This repository has been archived on 2019-12-07. You can view files and clone it, but cannot push or open issues or pull requests.
dungeon-gunner/source/abstract/Character.cpp
2013-03-27 14:38:34 +01:00

155 lines
3.6 KiB
C++

/*
* Actor.cpp
*
* Created on: 02.09.2012
* Author: Felix
*/
#include "Character.h"
#include <algorithm>
#include <assert.h>
#include <Thor/Vectors.hpp>
#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*> Character::mCharacterInstances = std::vector<Character*>();
/**
* Saves pointer to this instance in static var for think().
*/
Character::Character(World& world, const Data& data, const Yaml& config) :
Sprite(data, config),
mWorld(world),
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<Sprite>(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, 2 * 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().
*/
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);
}
}
}