shooter/player/Player.h

127 lines
3.7 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 "../3dzavr/engine/utils/ResourceManager.h"
#include "../3dzavr/engine/Camera.h"
#include "../3dzavr/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;
std::vector<std::shared_ptr<Weapon>> _weapons;
size_t _selectedWeapon = 0;
std::string _nickName = ShooterConsts::PLAYER_NAME;
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<IntersectionInformation(const Vec3D &, const Vec3D &)> _rayCastFunction;
void collisionWithObject(const ObjectNameTag &tag, std::shared_ptr<RigidBody> obj);
void rotateWeapon();
public:
explicit Player(ObjectNameTag name, const std::string &filename = ShooterConsts::CUBE_OBJ, const Vec3D &scale = Vec3D{1, 1, 1});
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 reInitWeapons();
void addWeapon(std::shared_ptr<Weapon> weapon);
void selectNextWeapon();
void selectPreviousWeapon();
bool fire();
void reload();
[[nodiscard]] std::shared_ptr<Weapon> weapon() const { return _weapons[_selectedWeapon]; }
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 setKills(int kills) { _kills = kills; }
void setDeaths(int deaths) { _deaths = deaths; }
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<IntersectionInformation(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; };
[[nodiscard]] std::string playerNickName() const { return _nickName; }
void setPlayerNickName(const std::string &name) { _nickName = name; }
};
#endif //MINECRAFT_3DZAVR_PLAYER_H