yupplemayham/YuppleMayham/include/gameplay/weapons/weapon.h
2025-04-10 16:12:46 -04:00

113 lines
3.1 KiB
C++

#ifndef _H_WEAPON_H
#define _H_WEAPON_H
#include <memory>
#include <glm/glm.hpp>
#include <functional>
#include "util.h"
#include "gameplay/entity.h"
#include "utility/direction.h"
#include <utility/component.h>
#include <gameplay/weapons/bulletmanager.h>
// TODO: Put all weapons inside of this base, we don't need a class for every weapon, we only need one class!
class Shader;
class Camera;
class EventManager;
class ResourceManager;
class GameActor;
class WeaponScript;
struct PhysicsComponent;
struct WeaponData;
class Weapon : public Entity
{
public:
Weapon(const WeaponData* data, const unsigned weaponShaderID, const unsigned bulletShaderID, ResourceManager* resourceManager);
void setWielder(GameActor* wielder) { this->wielder = wielder; }
void toggleInfiniteAmmo() { infiniteAmmo = !infiniteAmmo; }
void wield() { wielded = true; }
void putaway() { wielded = false; }
void addComponent(std::unique_ptr<Component> component);
void attachScript(std::unique_ptr<WeaponScript> script);
void hookEventManager(std::weak_ptr<EventManager> eventManager);
bool shoot();
void reload();
void update(double deltaTime);
void draw();
const std::string getType() const { return weaponType; }
struct BulletData {
glm::vec3 origin;
glm::vec2 direction;
float mass = 1.f;
float sizeMod = 1.f;
float speedMod = 1.f;
float dropMod = 1.f;
};
void onHitCallback(GameActor* target, PhysicsComponent* bullet, const glm::vec2& normal);
glm::vec2 getWeaponSize() const { return weaponSize; }
// This is the offset from the center right point of the weapon to the barrel of the gun defined in
// the XML file for the weapon
glm::vec2 getWeaponOffset() const { return weaponOffset; }
float getBulletSpeed() const { return bulletSpeed; }
glm::vec2 getBulletSize() const { return bulletSize; }
GameActor* getWielder() const { return wielder; }
const Uint32 getMagazine() const { return weaponMag; }
const Uint32 getAmmo() const { return weaponAmmo; }
Weapon::BulletData genBulletData ();
void createBullet (const BulletData& data);
const BulletManager* getBulletManager() { return bulletManager.get(); }
~Weapon();
private:
void adjustWeapon();
std::string weaponType;
glm::vec2 weaponSize;
glm::vec2 weaponOffset;
// TODO: Add reloading
// weaponMag will be unused for now, but we will do a reload animation and reload the weapon eventually
Uint16 weaponMag, weaponMagSize, weaponAmmo;
bool reloading = false;
bool wasReloading = false;
bool infiniteAmmo = false;
float bulletSpeed;
float bulletDrop;
// in ms
float fireSpeed;
glm::vec2 bulletSize;
unsigned bulletShaderID;
std::unique_ptr<Component> bulletSprite;
std::shared_ptr<BulletManager> bulletManager;
std::weak_ptr<EventManager> eventManager;
std::unique_ptr<UTIL::RandomGenerator> bulletSpread;
std::unique_ptr<UTIL::RandomGenerator> bulletModifer;
GameActor* wielder;
// is the weapon currently active
bool wielded = false;
int lastFireTime = 0;
Direction lastDir;
std::vector <std::unique_ptr<Component>> components;
std::unique_ptr<WeaponScript> weaponScript;
};
#endif // _H_WEAPON_H