172 lines
4 KiB
C++
172 lines
4 KiB
C++
/*
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* Actor.cpp
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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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#include "Character.h"
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#include <Thor/Vectors.hpp>
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#include "../items/Weapon.h"
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#include "../sprites/Corpse.h"
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#include "../sprites/TileManager.h"
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#include "../util/Log.h"
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#include "../util/Yaml.h"
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#include "../World.h"
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const std::string Character::KEY_HEALTH = "health";
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const int Character::DEFAULT_HEALTH = 100;
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const std::string Character::KEY_SPEED = "speed";
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const float Character::DEFAULT_SPEED = 100;
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const std::string Character::KEY_WEAPON = "weapon";
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const std::string Character::DEFAULT_WEAPON = "weapon.yaml";
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const float Character::VISION_DISTANCE = 500.0f;
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/**
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* Saves pointer to this instance in static var for think().
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*/
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Character::Character(World& world, TileManager& tileManager, const Data& data,
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const Yaml& config) :
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Sprite(data, config),
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mWorld(world),
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mTileManager(tileManager),
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mMaxHealth(config.get(KEY_HEALTH, DEFAULT_HEALTH)),
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mCurrentHealth(mMaxHealth),
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mMovementSpeed(config.get(KEY_SPEED, DEFAULT_SPEED)),
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mWeapon(new Weapon(world, *this,
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Yaml(config.get(KEY_WEAPON, DEFAULT_WEAPON)))),
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mLastPosition(getPosition()){
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}
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Character::~Character() {
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}
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/**
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* Subtracts health from Actor. Calls onDeath() when health reaches zero and marks
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* object for deletion.
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*
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* @param damage Amount of health to subtract.
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*/
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void
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Character::onDamage(int damage) {
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mCurrentHealth -= damage;
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if (mCurrentHealth <= 0) {
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mCurrentHealth = 0;
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onDeath();
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setDelete(true);
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}
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}
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/**
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* Implement this function for any (periodical) AI computations.
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* If overwritten, this function should always be called from the overwriting function.
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*
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* @param elapsed Amount of time to simulate.
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*/
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void
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Character::onThink(int elapsed) {
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mWeapon->onThink(elapsed);
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move();
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}
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/**
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* Called when health reaches zero. Default implementation drops a corpse at
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* the current position.
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*/
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void
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Character::onDeath() {
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mWorld.insert(std::shared_ptr<Sprite>(new Corpse(getPosition(), Yaml("body.yaml"))));
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}
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/**
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* Gets the default movement speed (walking) of the character.
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*/
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float
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Character::getMovementSpeed() const {
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return mMovementSpeed;
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}
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/**
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* Pull the trigger on the attached weapon.
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*/
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void
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Character::pullTrigger() {
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mWeapon->pullTrigger();
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}
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/**
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* Release the trigger on the attached weapon.
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*/
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void
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Character::releaseTrigger() {
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mWeapon->releaseTrigger();
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}
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/**
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* Set a destination to be walked to. Call move() to actually
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* perform the movement.
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*
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* @param destination An absolute point to move towards. Set to current
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* position to stop movement.
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* @return True if a path was found.
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*/
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bool
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Character::setDestination(const sf::Vector2f& destination) {
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if (destination == getPosition()) {
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mPath.clear();
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return true;
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}
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mPath = mWorld.getPath(getPosition(), destination, getRadius());
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if (!mPath.empty())
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setSpeed(mPath.back() - getPosition(), mMovementSpeed);
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else {
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setSpeed(sf::Vector2f(), 0);
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LOG_W("No path found to destination.");
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}
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return !mPath.empty();
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}
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/**
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* Move towards a destination. Call setDestination() for setting the destination.
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* This is automatically called from onThink().
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*/
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void
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Character::move() {
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sf::Vector2f distanceTraveled = mLastPosition - getPosition();
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mLastPosition = getPosition();
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if (!mPath.empty()) {
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// Point reached (during next time step).
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if (thor::length(mPath.back() - getPosition()) < thor::length(distanceTraveled)) {
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mPath.pop_back();
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(!mPath.empty())
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? setSpeed(mPath.back() - getPosition(), mMovementSpeed)
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: setSpeed(sf::Vector2f(), 0);
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}
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}
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}
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/**
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* Returns true if the character is currently moving.
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*/
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bool
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Character::isMoving() const {
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return !mPath.empty();
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}
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/**
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* Tests if a target is visible from the current position.
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*/
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bool
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Character::isVisible(const sf::Vector2f& target) const {
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return mTileManager.raycast(getPosition(), target);
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}
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/**
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* Calls World::getCharacters with current position.
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*/
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std::vector<std::shared_ptr<Character> >
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Character::getCharacters() const {
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return mWorld.getCharacters(getPosition(), VISION_DISTANCE);
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}
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