Files
PlanetFleet/vessel.cpp
T

205 lines
7.9 KiB
C++
Executable File

#include <algorithm>
#include <quaternion.h>
#include <model.h>
#include <mesh.h>
#include <material.h>
#include <texture.h>
#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;
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);
Node *hull = vessel->getNode()->getChild(0);
node = hull->getChild(turretId);
node->getMesh(0)->setMaterial(turretMat);
initNodeRot = node->getOrientation();
for(int i = 0; i < numberOfMantlets[unitId][turretId]; i++){
Mantlet mantlet;
mantlet.mantletNode = node->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);
*/
maxAngle = unitData::turretMaxAngle[unitId][turretId] / 180 * PI;
rotationSpeed = unitData::turretRotationSpeed[unitId][turretId] / 180 * PI;
sfxBuffer = new sf::SoundBuffer();
if(sfxBuffer->loadFromFile(getExplosionSfxPath().c_str()))
sfx = new sf::Sound(*sfxBuffer);
}
void Vessel::Turret::rotate(double angle) {
this->angle += angle;
node->setOrientation(Quaternion(this->angle, Vector3::VEC_J) * initNodeRot);
}
void Vessel::Turret::update() {
/*
Node *rootNode = Root::getSingleton()->getRootNode();
Vector3 turretPosition = turret->localToGlobalPosition(Vector3::VEC_ZERO);
float hullAngle = PI / 180;
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));
emitter->setDirection(dirVec);
if(getTime()-lastShotTime>30&&fxNode->isVisible())
fxNode->setVisible(false);
*/
dirVec = node->getGlobalAxis(2), leftVec = node->getGlobalAxis(0);
}
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::getInitDir(int dirType){
Vector3 initDirs[3];
switch(unitData::initDirs[unitId][turretId]){
case unitData::FORWARD:
initDirs[0] = vessel->getLeftVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = vessel->getDirVec();
break;
case unitData::BACKWARD:
initDirs[0] = -vessel->getLeftVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = -vessel->getDirVec();
break;
case unitData::LEFT:
initDirs[0] = -vessel->getDirVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = vessel->getLeftVec();
break;
case unitData::RIGHT:
initDirs[0] = vessel->getDirVec();
initDirs[1] = vessel->getUpVec();
initDirs[2] = -vessel->getLeftVec();
break;
}
return initDirs[dirType];
}
void Vessel::Turret::fire() {
/*
fxNode->setVisible(true);
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));
*/
if(sfx)
sfx->play();
lastShotTime = getTime();
}
Vessel::Vessel(Player *player, Vector3 pos, int id) : Unit(player, pos, id) {
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.empty() && orders[0].type != Order::TYPE::ATTACK) || orders.empty()) {
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.targets[0].pos;
for (Turret *t : turrets) {
Vector3 turrPos = t->getNode()->localToGlobalPosition(Vector3::VEC_ZERO);
Vector3 targDir = (target - turrPos);
targDir.y = 0;
targDir = targDir.norm();
bool right = (t->getLeftVec().getAngleBetween(targDir) > PI / 2);
float angle = t->getInitDir(0).getAngleBetween(targDir);
float rotAngle = (t->getRotationSpeed() > angle ? angle : t->getRotationSpeed() * (right ? -1 : 1));
if (fabs(t->getAngle() + rotAngle) <= fabs(t->getMaxAngle())) {
t->rotate(rotAngle);
if (t->canFire())
t->fire();
}
}
}
void Vessel::debug() {
for (Turret *t : turrets)
t->debug();
}
}