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