// // Created by Иван Ильин on 01.06.2021. // #include #include "Weapon.h" #include "ResourceManager.h" #include "utils/Log.h" using namespace std; Weapon::Weapon(const std::string& weaponName, const std::string& objFileName, const std::string& matFileName, const Point4D& scale, const Point4D& translate, const Point4D& rotate) { _name = weaponName; auto objs = Mesh::LoadObjects(objFileName, matFileName, scale); for(int i = 0; i < objs.size(); i++) { string meshName = _name + "_" + to_string(i); objs[i]->setCollider(false); //transforms objs[i]->rotate(rotate); objs[i]->translate(translate); _objects.insert({meshName, objs[i]}); } noAmmoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/no_ammo.ogg")); } std::map Weapon::fire(const std::shared_ptr& world, const std::shared_ptr& camera) { if(_clipAmmo == 0) { reload(); if(_clipAmmo == 0) noAmmoSound.play(); } if(_clipAmmo <= 0 || abs(Time::time() - _lastFireTime) < _fireDelay || abs(Time::time() - _lastReloadTime) < _reloadTime) return std::map(); _lastFireTime = Time::time(); _clipAmmo--; fireSound.play(); Log::log("Weapon::fire (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")"); return processFire(world, camera); } void Weapon::reload() { if (_stockAmmo == 0 || 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(); } void Weapon::addToWorld(const shared_ptr &world) { for(auto& obj : _objects) { world->addMesh(obj.second, obj.first); } } void Weapon::removeFromWorld(const shared_ptr &world) { for(auto& obj : _objects) { world->removeMeshInstantly(obj.first); } } void Weapon::attachToPlayer(Mesh &player) { for(auto& obj : _objects) { player.attach(obj.second); } } void Weapon::rotate(const Point4D& point4D, double val) { for(auto& mesh : _objects) mesh.second->rotate(point4D, val); } void Weapon::translate(const Point4D &point4D) { for(auto& mesh : _objects) mesh.second->translate(point4D); } void Weapon::deleteTrace(const shared_ptr &world, const std::string& traceName) { world->removeMesh(traceName); } void Weapon::rotateRelativePoint(const Point4D &point4D, const Point4D &v, double val) { for(auto& mesh : _objects) mesh.second->rotateRelativePoint(point4D, v, val); } std::map Weapon::processFire(const shared_ptr &world, const shared_ptr &camera) { std::map damagedPlayers; //generate random vector Point4D 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 = world->rayCast(camera->position(), camera->position() + camera->lookAt() * 1000 + randV); if(rayCast.second.find("Player") != std::string::npos) { damagedPlayers[rayCast.second] += _damage/(1.0 + (camera->position() - rayCast.first).abs()); } // add trace line Point4D to = rayCast.first.w() == -1 ? camera->position() + camera->lookAt() * 1000 + randV: rayCast.first; string traceName = _name + "_trace_nr_" + std::to_string(fireTraces++); Point4D from = _objects[_name + "_" + to_string(_objects.size()-1)]->position() + _objects[_name + "_" + to_string(_objects.size()-1)]->triangles()[0][0]; world->addMesh(make_shared(Mesh::LineTo(from, to, 0.05)), traceName); (*world)[traceName]->setCollider(false); // remove trace line after some time (*world)[traceName]->a_color("color_trace", {255, 255, 255, 0}, 1, Animation::None, Animation::linear); (*world)["Player_im"]->a_function(traceName + "delete", [world, traceName](){deleteTrace(world, traceName); }, 1, 2); addTraceCallBack(from, to); return damagedPlayers; }