mirror of
https://github.com/devZoGok/PlanetFleet.git
synced 2026-08-27 19:27:40 +00:00
628 lines
24 KiB
C++
Executable File
628 lines
24 KiB
C++
Executable File
#include <root.h>
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#include <quaternion.h>
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#include <model.h>
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#include <algorithm>
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#include <ctype.h>
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#include <stdlib.h>
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#include "activeGameState.h"
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#include "inGameAppState.h"
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#include "stateManager.h"
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#include "util.h"
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#include "cruiser.h"
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#include "destroyer.h"
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#include "submarine.h"
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#include "aircraftCarrier.h"
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#include "demoJet.h"
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#include "missileJet.h"
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#include "tooltip.h"
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using namespace vb01;
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using namespace vb01Gui;
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using namespace std;
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namespace battleship{
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using namespace configData;
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const int size = 50;
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ActiveGameState::UnitButton::UnitButton(ActiveGameState *activeState, Vector2 pos, Vector2 size, std::string name, int faction, int unitId) : vb01Gui::Button(pos, size, name, PATH + "Fonts/batang.ttf", -1, true){
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this->activeState=activeState;
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this->faction=faction;
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this->unitId=unitId;
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}
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void ActiveGameState::UnitButton::onClick(){
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Player *player=activeState->getPlayer();
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Vector3 spawnPoint=player->getSpawnPoint();
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Unit *u;
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switch(unitData::unitType[unitId]){
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case unitData::UNIT_TYPE::VESSEL:
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u=new Vessel(player,spawnPoint,unitId);
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break;
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case unitData::UNIT_TYPE::DESTROYER:
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u=new Destroyer(player,spawnPoint,unitId);
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break;
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case unitData::UNIT_TYPE::CRUISER:
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u=new Cruiser(player,spawnPoint,unitId);
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break;
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case unitData::UNIT_TYPE::AIRCRAFT_CARRIER:
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u=new AircraftCarrier(player,spawnPoint,unitId);
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break;
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case unitData::UNIT_TYPE::SUBMARINE:
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u=new Submarine(player,spawnPoint,unitId);
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break;
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}
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player->addUnit(u);
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}
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void ActiveGameState::UnitButton::onMouseOver(){
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/*
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if(!mouseOverDone){
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GameManager *gm = GameManager::getSingleton();
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GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
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guiState->addTooltip(new gui::Tooltip(pos-Vector2(100,0),name));
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}
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*/
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}
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void ActiveGameState::UnitButton::onMouseAway(){
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/*
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if(!mouseAwayDone){
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GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
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guiState->removeAllTooltips();
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}
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*/
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}
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ActiveGameState::UnitActionButton::UnitActionButton(unitData::UNIT_TYPE type, Vector2 pos, Vector2 size, string name, string path) : vb01Gui::Button(pos, size, name, "", -1, true){
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this->type=type;
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GameManager *gm = GameManager::getSingleton();
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activeState=((ActiveGameState*)gm->getStateManager()->getAppState(AppStateTypes::ACTIVE_STATE));
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/*
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IVideoDriver *driver = gm->getDevice()->getVideoDriver();
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setImageButton(new Image(driver->getTexture(path),pos,vector2di(50,50)));
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*/
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}
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void ActiveGameState::UnitActionButton::onClick(){
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std::vector<Unit*> &selectedUnits=activeState->getSelectedUnits();
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for(Unit *u : selectedUnits)
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if(u->getType()==type)
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units.push_back(u);
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}
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void ActiveGameState::UnitActionButton::onMouseOver(){
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/*
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if(!mouseOverDone){
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GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
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guiState->addTooltip(new gui::Tooltip(pos-Vector2(100,0),name));
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}
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*/
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}
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void ActiveGameState::UnitActionButton::onMouseAway(){
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/*
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if(!mouseAwayDone){
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GuiAppState *guiState=((GuiAppState*)GameManager::getSingleton()->getStateManager()->getAppState(AppStateTypes::GUI_STATE));
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guiState->removeAllTooltips();
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}
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*/
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}
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ActiveGameState::ActiveGameState(GuiAppState *guiState, Map *map, vector<Player*> players, int playerId) {
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type = AppStateTypes::ACTIVE_STATE;
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this->guiState = guiState;
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this->map = map;
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this->players = players;
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GameManager *gm = GameManager::getSingleton();
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Camera *cam = Root::getSingleton()->getCamera();
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/*
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cam->setInputReceiverEnabled(false);
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gm->getDevice()->getCursorControl()->setVisible(true);
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*/
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this->playerId = playerId;
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mainPlayer = players[playerId];
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cam->setPosition(Vector3(0, 5, 0));
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Quaternion rotQuat = Quaternion(4 * atan(1) / 6, Vector3(1, 0, 0));
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//cam->setTarget(vector3df(0, 5, 0) + rotQuat * vector3df(0, 0, 1));
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}
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ActiveGameState::~ActiveGameState() {
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}
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void ActiveGameState::onAttachment() {
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AbstractAppState::onAttachment();
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GameManager *gm = GameManager::getSingleton();
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int faction = mainPlayer->getFaction(), width = gm->getWidth(), height = gm->getHeight(), size = 50;
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string names[5] = {"Battleship", "Destroyer", "Cruiser", "Carrier", "Submarine"};
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for(int i = 0; i < 5; i++){
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int id = 2 * i + (i == 4 && faction == 1 ? 0 : faction);
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Vector2 pos = Vector2(width - size - 1, 1 + i * size), sizeVec = Vector2(size, size);
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UnitButton *button = new UnitButton(this, pos, sizeVec, names[i], faction, id);
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/*
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if(i == 3)
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names[i] = "aircraftCarrier";
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else
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transform(names[i].begin(), names[i].end(), names[i], names[i]);
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*/
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//button->setImageButton(new Image(driver->getTexture(PATH+"Textures/Icons/"+names[i]+"0"+stringw(faction)+".png"),pos,sizeVec));
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guiState->addButton(button);
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}
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Mapping::Bind binds[]{Mapping::LOOK_UP, Mapping::LOOK_DOWN, Mapping::LOOK_LEFT, Mapping::LOOK_RIGHT};
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int triggers[]{Mapping::MOUSE_AXIS_UP, Mapping::MOUSE_AXIS_DOWN, Mapping::MOUSE_AXIS_LEFT, Mapping::MOUSE_AXIS_RIGHT};
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int numData = sizeof(triggers) / sizeof(int);
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for(int i = 0; i < numData; i++){
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Mapping *m = new Mapping;
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m->bind = binds[i];
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m->trigger = triggers[i];
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m->action = false;
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m->type = Mapping::MOUSE_AXIS;
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AbstractAppState::attachKey(m);
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}
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}
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void ActiveGameState::onDetachment() {
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AbstractAppState::onDetachment();
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}
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void ActiveGameState::update() {
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vector<Unit*> units;
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for (Player *p : players)
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for (Unit *u : p->getUnits())
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units.push_back(u);
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if (isSelectionBox)
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updateSelectionBox();
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for (Unit *u : units) {
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//u->updateUnitGUIInfo(cam, camDir, camLeft, camUp);
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Vector2 pos = u->getScreenPos();
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if (mainPlayer->isThisPlayersUnit(u)){
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bool selected = false;
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for(int i = 0; i < selectedUnits.size() && !selected; i++)
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if(u == selectedUnits[i])
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selected = true;
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if(!u->isSelected() && selected)
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u->toggleSelection(true);
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else if(!selected)
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u->toggleSelection(false);
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if(isSelectionBox && u->isSelectable() &&
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pos.x >= selectionBoxOrigin.x && pos.x <= selectionBoxEnd.x &&
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pos.y >= selectionBoxOrigin.y && pos.y <= selectionBoxEnd.y){
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if(!selected){
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if(!shiftPressed && u == mainPlayer->getUnit(0))
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while(!selectedUnits.empty())
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selectedUnits.pop_back();
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selectedUnits.push_back(u);
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}
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}
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}
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if (u->isDebuggable())
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u->debug();
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}
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renderUnits(units);
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renderGUIBorders();
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renderActionButtons();
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if(!lookingAround)
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updateCameraPosition();
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}
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void ActiveGameState::renderUnits(vector<Unit*> units) {
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//ISceneManager *smgr = GameManager::getSingleton()->getDevice()->getSceneManager();
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for (Unit *rendUn : units) {
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Vector3 rendUnPos = rendUn->getPos();
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rendUnPos.y = 0;
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if (mainPlayer == rendUn->getPlayer()) {
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rendUn->getNode()->setVisible(true);
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//rendUn->getLight()->setVisible(true);
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} else
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for (int i = 0; i < units.size() && units[i] != rendUn && units[i]->getPlayer() == mainPlayer; i++) {
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Unit *compUn = units[i];
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Vector3 compUnPos = compUn->getPos();
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compUnPos.y = 0;
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float dist = compUnPos.getDistanceFrom(rendUnPos);
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rendUn->getNode()->setVisible(dist <= compUn->getLineOfSight() || isInLineOfSight(compUnPos, compUn->getLineOfSight(), rendUn) ? true : false);
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}
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}
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}
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void ActiveGameState::renderGUIBorders(){
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/*
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GameManager *gm = GameManager::getSingleton();
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IVideoDriver *driver = gm->getDevice()->getVideoDriver();
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int width = gm->getWidth(), height = gm->getHeight(), size = 50;
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for(int i=0;i<height/size;i++){
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driver->draw2DRectangleOutline(recti(vector2di(width-(2*size+3),size*i),dimension2di(size+2,size+2)));
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driver->draw2DRectangleOutline(recti(vector2di(width-(size+2),size*i),dimension2di(size+2,size+2)));
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}
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*/
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}
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void ActiveGameState::renderActionButtons(){
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class MakeJetButton : public UnitActionButton{
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public:
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MakeJetButton(int faction, unitData::UNIT_TYPE type, Vector2 pos, Vector2 size):UnitActionButton(type, pos, size, "Jet", PATH + "Textures/Icons/jet0" + to_string(faction) + ".png"){
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}
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~MakeJetButton(){}
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void onClick(){
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UnitActionButton::onClick();
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for(int i=0;i<units.size();i++)
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((AircraftCarrier*)units[i])->makeJet();
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}
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private:
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};
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class LaunchButton : public UnitActionButton{
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public:
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LaunchButton(int faction, unitData::UNIT_TYPE type, Vector2 pos, Vector2 size) : UnitActionButton(type, pos, size, "Launch", PATH + "Textures/Icons/guidedMissile0" + to_string(faction) + ".png"){}
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~LaunchButton(){}
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void onClick(){
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UnitActionButton::onClick();
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activeState->setSelectingLaunchPoint(true);
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}
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private:
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};
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class MissileButton : public UnitActionButton{
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public:
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MissileButton(bool aam, Vector2 pos, Vector2 size, string name, string path) : UnitActionButton(unitData::UNIT_TYPE::MISSILE_JET,pos,size,name,path){
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this->aam=aam;
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}
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~MissileButton(){}
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void onClick(){
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UnitActionButton::onClick();
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for(int i=0;i<units.size();i++)
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((MissileJet*)units[i])->installMissiles(aam);
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}
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private:
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bool aam;
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};
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GameManager *gm = GameManager::getSingleton();
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int width = gm->getWidth(), height = gm->getHeight(), slotSize = size + 2, faction = mainPlayer->getFaction();
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bool carriers=false, cruisers=false, missileJets=false;
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for(int i=0;i<selectedUnits.size()&&!(carriers&&cruisers&&missileJets);i++){
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if(selectedUnits[i]->getType()==unitData::UNIT_TYPE::AIRCRAFT_CARRIER)
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carriers=true;
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else if(selectedUnits[i]->getType()==unitData::UNIT_TYPE::CRUISER)
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cruisers=true;
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else if(selectedUnits[i]->getType()==unitData::UNIT_TYPE::MISSILE_JET)
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missileJets=true;
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}
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if(carriers&&!actionButtons[0]){
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actionButtons[0] = new MakeJetButton(faction, unitData::UNIT_TYPE::AIRCRAFT_CARRIER, Vector2(width - 2 * slotSize, 0), Vector2(size, size));
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guiState->addButton(actionButtons[0]);
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}
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else if(!carriers&&actionButtons[0]){
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guiState->removeButton(actionButtons[0]);
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actionButtons[0]=nullptr;
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}
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if(cruisers&&!actionButtons[1]){
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actionButtons[1] = new LaunchButton(faction, unitData::UNIT_TYPE::CRUISER, Vector2(width - 2 * slotSize, slotSize), Vector2(size, size));
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guiState->addButton(actionButtons[1]);
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}
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else if(!cruisers&&actionButtons[1]){
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guiState->removeButton(actionButtons[1]);
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actionButtons[1]=nullptr;
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}
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if(missileJets&&!actionButtons[2]){
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actionButtons[2]=new MissileButton(true, Vector2(width - 2 * slotSize, slotSize * 3), Vector2(size, size), "AAM", PATH + "Textures/Icons/aam.png");
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actionButtons[3]=new MissileButton(false, Vector2(width - 2 * slotSize, slotSize * 4), Vector2(size, size), "AWM", PATH + "Textures/Icons/awm.png");
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guiState->addButton(actionButtons[2]);
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guiState->addButton(actionButtons[3]);
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}
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else if(!missileJets&&actionButtons[2]){
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guiState->removeButton(actionButtons[2]);
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guiState->removeButton(actionButtons[3]);
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actionButtons[2]=nullptr;
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actionButtons[3]=nullptr;
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}
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}
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bool ActiveGameState::isInLineOfSight(Vector3 center, float radius, Unit *u) {
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bool inside = false;
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for (int i = 0; i < 4 && !inside; i++) {
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if (center.getDistanceFrom(u->getCorner(i)) <= radius)
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inside = true;
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}
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return inside;
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}
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void ActiveGameState::updateSelectionBox() {
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GameManager *gm = GameManager::getSingleton();
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/*
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vector2d<s32> mousePos = gm->getDevice()->getCursorControl()->getPosition();
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IVideoDriver *driver = gm->getDevice()->getVideoDriver();
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if (mousePos.x >= clickPoint.x && mousePos.y >= clickPoint.y) {
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selectionBoxOrigin = Vector2(clickPoint.x, clickPoint.y);
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selectionBoxEnd = Vector2(mousePos.x, mousePos.y);
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} else if (mousePos.x < clickPoint.x && mousePos.y > clickPoint.y) {
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selectionBoxOrigin = Vector2(mousePos.x, clickPoint.y);
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selectionBoxEnd = Vector2(clickPoint.x, mousePos.y);
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} else if (mousePos.x >= clickPoint.x && mousePos.y < clickPoint.y) {
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selectionBoxOrigin = Vector2(clickPoint.x, mousePos.y);
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selectionBoxEnd = Vector2(mousePos.x, clickPoint.y);
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} else {
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selectionBoxOrigin = Vector2(mousePos.x, mousePos.y);
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selectionBoxEnd = Vector2(clickPoint.x, clickPoint.y);
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}
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*/
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//driver->draw2DRectangle(SColor(10, 255, 255, 255), rect<s32>(selectionBoxOrigin.X, selectionBoxOrigin.Y, selectionBoxEnd.X, selectionBoxEnd.Y), nullptr);
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}
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void ActiveGameState::updateCameraPosition() {
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GameManager *gm = GameManager::getSingleton();
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Vector2 cursorPos = getCursorPos();
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Camera *cam = Root::getSingleton()->getCamera();
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Vector3 camDir = cam->getDirection();
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Vector3 forwVec = Vector3(camDir.x, 0, camDir.z).norm();
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Vector3 camLeft = cam->getLeft();
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camLeft = Vector3(camLeft.x, 0, camLeft.z).norm();
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int width, height;
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glfwGetWindowSize(Root::getSingleton()->getWindow(), &width, &height);
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if (cursorPos.x <= 0 && 0 < cursorPos.y && cursorPos.y < height)
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cam->setPosition(cam->getPosition() - camLeft * camPanSpeed);
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if (cursorPos.x >= width && 0 < cursorPos.y && cursorPos.y < height)
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cam->setPosition(cam->getPosition() + camLeft * camPanSpeed);
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if (cursorPos.y <= 0 && 0 < cursorPos.x && cursorPos.x < width)
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cam->setPosition(cam->getPosition() + forwVec * camPanSpeed);
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if (cursorPos.y >= height && 0 < cursorPos.x && cursorPos.x < width)
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cam->setPosition(cam->getPosition() - forwVec * camPanSpeed);
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if (cam->getPosition().x > map->getSize().x / 2)
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cam->setPosition(Vector3(map->getSize().x / 2, cam->getPosition().y, cam->getPosition().z));
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else if (cam->getPosition().x < -map->getSize().x / 2)
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cam->setPosition(Vector3(-map->getSize().x / 2, cam->getPosition().y, cam->getPosition().z));
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if (cam->getPosition().z > map->getSize().y / 2)
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cam->setPosition(Vector3(cam->getPosition().x, cam->getPosition().y, map->getSize().y / 2));
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else if (cam->getPosition().z < -map->getSize().y / 2)
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cam->setPosition(Vector3(cam->getPosition().x, cam->getPosition().y, -map->getSize().y / 2));
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}
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void ActiveGameState::issueOrder(Order::TYPE type, vector<Vector3*> pos, bool addOrder) {
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Order o;
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o.type = type;
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o.targetPos = pos;
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for (Unit *u : selectedUnits) {
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if (type != Order::TYPE::LAUNCH || (u->getId() == 4 || u->getId() == 5)) {
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if (addOrder)
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u->addOrder(o);
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else
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u->setOrder(o);
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}
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}
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for (Vector3 *v : orderPos)
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orderPos.pop_back();
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}
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void ActiveGameState::addPos() {
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/*
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Vector3 camPos = cam->getPosition();
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Vector3 topLeft=cam->getViewFrustum()->getNearLeftUp();
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Vector3 topRight=cam->getViewFrustum()->getNearRightUp();
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Vector3 bottomLeft=cam->getViewFrustum()->getNearLeftDown();
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GameManager *gm = GameManager::getSingleton();
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Vector2 mousePos = gm->getDevice()->getCursorControl()->getPosition();
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Vector3 p = topLeft;
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p+=(topRight-topLeft)*((float)mousePos.X / gm->getWidth());
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p+=(bottomLeft-topLeft)*((float)mousePos.Y / gm->getHeight());
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vector3df orderDir=(p-camPos).normalize();
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ISceneManager *smgr = gm->getDevice()->getSceneManager();
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ISceneCollisionManager *collMan = smgr->getSceneCollisionManager();
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line3d<float> ray;
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ray.start = camPos;
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ray.end = camPos + orderDir * map->getSize().X * 1000;
|
|
triangle3df t;
|
|
vector3df collPoint;
|
|
ISceneNode *collNode = collMan->getSceneNodeAndCollisionPointFromRay(ray, collPoint, t, 0, 0);
|
|
|
|
if (collNode) {
|
|
for (Player *p : players)
|
|
for (int i = 0; i < p->getNumberOfUnits(); i++)
|
|
if (collNode == p->getUnit(i)->getNode()) {
|
|
orderPos.push_back(p->getUnit(i)->getPosPtr());
|
|
}
|
|
}
|
|
else {
|
|
if(orderDir.Y>0)
|
|
orderDir.Y*=-1;
|
|
|
|
float angle = getAngleBetween(vector3df(0, -1, 0), orderDir);
|
|
float hyp = camPos.Y / cos(angle);
|
|
vector3df *v=new vector3df(orderDir * hyp + camPos);
|
|
(*v).Y=0;
|
|
orderPos.push_back(v);
|
|
}
|
|
if (!selectingPatrolPoints) {
|
|
Order::TYPE t = Order::TYPE::MOVE;
|
|
|
|
if (selectingGuidedMissileTarget)
|
|
t = Order::TYPE::LAUNCH;
|
|
else if (controlPressed)
|
|
t = Order::TYPE::ATTACK;
|
|
|
|
issueOrder(t, orderPos, false);
|
|
}
|
|
*/
|
|
}
|
|
|
|
void ActiveGameState::onAction(Mapping::Bind bind, bool isPressed) {
|
|
GameManager *gm = GameManager::getSingleton();
|
|
InGameAppState *inGameState = (InGameAppState*) gm->getStateManager()->getAppState(AppStateTypes::IN_GAME_STATE);
|
|
|
|
switch(bind){
|
|
case Mapping::DRAG_BOX:
|
|
isSelectionBox = isPressed;
|
|
|
|
if (isPressed) {
|
|
/*
|
|
clickPoint = gm->getDevice()->getCursorControl()->getPosition();
|
|
if (!selectedUnits.empty())
|
|
addPos();
|
|
*/
|
|
}
|
|
break;
|
|
case Mapping::DESELECT:
|
|
if (isPressed) {
|
|
while(!selectedUnits.empty())
|
|
selectedUnits.pop_back();
|
|
}
|
|
break;
|
|
case Mapping::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 Mapping::ZOOM_IN:
|
|
if (zooms > -10) {
|
|
Camera *cam = Root::getSingleton()->getCamera();
|
|
cam->setPosition(cam->getPosition() + cam->getDirection().norm() * .5f);
|
|
zooms--;
|
|
}
|
|
break;
|
|
case Mapping::ZOOM_OUT:
|
|
if (zooms < 10) {
|
|
Camera *cam = Root::getSingleton()->getCamera();
|
|
cam->setPosition(cam->getPosition() - (cam->getDirection().norm().norm() * .5f));
|
|
zooms++;
|
|
}
|
|
break;
|
|
case Mapping::LOOK_AROUND:
|
|
lookingAround = isPressed;
|
|
break;
|
|
case Mapping::HALT:
|
|
for (Unit *u : selectedUnits)
|
|
u->halt();
|
|
break;
|
|
case Mapping::LEFT_CONTROL:
|
|
controlPressed = isPressed;
|
|
break;
|
|
case Mapping::LEFT_SHIFT:
|
|
shiftPressed=isPressed;
|
|
break;
|
|
case Mapping::SELECT_PATROL_POINTS:
|
|
selectingPatrolPoints = isPressed;
|
|
if (!isPressed && orderPos.size() > 0) {
|
|
/*
|
|
orderPos.push_back(vector3df(0, 0, 0));
|
|
swap(orderPos[0], orderPos[orderPos.size() - 1]);
|
|
issueOrder(Order::TYPE::PATROL, orderPos, false);
|
|
*/
|
|
}
|
|
break;
|
|
case Mapping::LAUNCH:
|
|
selectingGuidedMissileTarget = isPressed;
|
|
break;
|
|
case Mapping::INSTALL_AAM:
|
|
case Mapping::INSTALL_AWM:
|
|
for(Unit *u : selectedUnits)
|
|
if(u->getType() == unitData::UNIT_TYPE::MISSILE_JET)
|
|
((MissileJet*)u)->installMissiles(bind == Mapping::INSTALL_AAM);
|
|
break;
|
|
case Mapping::GROUP_0:
|
|
case Mapping::GROUP_1:
|
|
case Mapping::GROUP_2:
|
|
case Mapping::GROUP_3:
|
|
case Mapping::GROUP_4:
|
|
case Mapping::GROUP_5:
|
|
case Mapping::GROUP_6:
|
|
case Mapping::GROUP_7:
|
|
case Mapping::GROUP_8:
|
|
case Mapping::GROUP_9:
|
|
if(isPressed){
|
|
int group = bind - Mapping::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(Mapping::Bind bind, double strength) {
|
|
switch(bind){
|
|
{
|
|
case Mapping::LOOK_UP:
|
|
case Mapping::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 Mapping::LOOK_LEFT:
|
|
case Mapping::LOOK_RIGHT:
|
|
if(lookingAround)
|
|
orientCamera(Vector3(0, 1, 0), strength);
|
|
break;
|
|
}
|
|
}
|
|
}
|