3::VEC_ZERO, false);
dragbox->setMaterial(mat);
dragboxNode = new Node();
dragboxNode->attachMesh(dragbox);
root->getGuiNode()->attachChild(dragboxNode);
}
ActiveGameState::~ActiveGameState() {
}
void ActiveGameState::onAttached() {
AbstractAppState::onAttached();
}
void ActiveGameState::onDettached() { AbstractAppState::onDettached();
}
void ActiveGameState::update() {
if (isSelectionBox)
updateSelectionBox();
dragboxNode->setVisible(isSelectionBox);
renderUnits();
if(!lookingAround)
updateCameraPosition();
}
void ActiveGameState::deselectUnits(){
while(!selectedUnits.empty()){
selectedUnits[0]->toggleSelection(false);
selectedUnits.pop_back();
}
}
void ActiveGameState::renderUnits() {
vector<Unit*> units;
for (Player *p : players)
for (Unit *u : p->getUnits())
units.push_back(u);
for (Unit *u : units) {
if (u->getPlayer() == mainPlayer){
Vector3 selectionBoxOrigin = dragboxNode->getPosition();
Vector3 selectionBoxEnd = selectionBoxOrigin + dragbox->getSize();
Vector2 pos = u->getScreenPos();
if(isSelectionBox &&
pos.x >= selectionBoxOrigin.x && pos.x <= selectionBoxEnd.x &&
pos.y >= selectionBoxOrigin.y && pos.y <= selectionBoxEnd.y){
if(!u->isSelected()){
if(!shiftPressed)
deselectUnits();
selectedUnits.push_back(u);
u->toggleSelection(true);
}
}
u->getNode()->setVisible(true);
}
else{
Vector3 rendUnPos = u->getPos();
rendUnPos.y = 0;
for (int i = 0; i < units.size() && units[i] != u && units[i]->getPlayer() == mainPlayer; i++) {
Vector3 compUnPos = units[i]->getPos();
compUnPos.y = 0;
float dist = compUnPos.getDistanceFrom(rendUnPos);
u->getNode()->setVisible(dist <= units[i]->getLineOfSight() || isInLineOfSight(compUnPos, units[i]->getLineOfSight(), u) ? true : false);
}
}
}
}
bool ActiveGameState::isInLineOfSight(Vector3 center, float radius, Unit *u) {
bool inside = false;
for (int i = 0; i < 4 && !inside; i++) {
if (center.getDistanceFrom(u->getCorner(i)) <= radius)
inside = true;
}
return inside;
}
void ActiveGameState::updateSelectionBox() {
Vector2 mousePos = getCursorPos(), selectionBoxOrigin, selectionBoxEnd;
if (mousePos.x >= clickPoint.x && mousePos.y >= clickPoint.y) {
selectionBoxOrigin = Vector2(clickPoint.x, clickPoint.y);
selectionBoxEnd = Vector2(mousePos.x, mousePos.y);
}
else if (mousePos.x < clickPoint.x && mousePos.y > clickPoint.y) {
selectionBoxOrigin = Vector2(mousePos.x, clickPoint.y);
selectionBoxEnd = Vector2(clickPoint.x, mousePos.y);
}
else if (mousePos.x >= clickPoint.x && mousePos.y < clickPoint.y) {
selectionBoxOrigin = Vector2(clickPoint.x, mousePos.y);
selectionBoxEnd = Vector2(mousePos.x, clickPoint.y);
}
else {
selectionBoxOrigin = Vector2(mousePos.x, mousePos.y);
selectionBoxEnd = Vector2(clickPoint.x, clickPoint.y);
}
Vector3 size = Vector3(selectionBoxEnd.x - selectionBoxOrigin.x, selectionBoxEnd.y - selectionBoxOrigin.y, 0);
dragbox->setSize(size);
dragboxNode->setPosition(Vector3(selectionBoxOrigin.x, selectionBoxOrigin.y, 0));
}
void ActiveGameState::updateCameraPosition() {
GameManager *gm = GameManager::getSingleton();
Vector2 cursorPos = getCursorPos();
Camera *cam = Root::getSingleton()->getCamera();
Vector3 camDir = cam->getDirection();
Vector3 forwVec = Vector3(camDir.x, 0, camDir.z).norm();
Vector3 camLeft = cam->getLeft();
camLeft = Vector3(camLeft.x, 0, camLeft.z).norm();
int width, height;
glfwGetWindowSize(Root::getSingleton()->getWindow(), &width, &height);
if (cursorPos.x <= 0 && 0 < cursorPos.y && cursorPos.y < height)
cam->setPosition(cam->getPosition() - camLeft * camPanSpeed);
if (cursorPos.x >= width && 0 < cursorPos.y && cursorPos.y < height)
cam->setPosition(cam->getPosition() + camLeft * camPanSpeed);
if (cursorPos.y <= 0 && 0 < cursorPos.x && cursorPos.x < width)
cam->setPosition(cam->getPosition() + forwVec * camPanSpeed);
if (cursorPos.y >= height && 0 < cursorPos.x && cursorPos.x < width)
cam->setPosition(cam->getPosition() - forwVec * camPanSpeed);
}
void ActiveGameState::issueOrder(Order::TYPE type, bool addOrder) {
Order o;
o.type = type;
o.targets = targets;
Vector3 color;
switch(type){
case Order::TYPE::MOVE:
color = Vector3::VEC_J;
break;
case Order::TYPE::ATTACK:
color = Vector3::VEC_I;
break;
case Order::TYPE::PATROL:
color = Vector3::VEC_K;
break;
case Order::TYPE::LAUNCH:
color = Vector3(1, 1, 0);
break;
}
LineRenderer *lineRenderer = LineRenderer::getSingleton();
targets.push_back(Order::Target());
if(o.type == Order::TYPE::PATROL)
for(int i = targets.size() - 2; i >= 0; i--)
targets[i + 1] = targets[i];
for (int i = 0; i < selectedUnits.size(); ++i) {
Unit *u = selectedUnits[i];
lineRenderer->addLine(u->getPos(), *targets[i].pos, color);
vector<LineRenderer::Line> lines = lineRenderer->getLines();
o.line = lines[lines.size() - 1];
if (type != Order::TYPE::LAUNCH || (u->getId() == 4 || u->getId() == 5)) {
if(type == Order::TYPE::PATROL){
Vector3 p = u->getPos();
targets[0] = Order::Target(nullptr, new Vector3(p));
}
if (addOrder)
u->addOrder(o);
else
u->setOrder(o);
}
}
targets.clear();
}
void ActiveGameState::addTarget() {
Camera *cam = Root::getSingleton()->getCamera();
Vector3 camPos = cam->getPosition();
Vector3 endPos = screenToSpace(getCursorPos());
vector<Ray::CollisionResult> results;
Vector3 rayDir = (endPos - camPos).norm();
Ray::retrieveCollisions(camPos, rayDir, map->getWaterNode(), results);
std::map<Node*, Unit*> unitData;
Ray::sortResults(results);
if(!results.empty()){
vector<Node*> ancestors = results[0].mesh->getNode()->getAncestors();
Node *node = ancestors[ancestors.size() - 2];
std::map<Node*, Unit*>::iterator it = unitData.find(node);
targets.push_back(Order::Target((it != unitData.end() ? unitData[node] : nullptr), new Vector3(results[0].pos)));
}
}
void ActiveGameState::onAction(int bind, bool isPressed) {
GameManager *gm = GameManager::getSingleton();
InGameAppState *inGameState = (InGameAppState*) gm->getStateManager()->getAppStateByType((int)AppStateType::IN_GAME_STATE);
switch((Bind)bind){
case Bind::DRAG_BOX:
isSelectionBox = isPressed;
if (isPressed) {
clickPoint = getCursorPos();
if (!selectedUnits.empty()){
addTarget();
if(!(targets.empty() || selectingPatrolPoints)){
Order::TYPE type = Order::TYPE::MOVE;
if(controlPressed || (targets[0].unit && targets[0].unit->getPlayer()->getSide() != mainPlayer->getSide()))
type = Order::TYPE::ATTACK;
issueOrder(type, shiftPressed);
}
}
}
break;
case Bind::DESELECT:
if (!isPressed)
deselectUnits();
break;
case Bind::TOGGLE_SUB:
if (isPressed) {
for (Unit *u : selectedUnits) {
if (u->getPlayer() == mainPlayer && u->getType() == unitData::UNIT_TYPE::SUBMARINE) {
Submarine *s = (Submarine*) u;
if (s->isSubmerged())
s->emerge();
else
s->submerge();
}
}
}
break;
case Bind::ZOOM_IN:
if (zooms > -10) {
Camera *cam = Root::getSingleton()->getCamera();
cam->setPosition(cam->getPosition() + cam->getDirection().norm() * .5f);
zooms--;
}
break;
case Bind::ZOOM_OUT:
if (zooms < 10) {
Camera *cam = Root::getSingleton()->getCamera();
cam->setPosition(cam->getPosition() - (cam->getDirection().norm().norm() * .5f));
zooms++;
}
break;
case Bind::LOOK_AROUND:
lookingAround = isPressed;
break;
case Bind::HALT:
for (Unit *u : selectedUnits)
u->halt();
break;
case Bind::LEFT_CONTROL:
controlPressed = isPressed;
break;
case Bind::LEFT_SHIFT:
shiftPressed = isPressed;
break;
case Bind::SELECT_PATROL_POINTS:
selectingPatrolPoints = isPressed;
if(!selectingPatrolPoints)
issueOrder(Order::TYPE::PATROL, shiftPressed);
break;
case Bind::LAUNCH:
selectingGuidedMissileTarget = isPressed;
break;
case Bind::GROUP_0:
case Bind::GROUP_1:
case Bind::GROUP_2:
case Bind::GROUP_3:
case Bind::GROUP_4:
case Bind::GROUP_5:
case Bind::GROUP_6:
case Bind::GROUP_7:
case Bind::GROUP_8:
case Bind::GROUP_9:
if(isPressed){
int group = bind - Bind::GROUP_0;
if(controlPressed){
unitGroups[group] = selectedUnits;
}
else{
if(!shiftPressed)
selectedUnits = unitGroups[group];
else
for(Unit *u : unitGroups[group])
selectedUnits.push_back(u);
}
}
break;
}
}
void ActiveGameState::orientCamera(Vector3 rotAxis, double str){
float minStr = .001;
Quaternion rotQuat = Quaternion(.5 * (fabs(str) > minStr ? str : 0), rotAxis);
Camera *cam = Root::getSingleton()->getCamera();
Vector3 dir = rotQuat * cam->getDirection();
Vector3 up = rotQuat * cam->getUp();
cam->lookAt(dir, up);
}
void ActiveGameState::onAnalog(int bind, float strength) {
switch((Bind)bind){
{
case Bind::LOOK_UP:
case Bind::LOOK_DOWN:
if(lookingAround) {
Vector3 dirProj = Root::getSingleton()->getCamera()->getDirection();
dirProj = Vector3(dirProj.x, 0, dirProj.z).norm();
orientCamera(Vector3(0, 1, 0).cross(dirProj), strength);
}
break;
}
case Bind::LOOK_LEFT:
case Bind::LOOK_RIGHT:
if(lookingAround)
orientCamera(Vector3(0, 1, 0), strength);
break;
}
}
}