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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 <algorithm>
#include <assert.h>
#include <Thor/Vectors.hpp>
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#include "../sprites/Body.h"
#include "../util/Log.h"
const String Character::KEY_HEALTH = "health";
const String Character::KEY_SPEED = "speed";
const float Character::POINT_REACHED_DISTANCE = 1.0f;
std::vector<Character*> Character::mCharacterInstances = std::vector<Character*>();
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/**
* Saves pointer to this instance in static var for think().
*/
Character::Character(const Instances& instances, const String& texturePath,
const PhysicalData& data, const Yaml& config) :
Sprite(config, data),
mMaxHealth(config.get<int>(KEY_HEALTH)),
mCurrentHealth(mMaxHealth),
mMovementSpeed(config.get<float>(KEY_SPEED)),
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mWeapon(instances, *this, Yaml("weapon.yaml")),
mInstances(instances),
mStartPathfinding(false) {
mCharacterInstances.push_back(this);
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}
/**
* Deletes pointer from static variable mCharacterInstances, inserts body into world
* (done here to avoid altering Box2D data during timestep).
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*/
Character::~Character() {
auto it = std::find(mCharacterInstances.begin(), mCharacterInstances.end(), this);
assert(it != mCharacterInstances.end());
mCharacterInstances.erase(it);
mInstances.collection.insert(std::shared_ptr<Sprite>(new Body(mInstances.world,
getPosition(), Yaml("body.yaml"))));
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}
/**
* Calls onThink on all Actor instances.
*
* @param elapsedTime Amount of time to simulate.
*/
void
Character::think(float elapsedTime) {
for (auto i : mCharacterInstances) {
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i->onThink(elapsedTime);
}
}
/**
* 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 (regular) AI computations. Default implementation does nothing.
*
* @param elapsedTime Amount of time to simulate.
*/
void
Character::onThink(float elapsedTime) {
}
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/**
* Called when health reaches zero. Default immplementation does nothing.
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*/
void
Character::onDeath() {
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}
/**
* Gets the default movement speed (walking) of the character.
*/
float
Character::getMovementSpeed() const {
return mMovementSpeed;
}
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/**
* Fire the attached weapon.
*/
void
Character::fire() {
mWeapon.fire();
}
/**
* Set a destination to be walked to. Call move() for the actual movement.
*
* @param destination An absolute point to move towards.
* @return True if a path was found.
*/
bool
Character::setDestination(const Vector2f& destination) {
mPath = mInstances.pathfinder.getPath(*this, destination);
// Make sure we found a path.
if (mPath.empty()) {
LOG_I("No path found to destination.");
} else {
mStartPathfinding = true;
}
return mStartPathfinding;
}
/**
* Move towards a destination. Call setDestination() for setting the destination.
* This should be called from think().
*/
void
Character::move() {
if (!mPath.empty()) {
if (mStartPathfinding) {
setSpeed(*mPath.end() - getPosition(), mMovementSpeed);
}
if (thor::length(*mPath.end() - getPosition()) < POINT_REACHED_DISTANCE) {
// Reached a path node.
mPath.pop_back();
if (!mPath.empty()) {
// Move to next path node.
setSpeed(*mPath.end() - getPosition(), mMovementSpeed);
}
else {
LOG_I("Reached destination.");
setSpeed(Vector2f(), 0);
}
}
}
}