// // Created by Иван Ильин on 01.06.2021. // #ifndef SHOOTER_WEAPON_H #define SHOOTER_WEAPON_H #include #include #include #include #include "Mesh.h" #include "utils/Time.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 = -INFINITY; double _lastReloadTime = -INFINITY; sf::Sound fireSound; sf::Sound reloadSound; sf::Sound noAmmoSound; int fireTraces = 0; std::function _addTraceCallBack; virtual std::map processFire(std::function(const Point4D&, const Point4D&)> rayCastFunction, const Point4D& position, const Point4D& direction); public: Weapon(const std::string& weaponName, const std::string& objFileName, const std::string& matFileName, const Point4D& scale, const Point4D& translate, const Point4D& rotate); std::map fire(std::function(const Point4D&, const Point4D&)> rayCastFunction, const Point4D& position, const Point4D& 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