vectozavr-shooter/player/Player.h

108 lines
2.7 KiB
C++

//
// Created by Иван Ильин on 14.03.2021.
//
#ifndef SHOOTER_PLAYER_H
#define SHOOTER_PLAYER_H
#include <utility>
#include <SFML/Audio/Sound.hpp>
#include <utils/ResourceManager.h>
#include <Camera.h>
#include <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<IntersectionInformation(const Vec3D &, const Vec3D &)> _rayCastFunction;
void collisionWithObject(const ObjectNameTag &tag, std::shared_ptr<RigidBody> obj);
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 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; }
void selectWeaponAnimation();
void fireWeaponAnimation();
void reloadWeaponAnimation();
};
#endif //MINECRAFT_3DZAVR_PLAYER_H