// // 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", Vec3D{3, 3, 3}, Vec3D{-0.95, 1.3, -0.6}, Vec3D{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 Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& pos, const Vec3D& direction) { std::map damagedPlayers; for(int i = 0; i < 15; i++) { //generate random vector Vec3D 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("Enemy") != std::string::npos) { damagedPlayers[rayCast.second] += _damage / (1.0 + (pos - rayCast.first).abs()); } Vec3D to = rayCast.first == Vec3D(0) ? pos + direction * 1000 + randV: rayCast.first; Vec3D from = position() + Vec3D(triangles().back()[0]); _addTraceCallBack(from, to); } return damagedPlayers; }