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