57 lines
2.5 KiB
C++
57 lines
2.5 KiB
C++
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//
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// Created by Иван Ильин on 02.06.2021.
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//
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#include <ResourceManager.h>
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#include "Shotgun.h"
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using namespace std;
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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}) {
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fireSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/shotgun.ogg"));
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reloadSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/reload_shotgun.ogg"));
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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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std::map<std::string, double>
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Shotgun::processFire(const std::shared_ptr<World> &world, const std::shared_ptr<Camera> &camera) {
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std::map<std::string, double> damagedPlayers;
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for(int i = 0; i < 15; i++) {
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//generate random vector
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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));
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// damage player
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auto rayCast = world->rayCast(camera->position(), camera->position() + camera->lookAt() * 1000 + randV);
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if (rayCast.second.find("Player") != std::string::npos) {
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damagedPlayers[rayCast.second] += _damage / (1.0 + (camera->position() - rayCast.first).abs());
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}
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// add trace line
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Point4D to = rayCast.first.w() == -1 ? camera->position() + camera->lookAt() * 1000 + randV: rayCast.first;
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string traceName = _name + "_trace_nr_" + std::to_string(fireTraces++);
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Point4D from = _objects[_name + "_" + to_string(9)]->position() +
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_objects[_name + "_" + to_string(9)]->triangles()[0][0];
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world->addMesh(make_shared<Mesh>(Mesh::LineTo(from, to, 0.05)), traceName);
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(*world)[traceName]->setCollider(false);
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// remove trace line after some time
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(*world)[traceName]->a_color("color_trace", {255, 255, 255, 0}, 1, Animation::None, Animation::linear);
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(*world)["map_0"]->a_function(traceName + "delete", [world, traceName]() { deleteTrace(world, traceName); },
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1, 2);
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addTraceCallBack(from, to);
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}
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return damagedPlayers;
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}
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