59 lines
1.3 KiB
C++
59 lines
1.3 KiB
C++
/*
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* Actor.h
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*
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* Created on: 02.09.2012
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* Author: Felix
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*/
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#ifndef DG_ACTOR_H_
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#define DG_ACTOR_H_
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#include "Sprite.h"
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class TileManager;
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class World;
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class Weapon;
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class Yaml;
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/**
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* Provides think function for AI, manages health, drops body on death.
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*/
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class Character : public Sprite {
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public:
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explicit Character(World& world, TileManager& tileManager,
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const Data& data, const Yaml& config);
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virtual ~Character() = 0;
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void onDamage(int damage);
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protected:
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virtual void onThink(int elapsed);
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virtual void onDeath();
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float getMovementSpeed() const;
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void pullTrigger();
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void releaseTrigger();
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bool setDestination(const sf::Vector2f& destination);
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bool isMoving() const;
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bool isVisible(const sf::Vector2f& target) const;
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std::vector<std::shared_ptr<Character> > getCharacters() const;
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private:
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void move();
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private:
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/// Maximum distance where an enemy will be detected.
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static const float VISION_DISTANCE;
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friend class World;
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World& mWorld;
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TileManager& mTileManager;
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const int mMaxHealth;
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int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
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const float mMovementSpeed;
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std::unique_ptr<Weapon> mWeapon;
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std::vector<sf::Vector2f> mPath; //< Contains nodes to reach a set destination.
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sf::Vector2f mLastPosition;
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};
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#endif /* DG_ACTOR_H_ */
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