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dungeon-gunner/source/abstract/Character.cpp

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/*
* Actor.cpp
*
* Created on: 02.09.2012
* Author: Felix
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*/
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#include "Character.h"
#include <Thor/Vectors.hpp>
#include "../items/Weapon.h"
#include "../sprites/Corpse.h"
#include "../sprites/TileManager.h"
#include "../util/Log.h"
#include "../util/Yaml.h"
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#include "../World.h"
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#include "../Pathfinder.h"
const float Character::VISION_DISTANCE = 500.0f;
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/**
* Saves pointer to this instance in static var for think().
*/
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Character::Character(World& world, TileManager& tileManager, Pathfinder& pathfinder,
const Data& data, const Yaml& config) :
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Sprite(data, config),
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mWorld(world),
mTileManager(tileManager),
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mPathfinder(pathfinder),
mMaxHealth(config.get(YAML_KEY::HEALTH, YAML_DEFAULT::HEALTH)),
mCurrentHealth(mMaxHealth),
mMovementSpeed(config.get(YAML_KEY::SPEED, YAML_DEFAULT::SPEED)),
mWeapon(new Weapon(world, *this,
Yaml(config.get(YAML_KEY::WEAPON, YAML_DEFAULT::WEAPON)))),
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mLastPosition(getPosition()) {
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}
Character::~Character() {
}
/**
* Subtracts health from Actor. Calls onDeath() when health reaches zero and marks
* object for deletion.
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*
* @param damage Amount of health to subtract.
*/
void
Character::onDamage(int damage) {
mCurrentHealth -= damage;
if (mCurrentHealth <= 0) {
mCurrentHealth = 0;
onDeath();
setDelete(true);
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}
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}
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/**
* Implement this function for any (periodical) AI computations.
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* If overwritten, this function should always be called from the overwriting function.
*
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* @param elapsed Amount of time to simulate.
*/
void
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Character::onThink(int elapsed) {
mWeapon->onThink(elapsed);
move();
}
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/**
* Called when health reaches zero. Default implementation drops a corpse at
* the current position.
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*/
void
Character::onDeath() {
mWorld.insert(std::shared_ptr<Sprite>(new Corpse(getPosition(), Yaml("body.yaml"))));
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}
/**
* Gets the default movement speed (walking) of the character.
*/
float
Character::getMovementSpeed() const {
return mMovementSpeed;
}
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/**
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* Pull the trigger on the attached weapon.
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*/
void
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Character::pullTrigger() {
mWeapon->pullTrigger();
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}
/**
* Release the trigger on the attached weapon.
*/
void
Character::releaseTrigger() {
mWeapon->releaseTrigger();
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}
/**
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* Set a destination to be walked to. Call move() to actually
* perform the movement.
*
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* @param destination An absolute point to move towards. Set to current
* position to stop movement.
* @return True if a path was found.
*/
bool
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Character::setDestination(const sf::Vector2f& destination) {
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if (destination == getPosition()) {
mPath.clear();
return true;
}
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mPath = mPathfinder.getPath(getPosition(), destination, getRadius());
if (!mPath.empty())
setSpeed(mPath.back() - getPosition(), mMovementSpeed);
else {
setSpeed(sf::Vector2f(), 0);
LOG_W("No path found to destination.");
}
return !mPath.empty();
}
/**
* Move towards a destination. Call setDestination() for setting the destination.
* This is automatically called from onThink().
*/
void
Character::move() {
sf::Vector2f distanceTraveled = mLastPosition - getPosition();
mLastPosition = getPosition();
if (!mPath.empty()) {
// Point reached (during next time step).
if (thor::length(mPath.back() - getPosition()) < thor::length(distanceTraveled)) {
mPath.pop_back();
(!mPath.empty())
? setSpeed(mPath.back() - getPosition(), mMovementSpeed)
: setSpeed(sf::Vector2f(), 0);
}
}
}
/**
* Returns true if the character is currently moving.
*/
bool
Character::isMoving() const {
return !mPath.empty();
}
/**
* Tests if a target is visible from the current position.
*/
bool
Character::isVisible(const sf::Vector2f& target) const {
return mTileManager.raycast(getPosition(), target);
}
/**
* Calls World::getCharacters with current position.
*/
std::vector<std::shared_ptr<Character> >
Character::getCharacters() const {
return mWorld.getCharacters(getPosition(), VISION_DISTANCE);
}