shooter/weapon/Weapon.h

79 lines
2.3 KiB
C++
Executable File

//
// Created by Иван Ильин on 01.06.2021.
//
#ifndef SHOOTER_WEAPON_H
#define SHOOTER_WEAPON_H
#include <string>
#include <World.h>
#include <Camera.h>
#include <SFML/Audio/Sound.hpp>
#include "Mesh.h"
#include "utils/Time.h"
class Weapon {
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";
std::map<std::string, std::shared_ptr<Mesh>> _objects;
double _lastFireTime = -INFINITY;
double _lastReloadTime = -INFINITY;
sf::Sound fireSound;
sf::Sound reloadSound;
sf::Sound noAmmoSound;
static void deleteTrace(std::shared_ptr<World> world, const std::string& traceName);
int fireTraces = 0;
std::function<void(const Point4D&, const Point4D&)> addTraceCallBack;
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<std::string, double> fire(std::shared_ptr<World> world, std::shared_ptr<Camera> camera);
void reload();
void addToWorld(std::shared_ptr<World> world);
void removeFromWorld(std::shared_ptr<World> world);
void attachToPlayer(Mesh& player);
[[nodiscard]] std::pair<double, double> balance() const{ return std::make_pair(_clipAmmo, _stockAmmo); }
void rotateRelativePoint(const Point4D& point4D, const Point4D& v, double val);
void rotate(const Point4D& point4D, double val);
void translate(const Point4D& point4D);
void setAddTraceCallBack(std::function<void(Point4D, Point4D)> add) {
addTraceCallBack = std::move(add);
}
[[nodiscard]] std::string name() const { return _name; }
void addAmmo(int ammoAdd) { _stockAmmo += ammoAdd; }
virtual std::map<std::string, double> processFire(std::shared_ptr<World> world, std::shared_ptr<Camera> camera);
[[nodiscard]] int initialPack() const {return _initialPack; }
};
#endif //SHOOTER_3DZAVR_WEAPON_H