vectozavr-shooter/weapon/Weapon.cpp

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;
}