/* * Actor.h * * Created on: 02.09.2012 * Author: Felix */ #ifndef DG_ACTOR_H_ #define DG_ACTOR_H_ #include "Circle.h" class Pathfinder; class World; class Weapon; class Yaml; /** * Provides think function for AI, manages health, drops body on death. */ 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; public: explicit Character(const sf::Vector2f& position, Category category, unsigned short mask, const Yaml& config, World& world, Pathfinder& pathfinder); virtual ~Character() = 0; void onDamage(int damage); Faction getFaction() const; protected: virtual void onThink(int elapsed); virtual void onDeath(); float getMovementSpeed() const; void pullTrigger(); void releaseTrigger(); bool setDestination(const sf::Vector2f& destination); bool isMoving() const; bool isVisible(const sf::Vector2f& target) const; std::vector > getCharacters() const; int getMagazineAmmo() const; int getTotalAmmo() const; void reload(); void toggleWeapon(); void selectFirstWeapon(); void selectSecondWeapon(); private: void move(); private: /// Distance to a path point where it will be considered as reached (to /// avoid floating point equality check). static const float POINT_REACHED_DISTANCE; friend class World; World& mWorld; Pathfinder& mPathfinder; const int mMaxHealth; int mCurrentHealth; //< Current health. Between 0 and mMaxHealth. const float mMovementSpeed; std::shared_ptr mFirstWeapon; std::shared_ptr mSecondWeapon; std::shared_ptr mActiveWeapon; std::vector mPath; //< Contains nodes to reach a set destination. sf::Vector2f mLastPosition; Faction mFaction; }; #endif /* DG_ACTOR_H_ */