// // Created by Иван Ильин on 14.03.2021. // #include #include #include #include #include #include "Player.h" Player::Player(ObjectNameTag name, const std::string &filename, const Vec3D &scale) : RigidBody(std::move(name), filename, scale) { setAcceleration(Vec3D{0, -ShooterConsts::GRAVITY, 0}); setCollision(true); setVisible(false); setColor(sf::Color(0,0,0)); setCollisionCallBack([this](const ObjectNameTag &tag, std::shared_ptr obj) { collisionWithObject(tag, obj); }); } void Player::rotateWeaponsRelativePoint(const Vec3D &point4D, const Vec3D &v, double val) { for (auto &weapon : _weapons) { weapon->rotateRelativePoint(point4D, v, val); } } void Player::collisionWithObject(const ObjectNameTag &tag, std::shared_ptr obj) { if (tag.str().find("Bonus_gun") != std::string::npos) { addWeapon(std::make_shared()); } if (tag.str().find("Bonus_shotgun") != std::string::npos) { addWeapon(std::make_shared()); } if (tag.str().find("Bonus_ak47") != std::string::npos) { addWeapon(std::make_shared()); } if (tag.str().find("Bonus_gold_ak47") != std::string::npos) { addWeapon(std::make_shared()); } if (tag.str().find("Bonus_rifle") != std::string::npos) { addWeapon(std::make_shared()); } if (tag.str().find("Bonus_hill") != std::string::npos) { setFullHealth(); } if (tag.str().find("Bonus_ability") != std::string::npos) { setFullAbility(); } if (tag.str().find("Bonus") != std::string::npos) { EventHandler::call(Event("take_bonus"), tag.str()); } } void Player::addWeapon(std::shared_ptr weapon) { SoundController::loadAndPlay(SoundTag("changeWeapon"), ShooterConsts::CHANGE_WEAPON_SOUND); for (auto &w : _weapons) { if (w->name() == weapon->name()) { w->addAPack(); return; } } _weapons.push_back(weapon); attach(weapon); _weapons.back()->translate(position()); _weapons.back()->rotateRelativePoint(position() + Vec3D{0, 1.8, 0}, Vec3D{0, 1, 0}, angle().y()); _weapons.back()->rotateRelativePoint(position() + Vec3D{0, 1.8, 0}, left(), headAngle()); } void Player::reInitWeapons() { if (!_weapons.empty()) { for (auto weapon : _weapons) { unattach(ObjectNameTag(weapon->name())); } EventHandler::call)>(Event("remove_weapon"), _weapons[_selectedWeapon]); _weapons.clear(); } _selectedWeapon = 0; addWeapon(std::make_shared()); EventHandler::call)>(Event("add_weapon"), _weapons[_selectedWeapon]); } void Player::selectNextWeapon() { if (_weapons.size() > 1) { // change '_selectedWeapon' EventHandler::call)>(Event("remove_weapon"), _weapons[_selectedWeapon]); _selectedWeapon = (_selectedWeapon + 1) % _weapons.size(); EventHandler::call)>(Event("add_weapon"), _weapons[_selectedWeapon]); Log::log("selectedWeapon " + std::to_string(_selectedWeapon)); SoundController::loadAndPlay(SoundTag("changeWeapon"), ShooterConsts::CHANGE_WEAPON_SOUND); selectWeaponAnimation(); } } void Player::selectPreviousWeapon() { if (_weapons.size() > 1) { // change '_selectedWeapon' EventHandler::call)>(Event("remove_weapon"), _weapons[_selectedWeapon]); if (_selectedWeapon > 0) { _selectedWeapon = (_selectedWeapon - 1) % _weapons.size(); } else { _selectedWeapon = _weapons.size() - 1; } EventHandler::call)>(Event("add_weapon"), _weapons[_selectedWeapon]); Log::log("selectedWeapon " + std::to_string(_selectedWeapon)); SoundController::loadAndPlay(SoundTag("changeWeapon"), ShooterConsts::CHANGE_WEAPON_SOUND); selectWeaponAnimation(); } } bool Player::fire() { auto camera = attached(ObjectNameTag("Camera")); if (camera != nullptr) { auto fireInfo = _weapons[_selectedWeapon]->fire(_rayCastFunction, camera->position(), camera->lookAt()); for (auto&[damagedPlayerName, damage] : fireInfo.damagedPlayers) { sf::Uint16 targetId = std::stoi(damagedPlayerName.str().substr(6)); EventHandler::call(Event("damage_player"), targetId, damage); } return fireInfo.shot; } return false; } void Player::reload() { _weapons[_selectedWeapon]->reload(); } void Player::setFullHealth() { _health = ShooterConsts::HEALTH_MAX; SoundController::loadAndPlay(SoundTag("addHealth"), ShooterConsts::RESTORE_HEALTH_SOUND); } void Player::setFullAbility() { _ability = ShooterConsts::ABILITY_MAX; SoundController::loadAndPlay(SoundTag("addAbility"), ShooterConsts::RESTORE_ABILITY_SOUND); } void Player::selectWeaponAnimation() { Timeline::addAnimation(AnimationListTag("select_weapon"), _weapons[_selectedWeapon], -2 * Consts::PI, 0.3, Animation::LoopOut::None, Animation::InterpolationType::Cos); } void Player::fireWeaponAnimation() { Timeline::addAnimation(AnimationListTag("fire_weapon"), _weapons[_selectedWeapon], -_weapons[_selectedWeapon]->fireDelay(), _weapons[_selectedWeapon]->fireDelay()/3, Animation::LoopOut::None, Animation::InterpolationType::Cos); Timeline::addAnimation(AnimationListTag("fire_weapon"), 0); Timeline::addAnimation(AnimationListTag("fire_weapon"), _weapons[_selectedWeapon], _weapons[_selectedWeapon]->fireDelay(), _weapons[_selectedWeapon]->fireDelay()/3, Animation::LoopOut::None, Animation::InterpolationType::Cos); } void Player::reloadWeaponAnimation() { Timeline::addAnimation(AnimationListTag("reload_weapon"), _weapons[_selectedWeapon], -2 * Consts::PI, _weapons[_selectedWeapon]->reloadTime() / 2, Animation::LoopOut::None, Animation::InterpolationType::Cos); }