// // Created by Иван Ильин on 01.06.2021. // #ifndef SHOOTER_WEAPON_H #define SHOOTER_WEAPON_H #include #include "../engine/World.h" #include "../engine/Camera.h" #include #include "../engine/Mesh.h" #include "../engine/utils/Time.h" #include "../engine/Consts.h" class Weapon : public RigidBody { protected: int _initialPack = 100; // how much ammo do you have when you find the weapon int _clipCapacity = 30; // how much ammo can be stored in one clip int _stockAmmo = _initialPack - _clipCapacity; // how much ammo do you have in stock int _clipAmmo = _clipCapacity; // how much ammo do you have in current clip double _reloadTime = 3; double _fireDelay = 0.1; // time delay between fires double _damage = 300; double _spreading = 2.0; std::string _name = "Weapon_name"; double _lastFireTime = std::numeric_limits::min(); double _lastReloadTime = std::numeric_limits::min(); sf::Sound fireSound; sf::Sound reloadSound; sf::Sound noAmmoSound; int fireTraces = 0; std::function _addTraceCallBack; virtual std::map processFire(std::function(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction); public: Weapon(const std::string& weaponName, const std::string& objFileName, const std::string& matFileName, const Vec3D& scale, const Vec3D& translate, const Vec3D& rotate); std::map fire(std::function(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction); void reload(); [[nodiscard]] std::pair balance() const{ return std::make_pair(_clipAmmo, _stockAmmo); } void setAddTraceCallBack(std::function add) { _addTraceCallBack = std::move(add); } [[nodiscard]] std::string name() const { return _name; } void addAmmo(int ammoAdd) { _stockAmmo += ammoAdd; } [[nodiscard]] int initialPack() const {return _initialPack; } }; #endif //SHOOTER_3DZAVR_WEAPON_H