// // Created by Иван Ильин on 02.06.2021. // #include "../engine/ResourceManager.h" #include "Shotgun.h" #include "../engine/animation/AColor.h" #include "../engine/animation/AFunction.h" using namespace std; Shotgun::Shotgun(int ammo, const std::string& weaponName) : Weapon(weaponName, "obj/shotgun.obj", "obj/shotgun_mat.txt", Point4D{3, 3, 3}, Point4D{-0.95, 1.3, -0.6}, Point4D{0, Consts::PI, 0}) { fireSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/shotgun.ogg")); reloadSound.setBuffer(*ResourceManager::loadSoundBuffer("sound/weapons/reload_shotgun.ogg")); //reloadSound.setVolume(30); _initialPack = 15; _clipCapacity = 1; // how much ammo can be stored in one clipx _stockAmmo = ammo - _clipCapacity; // how much ammo do you have in stock _clipAmmo = _clipCapacity; // how much ammo do you have in current clip _reloadTime = 1; _fireDelay = 1; // time delay between fires _damage = 400; _spreading = 5; } std::map Shotgun::processFire(std::function(const Point4D&, const Point4D&)> rayCastFunction, const Point4D& pos, const Point4D& direction) { std::map damagedPlayers; for(int i = 0; i < 15; i++) { //generate random vector Point4D randV(10*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX), 10*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX), 10*_spreading*(1.0 - 2.0*(double)rand()/RAND_MAX)); // damage player auto rayCast = rayCastFunction(pos, pos + direction * 1000 + randV); if (rayCast.second.find("Player") != std::string::npos) { damagedPlayers[rayCast.second] += _damage / (1.0 + (pos - rayCast.first).abs()); } Point4D to = rayCast.first.w() == -1 ? pos + direction * 1000 + randV: rayCast.first; Point4D from = position() + triangles().back()[0]; _addTraceCallBack(from, to); } return damagedPlayers; }