vectozavr-shooter/Player.cpp

150 lines
4.6 KiB
C++

//
// Created by Иван Ильин on 14.03.2021.
//
#include "Player.h"
#include "engine/Screen.h"
#include "engine/ResourceManager.h"
#include "engine/utils/Log.h"
Player::Player() {
loadObj(ShooterConsts::CUBE_OBJ, "", Vec3D{0.5, 1.9, 0.5});
setAcceleration(Vec3D{0, -ShooterConsts::GRAVITY, 0});
setCollision(true);
setVisible(false);
setColor({240, 168, 168});
_changeWeaponSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::CHANGE_WEAPON_SOUND));
_fullHealthSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::RESTORE_HEALTH_SOUND));
_fullAbilitySound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::RESTORE_ABILITY_SOUND));
setCollisionCallBack([this](const std::string& objName, std::shared_ptr<RigidBody> obj) {collisionWithObject(objName, obj);});
}
void Player::rotateWeaponsRelativePoint(const Vec3D& point4D, const Vec3D& v, double val) {
for(auto& weapon : _weapons)
weapon->rotateRelativePoint(point4D, v, val);
}
void Player::playDeath() {
_deathSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::DEATH_SOUND));
_deathSound.play();
}
void Player::playKill() {
_killSound.setBuffer(*ResourceManager::loadSoundBuffer(ShooterConsts::KILL_SOUND));
_killSound.play();
}
void Player::collisionWithObject(const std::string &objName, std::shared_ptr<RigidBody> obj) {
if(objName.find("Bonus_gun") != std::string::npos)
addWeapon(std::make_shared<Gun>());
if(objName.find("Bonus_shotgun") != std::string::npos)
addWeapon(std::make_shared<Shotgun>());
if(objName.find("Bonus_ak47") != std::string::npos)
addWeapon(std::make_shared<Ak47>());
if(objName.find("Bonus_gold_ak47") != std::string::npos)
addWeapon(std::make_shared<Gold_Ak47>());
if(objName.find("Bonus_rifle") != std::string::npos)
addWeapon(std::make_shared<Rifle>());
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> 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() + Vec3D{0, 1.8, 0}, Vec3D{0, 1, 0}, _angle->y());
_weapons.back()->rotateRelativePoint(position() + Vec3D{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<Gun>());
_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("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("selectedWeapon " + std::to_string(_selectedWeapon));
_changeWeaponSound.play();
}
}
void Player::fire() {
if(attached("camera") != nullptr) {
auto damagedPlayers = _weapons[_selectedWeapon]->fire(_rayCastFunction);
for(auto& damagedPlayer : damagedPlayers) {
sf::Uint16 targetId = std::stoi(damagedPlayer.first.substr(6));
_damagePlayerCallBack(targetId, damagedPlayer.second);
}
}
}
void Player::reload() {
_weapons[_selectedWeapon]->reload();
}
void Player::setFullHealth() {
_health = ShooterConsts::HEALTH_MAX;
_fullHealthSound.play();
}
void Player::setFullAbility() {
_ability = ShooterConsts::ABILITY_MAX;
_fullAbilitySound.play();
}