/* * Actor.cpp * * Created on: 02.09.2012 * Author: Felix */ #include "Character.h" #include #include "../items/Weapon.h" #include "../sprites/Corpse.h" #include "../sprites/TileManager.h" #include "../util/Log.h" #include "../util/Yaml.h" #include "../World.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"; const float Character::VISION_DISTANCE = 500.0f; /** * Saves pointer to this instance in static var for think(). */ Character::Character(World& world, TileManager& tileManager, const Data& data, const Yaml& config) : Sprite(data, config), mWorld(world), mTileManager(tileManager), mMaxHealth(config.get(KEY_HEALTH, DEFAULT_HEALTH)), mCurrentHealth(mMaxHealth), mMovementSpeed(config.get(KEY_SPEED, DEFAULT_SPEED)), mWeapon(new Weapon(world, *this, Yaml(config.get(KEY_WEAPON, DEFAULT_WEAPON)))) { } 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 (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 = mWorld.getPath(getPosition(), destination, getRadius()); if (!mPath.empty()) setSpeed(mPath.back() - getPosition(), mMovementSpeed); else LOG_W("No path found to destination."); return !mPath.empty(); } /** * Move towards a destination. Call setDestination() for setting the destination. * This should be called from think() if path finding is to be used. */ void Character::move() { if (!mPath.empty()) { if (thor::length(mPath.back() - getPosition()) < POINT_REACHED_DISTANCE) { mPath.pop_back(); (!mPath.empty()) ? setSpeed(mPath.back() - getPosition(), mMovementSpeed) : 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 mTileManager.raycast(getPosition(), target); } /** * Calls World::getCharacters with current position. */ std::vector > Character::getCharacters() const { return mWorld.getCharacters(getPosition(), VISION_DISTANCE); }