/* * Actor.cpp * * Created on: 02.09.2012 * Author: Felix */ #include "Character.h" #include #include "../items/Weapon.h" #include "../sprites/Corpse.h" #include "../util/Log.h" #include "../util/Yaml.h" #include "../World.h" #include "../Pathfinder.h" const float Character::VISION_DISTANCE = 500.0f; const float Character::POINT_REACHED_DISTANCE = 1.0f; /** * Saves pointer to this instance in static var for think(). */ Character::Character(const sf::Vector2f& position, Category category, unsigned short mask, const Yaml& config, World& world, Pathfinder& pathfinder) : Circle(position, category, mask, config), mWorld(world), mPathfinder(pathfinder), mMaxHealth(config.get("health", 100)), mCurrentHealth(mMaxHealth), mMovementSpeed(config.get("speed", 0.0f)), mFirstWeapon(new Weapon(world, *this, Yaml(config.get("first_weapon", std::string())))), mSecondWeapon(new Weapon(world, *this, Yaml(config.get("second_weapon", std::string())))), mActiveWeapon(mFirstWeapon), mLastPosition(getPosition()), mFaction((Faction) config.get("faction", 1)) { } Character::~Character() { } /** * Subtracts health from Actor. Calls onDeath() when health reaches zero and marks * object for deletion. * * @param damage Amount of health to subtract. */ void Character::onDamage(int damage) { mCurrentHealth -= damage; if (mCurrentHealth <= 0) { mCurrentHealth = 0; onDeath(); setDelete(true); } } /** * Implement this function for any (periodical) AI computations. * If overwritten, this function should always be called from the overwriting function. * * @param elapsed Amount of time to simulate. */ void Character::onThink(int elapsed) { mActiveWeapon->onThink(elapsed); move(); } /** * Returns the faction this character belongs to. */ Character::Faction Character::getFaction() const { return mFaction; } /** * Called when health reaches zero. Default implementation drops a corpse at * the current position. */ void Character::onDeath() { mWorld.insert(std::shared_ptr(new Corpse(getPosition()))); } /** * Gets the default movement speed (walking) of the character. */ float Character::getMovementSpeed() const { return mMovementSpeed; } /** * Pull the trigger on the attached weapon. */ void Character::pullTrigger() { mActiveWeapon->pullTrigger(); } /** * Release the trigger on the attached weapon. */ void Character::releaseTrigger() { mActiveWeapon->releaseTrigger(); } /** * Set a destination to be walked to. Call move() to actually * perform the movement. * * @param destination An absolute point to move towards. Set to current * position to stop movement. * @return True if a path was found. */ bool Character::setDestination(const sf::Vector2f& destination) { mPath = mPathfinder.getPath(getPosition(), destination, getRadius()); return !mPath.empty(); } /** * Move towards a destination. Call setDestination() for setting the destination. * This is automatically called from onThink(). */ void Character::move() { if (mPath.empty()) return; mLastPosition = getPosition(); setSpeed(mPath.back() - getPosition(), mMovementSpeed); setDirection(mPath.back() - getPosition()); if (thor::length(mPath.back() - getPosition()) < POINT_REACHED_DISTANCE) { mPath.pop_back(); if (mPath.empty()) setSpeed(sf::Vector2f(), 0); } } /** * Returns true if the character is currently moving. */ bool Character::isMoving() const { return !mPath.empty(); } /** * Tests if a target is visible from the current position. */ bool Character::isVisible(const sf::Vector2f& target) const { return mWorld.raycast(getPosition(), target); } /** * Calls World::getCharacters with current position. */ std::vector > Character::getCharacters() const { auto characters = mWorld.getCharacters(getPosition(), VISION_DISTANCE); characters.erase(std::remove_if(characters.begin(), characters.end(), [this](const std::shared_ptr& c) {return c->getFaction() == getFaction();}), characters.end()); return characters; } int Character::getMagazineAmmo() const { return mActiveWeapon->getMagazineAmmo(); } int Character::getTotalAmmo() const { return mActiveWeapon->getTotalAmmo(); } std::string Character::getWeaponName() const { return mActiveWeapon->getName(); } void Character::reload() { mActiveWeapon->reload(); } void Character::toggleWeapon() { mActiveWeapon->cancelReload(); mActiveWeapon = (mActiveWeapon == mFirstWeapon) ? mSecondWeapon : mFirstWeapon; } void Character::selectFirstWeapon() { mActiveWeapon->cancelReload(); mActiveWeapon = mFirstWeapon; } void Character::selectSecondWeapon() { mActiveWeapon->cancelReload(); mActiveWeapon = mSecondWeapon; } int Character::getHealth() const { return mCurrentHealth; }