vectozavr-shooter/weapon/Weapon.cpp

131 lines
4.4 KiB
C++
Executable File

//
// Created by Иван Ильин on 01.06.2021.
//
#include <sstream>
#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);
RigidBody obj(*objs[i]);
obj.setCollider(false);
//transforms
obj.rotate(rotate);
obj.translate(translate);
_objects.insert({meshName, std::make_shared<RigidBody>(obj)});
}
noAmmoSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/no_ammo.ogg"));
}
std::map<std::string, double> Weapon::fire(std::shared_ptr<World> world, std::shared_ptr<Camera> camera) {
if(_clipAmmo == 0) {
reload();
if(_clipAmmo == 0)
noAmmoSound.play();
}
if(_clipAmmo <= 0 || std::abs(Time::time() - _lastFireTime) < _fireDelay || std::abs(Time::time() - _lastReloadTime) < _reloadTime)
return std::map<std::string, double>();
_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 || std::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(shared_ptr<World> world) {
for(auto& obj : _objects) {
world->addBody(obj.second, obj.first);
}
}
void Weapon::removeFromWorld(shared_ptr<World> world) {
for(auto& obj : _objects) {
world->removeBodyInstantly(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(shared_ptr<World> world, const std::string& traceName) {
world->removeBody(traceName);
}
void Weapon::rotateRelativePoint(const Point4D &point4D, const Point4D &v, double val) {
for(auto& mesh : _objects)
mesh.second->rotateRelativePoint(point4D, v, val);
}
std::map<std::string, double> Weapon::processFire(shared_ptr<World> world, shared_ptr<Camera> camera) {
std::map<std::string, double> 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->addBody(make_shared<RigidBody>(Mesh::LineTo(from, to, 0.05)), traceName);
world->body(traceName)->setCollider(false);
// remove trace line after some time
world->body(traceName)->a_color("color_trace", {255, 255, 255, 0}, 1, Animation::None, Animation::linear);
world->body("Player_im")->a_function(traceName + "delete", [world, traceName](){deleteTrace(world, traceName); }, 1, 2);
addTraceCallBack(from, to);
return damagedPlayers;
}