/* * Actor.cpp * * Created on: 02.09.2012 * Author: Felix */ #include "Character.h" #include #include #include #include "../sprites/Corpse.h" #include "../util/Log.h" const std::string Character::KEY_HEALTH = "health"; const int Character::DEFAULT_HEALTH = 100; 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::mCharacterInstances = std::vector(); /** * Saves pointer to this instance in static var for think(). */ Character::Character(World& world, Pathfinder& pathfinder, const Data& data, const Yaml& config) : Sprite(data, config), mWorld(world), 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); } /** * Deletes pointer from static variable mCharacterInstances. */ Character::~Character() { auto it = std::find(mCharacterInstances.begin(), mCharacterInstances.end(), this); assert(it != mCharacterInstances.end()); mCharacterInstances.erase(it); } /** * Calls onThink on all Actor instances. * * @param elapsed Amount of time to simulate. */ void Character::think(int elapsed) { for (auto i : mCharacterInstances) { i->onThink(elapsed); } } /** * 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 (regular) 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) { mWeapon.onThink(elapsed); } /** * 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(), Yaml("body.yaml")))); } /** * 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() { mWeapon.pullTrigger(); } /** * Release the trigger on the attached weapon. */ void Character::releaseTrigger() { mWeapon.releaseTrigger(); } /** * 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 Character::setDestination(const sf::Vector2f& destination) { 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."); setSpeed(sf::Vector2f(), 0); } } } }