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