vectozavr-shooter/weapon/Weapon.h

67 lines
2.2 KiB
C++

//
// Created by Иван Ильин on 01.06.2021.
//
#ifndef SHOOTER_WEAPON_H
#define SHOOTER_WEAPON_H
#include <string>
#include "../engine/World.h"
#include "../engine/Camera.h"
#include <SFML/Audio/Sound.hpp>
#include "../engine/Mesh.h"
#include "../engine/utils/Time.h"
#include "../engine/SoundController.h"
#include "../engine/Consts.h"
class Weapon : public RigidBody {
protected:
int _initialPack = 100; // how much ammo do you have when you find the weapon
int _clipCapacity = 30; // how much ammo can be stored in one clip
int _stockAmmo = _initialPack - _clipCapacity; // how much ammo do you have in stock
int _clipAmmo = _clipCapacity; // how much ammo do you have in current clip
double _reloadTime = 3;
double _fireDelay = 0.1; // time delay between fires
double _damage = 300;
double _spreading = 2.0;
std::string _name = "Weapon";
double _lastFireTime = std::numeric_limits<double>::min();
double _lastReloadTime = std::numeric_limits<double>::min();
std::string fireSound;
std::string reloadSound;
std::function<void(const Vec3D&, const Vec3D&)> _addTraceCallBack;
std::map<ObjectNameTag, double> addTrace(std::function<std::pair<Vec3D, ObjectNameTag>(const Vec3D&, const Vec3D&)> rayCastFunction, const Vec3D& position, const Vec3D& direction);
virtual std::map<ObjectNameTag, double> processFire(std::function<std::pair<Vec3D, ObjectNameTag>(const Vec3D&, const Vec3D&)> rayCastFunction);
public:
Weapon(const std::string& weaponName, const std::string& objFileName, const Vec3D& scale, const Vec3D& translate, const Vec3D& rotate);
std::map<ObjectNameTag, double> fire(std::function<std::pair<Vec3D, ObjectNameTag>(const Vec3D&, const Vec3D&)> rayCastFunction);
void reload();
[[nodiscard]] std::pair<double, double> balance() const{ return std::make_pair(_clipAmmo, _stockAmmo); }
void setAddTraceCallBack(std::function<void(Vec3D, Vec3D)> add) {
_addTraceCallBack = std::move(add);
}
[[nodiscard]] ObjectNameTag name() const { return ObjectNameTag(_name); }
void addAmmo(int ammoAdd) { _stockAmmo += ammoAdd; }
[[nodiscard]] int initialPack() const {return _initialPack; }
};
#endif //SHOOTER_3DZAVR_WEAPON_H