2012-10-01 09:02:44 +00:00
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/*
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* Actor.h
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*
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* Created on: 02.09.2012
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* Author: Felix
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*/
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#ifndef DG_ACTOR_H_
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#define DG_ACTOR_H_
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#include <vector>
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2012-10-01 09:13:26 +00:00
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#include "Sprite.h"
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2012-10-13 16:57:12 +00:00
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#include "../items/Weapon.h"
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2012-10-14 16:14:06 +00:00
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#include "../types/Instances.h"
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#include "../types/String.h"
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2012-10-12 17:34:07 +00:00
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#include "../util/Yaml.h"
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2012-10-01 09:13:26 +00:00
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2012-10-13 16:57:12 +00:00
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class Weapon;
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2012-10-04 17:24:46 +00:00
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class Instances;
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2012-10-01 09:13:26 +00:00
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class Sprite;
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2012-10-12 17:34:07 +00:00
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class Yaml;
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2012-10-01 09:13:26 +00:00
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2012-10-01 09:02:44 +00:00
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/**
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2012-10-04 17:24:46 +00:00
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* Provides think function for AI, manages health, drops body on death.
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2012-10-01 09:02:44 +00:00
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*/
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2012-10-01 09:13:26 +00:00
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class Character : public Sprite {
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2012-10-01 09:02:44 +00:00
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// Public functions.
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public:
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2012-10-11 21:24:22 +00:00
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Character(const Instances& instances, const String& texturePath,
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const PhysicalData& data, const Yaml& config);
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virtual ~Character() = 0;
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static void think(float elapsedTime);
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void onDamage(int damage);
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// Protected functions.
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protected:
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virtual void onThink(float elapsedTime);
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virtual void onDeath();
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float getMovementSpeed() const;
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2012-10-13 16:57:12 +00:00
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void fire();
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2012-10-13 17:36:33 +00:00
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bool setDestination(const Vector2f& destination);
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void move();
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2012-10-01 09:02:44 +00:00
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// Private variables.
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private:
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static const String KEY_HEALTH;
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static const String KEY_SPEED;
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/// The distance to a point where it is considered reached.
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static const float POINT_REACHED_DISTANCE;
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2012-10-04 17:24:46 +00:00
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static std::vector<Character*> mCharacterInstances;
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const int mMaxHealth;
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int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
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const float mMovementSpeed;
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Weapon mWeapon;
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Instances mInstances;
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std::vector<Vector2f> mPath; //< Contains nodes to reach a set destination.
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bool mStartPathfinding; //< True if a movement destination was just set.
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2012-10-01 09:02:44 +00:00
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};
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#endif /* DG_ACTOR_H_ */
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