vectozavr-shooter/weapon/Shotgun.cpp

39 lines
1.3 KiB
C++

//
// Created by Иван Ильин on 02.06.2021.
//
#include "../engine/ResourceManager.h"
#include "Shotgun.h"
#include "../engine/animation/AFunction.h"
#include "../ShooterConsts.h"
using namespace std;
Shotgun::Shotgun(int ammo, const std::string& weaponName) : Weapon(weaponName, ShooterConsts::SHOTGUN_OBJ, Vec3D{3, 3, 3}, Vec3D{-0.95, 1.3, -0.6}, Vec3D{0, Consts::PI, 0}) {
fireSound = ShooterConsts::SHOTGUN_FIRE_SOUND;
reloadSound = ShooterConsts::SHOTGUN_RELOAD_SOUND;
//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<ObjectNameTag, double>
Shotgun::processFire(std::function<std::pair<Vec3D, ObjectNameTag>(const Vec3D&, const Vec3D&)> rayCastFunction) {
std::map<ObjectNameTag, double> damagedPlayers;
for(int i = 0; i < 15; i++) {
std::map<ObjectNameTag, double> damaged = addTrace(rayCastFunction, position() + Vec3D(triangles().back()[0]), -lookAt());
for(auto& player : damaged)
damagedPlayers[player.first] += player.second;
}
return damagedPlayers;
}