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dungeon-gunner/source/abstract/Character.h

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/*
* Actor.h
*
* Created on: 02.09.2012
* Author: Felix
*/
#ifndef DG_ACTOR_H_
#define DG_ACTOR_H_
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#include <string>
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#include <vector>
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#include "Sprite.h"
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class World;
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class Weapon;
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class Sprite;
class Yaml;
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/**
* Provides think function for AI, manages health, drops body on death.
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*/
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class Character : public Sprite {
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// Public functions.
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public:
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Character(World& world, const Data& data, const Yaml& config);
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virtual ~Character() = 0;
void onDamage(int damage);
// Protected functions.
protected:
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virtual void onThink(int elapsed);
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virtual void onDeath();
float getMovementSpeed() const;
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void pullTrigger();
void releaseTrigger();
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bool setDestination(const sf::Vector2f& destination);
void move();
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// Private variables.
private:
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static const std::string KEY_HEALTH;
static const int DEFAULT_HEALTH;
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static const std::string KEY_SPEED;
static const float DEFAULT_SPEED;
static const std::string KEY_WEAPON;
static const std::string DEFAULT_WEAPON;
/// The distance to a point where it is considered reached (in pixels).
static const float POINT_REACHED_DISTANCE;
friend class World;
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World& mWorld;
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const int mMaxHealth;
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int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
const float mMovementSpeed;
std::unique_ptr<Weapon> mWeapon;
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std::vector<sf::Vector2f> mPath; //< Contains nodes to reach a set destination.
bool mStartPathfinding; //< True if a movement destination was just set.
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};
#endif /* DG_ACTOR_H_ */