111 lines
4.4 KiB
C++
111 lines
4.4 KiB
C++
//
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// Created by Иван Ильин on 01.06.2021.
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//
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#include <utility>
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#include "Weapon.h"
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#include "../engine/ResourceManager.h"
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#include "../engine/utils/Log.h"
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#include "../engine/animation/AColor.h"
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#include "../ShooterConsts.h"
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using namespace std;
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Weapon::Weapon(int initialPack, int clipCapacity, double reloadTime, double fireDelay, double damage, double spreading,
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std::string fireSound, std::string reloadSound, ObjectNameTag weaponName, const std::string &objFileName,
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const Vec3D &s, const Vec3D &t, const Vec3D &r) : RigidBody(std::move(weaponName), objFileName),
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_initialPack(initialPack), _clipCapacity(clipCapacity),
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_reloadTime(reloadTime), _fireDelay(fireDelay),
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_damage(damage), _spreading(spreading),
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_fireSound(std::move(fireSound)),
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_reloadSound(std::move(reloadSound)) {
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_stockAmmo = _initialPack - _clipCapacity;
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_clipAmmo = _clipCapacity;
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loadObj(objFileName, s);
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setCollider(false);
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rotate(r);
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translate(t);
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}
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FireInformation Weapon::fire(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
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const Vec3D &position, const Vec3D &direction) {
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if (_clipAmmo == 0) {
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reload();
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if (_clipAmmo == 0 && SoundController::getStatus(SoundTag("noAmmo")) != sf::Sound::Status::Playing) {
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SoundController::playSound(SoundTag("noAmmo"), ShooterConsts::NO_AMMO_SOUND);
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}
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}
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if (_clipAmmo <= 0 || std::abs(Time::time() - _lastFireTime) < _fireDelay ||
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std::abs(Time::time() - _lastReloadTime) < _reloadTime) {
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return FireInformation{std::map<ObjectNameTag, double>(), false};
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}
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_lastFireTime = Time::time();
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_clipAmmo--;
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if (_clipAmmo == 0) {
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reload();
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}
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SoundController::playSound(SoundTag("fireSound_" + name().str()), _fireSound);
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Log::log("Weapon::fire (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
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return FireInformation{processFire(std::move(rayCastFunction), position, direction), true};
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}
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void Weapon::reload() {
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if (_stockAmmo == 0 || std::abs(Time::time() - _lastReloadTime) < _reloadTime) {
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return;
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}
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if (_clipCapacity - _clipAmmo <= _stockAmmo) {
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_stockAmmo -= _clipCapacity - _clipAmmo;
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_clipAmmo = _clipCapacity;
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} else {
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_clipAmmo += _stockAmmo;
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_stockAmmo = 0;
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}
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SoundController::playSound(SoundTag("reloadSound_" + name().str()), _reloadSound);
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Log::log("Weapon::reload (" + std::to_string(_stockAmmo) + " : " + std::to_string(_clipAmmo) + ")");
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_lastReloadTime = Time::time();
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if(_reloadCallBack != nullptr) {
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_reloadCallBack();
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}
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}
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std::map<ObjectNameTag, double>
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Weapon::processFire(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
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const Vec3D &position, const Vec3D &direction) {
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return addTrace(std::move(rayCastFunction), position, direction);
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}
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std::map<ObjectNameTag, double>
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Weapon::addTrace(std::function<IntersectionInformation(const Vec3D &, const Vec3D &)> rayCastFunction,
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const Vec3D &from, const Vec3D &directionTo) {
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std::map<ObjectNameTag, double> damagedPlayers;
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double spreading = _spreading * ShooterConsts::FIRE_DISTANCE / 100;
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//generate random vector
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Vec3D randV(spreading * (1.0 - 2.0 * (double) rand() / RAND_MAX),
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spreading * (1.0 - 2.0 * (double) rand() / RAND_MAX),
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spreading * (1.0 - 2.0 * (double) rand() / RAND_MAX));
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// damage player
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auto rayCast = rayCastFunction(from, from + directionTo * ShooterConsts::FIRE_DISTANCE + randV);
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if (rayCast.objectName.str().find("Enemy") != std::string::npos) {
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damagedPlayers[rayCast.objectName] += _damage / (1.0 + rayCast.distanceToObject);
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}
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// add trace line
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Vec3D lineFrom = position() + model() * Vec3D(triangles().back()[0]);
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Vec3D lineTo = rayCast.intersected ? rayCast.pointOfIntersection : position() + directionTo * ShooterConsts::FIRE_DISTANCE + randV;
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_addTraceCallBack(lineFrom, lineTo);
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return damagedPlayers;
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}
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