2021-09-13 15:53:43 +03:00
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//
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// Created by Иван Ильин on 02.06.2021.
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//
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2021-10-09 13:41:12 +03:00
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#include "../engine/ResourceManager.h"
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2021-09-13 15:53:43 +03:00
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#include "Shotgun.h"
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2021-10-09 13:41:12 +03:00
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#include "../engine/animation/AFunction.h"
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2021-10-16 20:22:55 +03:00
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#include "../ShooterConsts.h"
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2021-09-13 15:53:43 +03:00
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using namespace std;
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2021-10-16 20:22:55 +03:00
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Shotgun::Shotgun(int ammo, const std::string& weaponName) : Weapon(weaponName, ShooterConsts::SHOTGUN_OBJ, "obj/shotgun_mat.txt", Vec3D{3, 3, 3}, Vec3D{-0.95, 1.3, -0.6}, Vec3D{0, Consts::PI, 0}) {
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fireSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::SHOTGUN_FIRE_SOUND));
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reloadSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::SHOTGUN_RELOAD_SOUND));
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2021-09-13 15:53:43 +03:00
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//reloadSound.setVolume(30);
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_initialPack = 15;
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_clipCapacity = 1; // how much ammo can be stored in one clipx
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_stockAmmo = ammo - _clipCapacity; // how much ammo do you have in stock
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_clipAmmo = _clipCapacity; // how much ammo do you have in current clip
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_reloadTime = 1;
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_fireDelay = 1; // time delay between fires
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_damage = 400;
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_spreading = 5;
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}
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2021-10-17 10:21:10 +03:00
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std::map<ObjectNameTag, double>
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Shotgun::processFire(std::function<std::pair<Vec3D, ObjectNameTag>(const Vec3D&, const Vec3D&)> rayCastFunction) {
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std::map<ObjectNameTag, double> damagedPlayers;
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2021-09-13 15:53:43 +03:00
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for(int i = 0; i < 15; i++) {
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2021-10-17 10:21:10 +03:00
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std::map<ObjectNameTag, double> damaged = addTrace(rayCastFunction, position() + Vec3D(triangles().back()[0]), -lookAt());
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2021-10-16 20:22:55 +03:00
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for(auto& player : damaged)
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damagedPlayers[player.first] += player.second;
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2021-09-13 15:53:43 +03:00
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}
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return damagedPlayers;
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}
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