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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_
#include "Circle.h"
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#include "../items/Gadget.h"
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class Pathfinder;
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class World;
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class Weapon;
class Yaml;
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/**
* Provides think function for AI, manages health, drops body on death.
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*/
class Character : public Circle {
public:
enum Faction {
FACTION_PLAYER = 1,
FACTION_ENEMIES = 2
};
/// Maximum distance where an enemy will be detected.
static const float VISION_DISTANCE;
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public:
explicit Character(const Vector2f& position, Category category,
unsigned short mask, const Yaml& config, World& world,
Pathfinder& pathfinder);
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virtual ~Character() = 0;
void onDamage(int damage);
Faction getFaction() const;
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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();
bool setDestination(const Vector2f& destination);
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bool isPathEmpty() const;
bool isVisible(const Vector2f& target) const;
std::vector<std::shared_ptr<Character> > getCharacters() const;
int getMagazineAmmo() const;
int getTotalAmmo() const;
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std::string getWeaponName() const;
void reload();
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void toggleWeapon();
void selectFirstWeapon();
void selectSecondWeapon();
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int getHealth() const;
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void setLeftGadget(std::shared_ptr<Gadget> gadget);
void setRightGadget(std::shared_ptr<Gadget> gadget);
void useLeftGadget();
void useRightGadget();
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std::string getLeftGadgetName() const;
std::string getRightGadgetName() const;
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void pickUpItem();
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protected:
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private:
void move();
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private:
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friend class Shield;
/// Distance to a path point where it will be considered as reached (to
/// avoid floating point equality check).
static const float POINT_REACHED_DISTANCE;
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/// Maximum distance from character where an item can be picked up.
static const float ITEM_PICKUP_MAX_DISTANCE;
friend class World;
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World& mWorld;
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Pathfinder& mPathfinder;
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const int mMaxHealth;
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int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
const float mMovementSpeed;
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std::shared_ptr<Weapon> mFirstWeapon;
std::shared_ptr<Weapon> mSecondWeapon;
std::shared_ptr<Weapon> mActiveWeapon;
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std::shared_ptr<Gadget> mLeftGadget;
std::shared_ptr<Gadget> mRightGadget;
std::vector<Vector2f> mPath; //< Contains nodes to reach a set destination.
Vector2f mLastPosition;
Faction mFaction;
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};
#endif /* DG_ACTOR_H_ */