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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>
#include "../sprites/Corpse.h"
#include "../util/Log.h"
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const std::string Character::KEY_HEALTH = "health";
const int Character::DEFAULT_HEALTH = 100;
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const std::string Character::KEY_SPEED = "speed";
const float Character::DEFAULT_SPEED = 100;
const float Character::POINT_REACHED_DISTANCE = 1.0f;
const std::string Character::KEY_WEAPON = "weapon";
const std::string Character::DEFAULT_WEAPON = "weapon.yaml";
std::vector<Character*> Character::mCharacterInstances = std::vector<Character*>();
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/**
* Saves pointer to this instance in static var for think().
*/
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Character::Character(World& world, Pathfinder& pathfinder,
const Data& data, const Yaml& config) :
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Sprite(data, config),
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mWorld(world),
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mPathfinder(pathfinder),
mMaxHealth(config.get(KEY_HEALTH, DEFAULT_HEALTH)),
mCurrentHealth(mMaxHealth),
mMovementSpeed(config.get(KEY_SPEED, DEFAULT_SPEED)),
mWeapon(world, *this, Yaml(config.get(KEY_WEAPON, DEFAULT_WEAPON))),
mStartPathfinding(false) {
mCharacterInstances.push_back(this);
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}
/**
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* Deletes pointer from static variable mCharacterInstances, inserts body into world.
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*/
Character::~Character() {
auto it = std::find(mCharacterInstances.begin(), mCharacterInstances.end(), this);
assert(it != mCharacterInstances.end());
mCharacterInstances.erase(it);
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mWorld.insert(std::shared_ptr<Sprite>(new Corpse(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->mWeapon.think();
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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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/**
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* Pull the trigger on the attached weapon.
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*/
void
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Character::pullTrigger() {
mWeapon.pullTrigger();
}
/**
* Release the trigger on the attached weapon.
*/
void
Character::releaseTrigger() {
mWeapon.releaseTrigger();
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}
/**
* 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
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Character::setDestination(const sf::Vector2f& destination) {
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mPath = mPathfinder.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.");
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setSpeed(sf::Vector2f(), 0);
}
}
}
}