shooter/weapon/Shotgun.cpp

57 lines
2.5 KiB
C++
Executable File

//
// Created by Иван Ильин on 02.06.2021.
//
#include <ResourceManager.h>
#include "Shotgun.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, M_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<std::string, double>
Shotgun::processFire(std::shared_ptr<World> world, std::shared_ptr<Camera> camera) {
std::map<std::string, double> 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 = 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(9)]->position() +
_objects[_name + "_" + to_string(9)]->triangles()[0][0];
world->addMesh(make_shared<Mesh>(Mesh::LineTo(from, to, 0.05)), traceName);
(*world)[traceName]->setCollider(false);
// remove trace line after some time
(*world)[traceName]->a_color("color_trace", {255, 255, 255, 0}, 1, Animation::None, Animation::linear);
(*world)["map_0"]->a_function(traceName + "delete", [world, traceName]() { deleteTrace(world, traceName); },
1, 2);
addTraceCallBack(from, to);
}
return damagedPlayers;
}