// // Created by Иван Ильин on 14.03.2021. // #include "Player.h" #include "Screen.h" #include "ResourceManager.h" #include "utils/Log.h" void Player::rotateWeaponsRelativePoint(const Point4D& point4D, const Point4D& v, double val) { for(auto& weapon : _weapons) weapon->rotateRelativePoint(point4D, v, val); } void Player::playDeath() { _deathSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/classic_hurt.ogg")); _deathSound.play(); } void Player::playKill() { _killSound.setBuffer(*ResourceManager::loadSoundBuffer("../sound/kill.ogg")); _killSound.play(); } void Player::collisionWithObject(const std::string &objName, std::shared_ptr obj) { if(objName.find("Bonus_gun") != std::string::npos) addWeapon(std::make_shared()); if(objName.find("Bonus_shotgun") != std::string::npos) addWeapon(std::make_shared()); if(objName.find("Bonus_ak47") != std::string::npos) addWeapon(std::make_shared()); if(objName.find("Bonus_gold_ak47") != std::string::npos) addWeapon(std::make_shared()); if(objName.find("Bonus_rifle") != std::string::npos) addWeapon(std::make_shared()); if(objName.find("Bonus_hill") != std::string::npos) setFullHealth(); if(objName.find("Bonus_ability") != std::string::npos) setFullAbility(); if(objName.find("Bonus") != std::string::npos) { _takeBonusCallBack(objName); } } void Player::addWeapon(std::shared_ptr weapon) { _changeWeaponSound.play(); for(auto& w : _weapons) { if (w->name() == weapon->name()) { w->addAmmo(w->initialPack()); return; } } _weapons.push_back(weapon); attach(weapon, weapon->name()); _weapons.back()->translate(position()); _weapons.back()->rotateRelativePoint(position() + Point4D{0, 1.8, 0}, Point4D{0, 1, 0}, _angle.y()); _weapons.back()->rotateRelativePoint(position() + Point4D{0, 1.8, 0}, left(), headAngle()); _weapons.back()->setAddTraceCallBack(_addTraceCallBack); } void Player::initWeapons() { if(!_weapons.empty()) { for(auto weapon : _weapons) unattach(weapon->name()); _removeWeaponCallBack(_weapons[_selectedWeapon]); _weapons.clear(); } _selectedWeapon = 0; addWeapon(std::make_shared()); _addWeaponCallBack(_weapons[_selectedWeapon]); } void Player::nextWeapon() { if(_weapons.size() > 1) { // change '_selectedWeapon' _removeWeaponCallBack(_weapons[_selectedWeapon]); _selectedWeapon = (_selectedWeapon + 1) % _weapons.size(); _addWeaponCallBack(_weapons[_selectedWeapon]); Log::log("selected _selectedWeapon " + std::to_string(_selectedWeapon)); _changeWeaponSound.play(); } } void Player::previousWeapon() { if(_weapons.size() > 1) { // change '_selectedWeapon' _removeWeaponCallBack(_weapons[_selectedWeapon]); if (_selectedWeapon > 0) _selectedWeapon = (_selectedWeapon - 1) % _weapons.size(); else _selectedWeapon = _weapons.size() - 1; _addWeaponCallBack(_weapons[_selectedWeapon]); Log::log("selected _selectedWeapon " + std::to_string(_selectedWeapon)); _changeWeaponSound.play(); } } void Player::fire() { auto damagedPlayers = _weapons[_selectedWeapon]->fire(_rayCastFunction, attached("camera")->position(), attached("camera")->lookAt()); for(auto& damagedPlayer : damagedPlayers) { sf::Uint16 targetId = std::stoi(damagedPlayer.first.substr(7)); _damagePlayerCallBack(targetId, damagedPlayer.second); } } void Player::reload() { _weapons[_selectedWeapon]->reload(); }