shooter/weapon/Weapon.cpp

80 lines
2.8 KiB
C++

//
// Created by Иван Ильин on 01.06.2021.
//
#include <sstream>
#include <utility>
#include "Weapon.h"
#include "../engine/ResourceManager.h"
#include "../engine/utils/Log.h"
#include "../engine/animation/AColor.h"
#include "../engine/animation/AFunction.h"
using namespace std;
Weapon::Weapon(const std::string& weaponName, const std::string& objFileName, const std::string& matFileName, const Vec3D& scale, const Vec3D& t, const Vec3D& r) {
_name = weaponName;
loadObj(objFileName, matFileName, scale);
setCollider(false);
rotate(r);
translate(t);
noAmmoSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/no_ammo.ogg"));
}
std::map<std::string, double> Weapon::fire(std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction) {
if(_clipAmmo == 0) {
reload();
if(_clipAmmo == 0)
noAmmoSound.play();
}
if(_clipAmmo <= 0 || std::abs(Time::time() - _lastFireTime) < _fireDelay || std::abs(Time::time() - _lastReloadTime) < _reloadTime)
return std::map<std::string, double>();
_lastFireTime = Time::time();
_clipAmmo--;
fireSound.play();
Log::log("Weapon::fire (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
return processFire(std::move(rayCastFunction), position, direction);
}
void Weapon::reload() {
if (_stockAmmo == 0 || std::abs(Time::time() - _lastReloadTime) < _reloadTime)
return;
if(_clipCapacity - _clipAmmo <= _stockAmmo) {
_stockAmmo -= _clipCapacity - _clipAmmo;
_clipAmmo = _clipCapacity;
} else {
_clipAmmo += _stockAmmo;
_stockAmmo = 0;
}
reloadSound.play();
Log::log("Weapon::reload (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
_lastReloadTime = Time::time();
}
std::map<std::string, double> Weapon::processFire(std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& pos, const Vec3D& direction) {
std::map<std::string, double> damagedPlayers;
//generate random vector
Vec3D randV(10.0*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX), 10.0*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX), 10.0*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX));
// damage player
auto rayCast = rayCastFunction(pos, pos + direction * 1000 + randV);
if(rayCast.second.find("Enemy") != std::string::npos) {
damagedPlayers[rayCast.second] += _damage/(1.0 + (pos - rayCast.first).abs());
}
// add trace line
Vec3D to = rayCast.first == Vec3D(0) ? pos + direction * 1000 + randV: rayCast.first;
Vec3D from = position() + Vec3D(triangles().back()[0]);
_addTraceCallBack(from, to);
return damagedPlayers;
}