2021-09-13 15:53:43 +03:00
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//
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// Created by Иван Ильин on 14.03.2021.
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//
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#ifndef SHOOTER_PLAYER_H
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#define SHOOTER_PLAYER_H
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#include <SFML/Audio/Sound.hpp>
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#include <utility>
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#include <ResourceManager.h>
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#include "Camera.h"
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#include "World.h"
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2021-09-14 13:47:53 +03:00
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#include "weapon/Ak47.h"
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#include "weapon/Shotgun.h"
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#include "weapon/Gun.h"
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#include "weapon/Gold_Ak47.h"
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#include "weapon/Rifle.h"
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2021-09-19 11:25:10 +03:00
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class Player : public RigidBody{
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private:
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double _healthMax = 100;
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double _health = _healthMax;
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double _abilityMax = 10;
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double _ability = _abilityMax;
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double _headAngle = 0;
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2021-10-02 20:36:07 +03:00
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int _kills = 0;
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int _deaths = 0;
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2021-09-19 11:25:10 +03:00
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double _g = 35;
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// sounds
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sf::Sound _killSound;
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sf::Sound _deathSound;
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sf::Sound _changeWeaponSound;
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sf::Sound _fullHealthSound;
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sf::Sound _fullAbilitySound;
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std::string _name = "im";
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std::vector<std::shared_ptr<Weapon>> _weapons;
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uint8_t _selectedWeapon = 0;
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std::function<void(sf::Uint16 targetId, double)> _damagePlayerCallBack;
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std::function<void(const Point4D&, const Point4D&)> _addTraceCallBack;
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std::function<void(const std::string&)> _takeBonusCallBack;
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std::function<void(const std::string&)> _fireCallBack;
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std::function<void(std::shared_ptr<Weapon>)> _addWeaponCallBack;
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std::function<void(std::shared_ptr<Weapon>)> _removeWeaponCallBack;
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std::function<std::pair<Point4D, std::string>(const Point4D&, const Point4D&)> _rayCastFunction;
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public:
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Player() {
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loadObj("../obj/cube.obj", "", Point4D{0.5, 1.9, 0.5});
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setAcceleration(Point4D{0, -_g, 0});
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setCollision(true);
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setVisible(false);
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setColor({240, 168, 168});
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_changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/weapons/change_weapon.ogg"));
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_fullHealthSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/fullHealth.ogg"));
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_fullAbilitySound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/fullAbility.ogg"));
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setCollisionCallBack([this](const std::string& objName, std::shared_ptr<RigidBody> obj) {collisionWithObject(objName, obj);});
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};
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[[nodiscard]] std::string name() const { return "Player_" + _name; }
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void setHealth(double h) {
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_health = h;
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}
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void setAbility(double a) {
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_ability = a;
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}
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[[nodiscard]] double health() const { return _health; }
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[[nodiscard]] double ability() const { return _ability; }
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[[nodiscard]] double maxHealth() const { return _healthMax; }
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[[nodiscard]] double maxAbility() const { return _abilityMax; }
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void setFullHealth() {
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_health = _healthMax;
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_fullHealthSound.play();
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}
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void setFullAbility() {
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_ability = _abilityMax;
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_fullAbilitySound.play();
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}
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void initWeapons();
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void addWeapon(std::shared_ptr<Weapon> weapon);
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[[nodiscard]] std::pair<double, double> balance() const{ return _weapons[_selectedWeapon]->balance();}
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void nextWeapon();
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void previousWeapon();
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void fire();
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void reload();
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void rotateWeaponsRelativePoint(const Point4D& point4D, const Point4D& v, double val);
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[[nodiscard]] int kills() const {return _kills;}
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[[nodiscard]] int deaths() const {return _deaths;}
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void addKill() { _kills++; }
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void addDeath() { _deaths++; }
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void playDeath();
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void playKill();
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void setDamagePlayerCallBack(std::function<void(sf::Uint16 targetId, double)> hit) {
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_damagePlayerCallBack = std::move(hit);
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}
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void setAddTraceCallBack(std::function<void(const Point4D&, const Point4D&)> add) {
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_addTraceCallBack = std::move(add);
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}
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void setTakeBonusCallBack(std::function<void(const std::string&)> take) {
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_takeBonusCallBack = std::move(take);
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}
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void setAddWeaponCallBack(std::function<void(std::shared_ptr<Weapon>)> addWeapon) {
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_addWeaponCallBack = addWeapon;
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}
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void setRemoveWeaponCallBack(std::function<void(std::shared_ptr<Weapon>)> removeWeapon) {
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_removeWeaponCallBack = std::move(removeWeapon);
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}
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void setRayCastFunction(std::function<std::pair<Point4D, std::string>(const Point4D&, const Point4D&)> rayCastFunction) {
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_rayCastFunction = std::move(rayCastFunction);
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}
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// This is for situation when you want to store the position of the head but you dont have attached camera
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void setHeadAngle(double a) { _headAngle = a; }
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[[nodiscard]] double headAngle() const { return _headAngle; };
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void collisionWithObject(const std::string& objName, std::shared_ptr<RigidBody> obj);
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};
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#endif //MINECRAFT_3DZAVR_PLAYER_H
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