shooter/Player.h

113 lines
3.4 KiB
C++

//
// Created by Иван Ильин on 14.03.2021.
//
#ifndef SHOOTER_PLAYER_H
#define SHOOTER_PLAYER_H
#include <SFML/Audio/Sound.hpp>
#include <utility>
#include "engine/ResourceManager.h"
#include "engine/Camera.h"
#include "engine/World.h"
#include "weapon/Ak47.h"
#include "weapon/Shotgun.h"
#include "weapon/Gun.h"
#include "weapon/Gold_Ak47.h"
#include "weapon/Rifle.h"
#include "ShooterConsts.h"
class Player final : public RigidBody{
private:
double _health = ShooterConsts::HEALTH_MAX;
double _ability = ShooterConsts::ABILITY_MAX;
double _headAngle = 0;
int _kills = 0;
int _deaths = 0;
// sounds
sf::Sound _killSound;
sf::Sound _deathSound;
sf::Sound _changeWeaponSound;
sf::Sound _fullHealthSound;
sf::Sound _fullAbilitySound;
std::vector<std::shared_ptr<Weapon>> _weapons;
size_t _selectedWeapon = 0;
std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
std::function<void(const Vec3D&, const Vec3D&)> _addTraceCallBack;
std::function<void(const std::string&)> _takeBonusCallBack;
std::function<void(std::shared_ptr<Weapon>)> _addWeaponCallBack;
std::function<void(std::shared_ptr<Weapon>)> _removeWeaponCallBack;
std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> _rayCastFunction;
public:
Player();
void setHealth(double h) {
_health = h;
}
void setAbility(double a) {
_ability = a;
}
[[nodiscard]] double health() const { return _health; }
[[nodiscard]] double ability() const { return _ability; }
void setFullHealth();
void setFullAbility();
void initWeapons();
void addWeapon(std::shared_ptr<Weapon> weapon);
[[nodiscard]] std::pair<double, double> balance() const{ return _weapons[_selectedWeapon]->balance();}
void nextWeapon();
void previousWeapon();
void fire();
void reload();
void rotateWeaponsRelativePoint(const Vec3D& point, const Vec3D& v, double val);
[[nodiscard]] int kills() const {return _kills;}
[[nodiscard]] int deaths() const {return _deaths;}
void addKill() { _kills++; }
void addDeath() { _deaths++; }
void playDeath();
void playKill();
void setDamagePlayerCallBack(std::function<void(sf::Uint16 targetId, double)> hit) {
_damagePlayerCallBack = std::move(hit);
}
void setAddTraceCallBack(std::function<void(const Vec3D&, const Vec3D&)> add) {
_addTraceCallBack = std::move(add);
}
void setTakeBonusCallBack(std::function<void(const std::string&)> take) {
_takeBonusCallBack = std::move(take);
}
void setAddWeaponCallBack(std::function<void(std::shared_ptr<Weapon>)> addWeapon) {
_addWeaponCallBack = std::move(addWeapon);
}
void setRemoveWeaponCallBack(std::function<void(std::shared_ptr<Weapon>)> removeWeapon) {
_removeWeaponCallBack = std::move(removeWeapon);
}
void setRayCastFunction(std::function<std::pair<Vec3D, std::string>(const Vec3D&, const Vec3D&)> rayCastFunction) {
_rayCastFunction = std::move(rayCastFunction);
}
// This is for situation when you want to store the position of the head but you dont have attached camera
void setHeadAngle(double a) { _headAngle = a; }
[[nodiscard]] double headAngle() const { return _headAngle; };
void collisionWithObject(const std::string& objName, std::shared_ptr<RigidBody> obj);
};
#endif //MINECRAFT_3DZAVR_PLAYER_H