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dungeon-gunner/source/abstract/Character.h

98 lines
2.4 KiB
C++

/*
* Actor.h
*
* Created on: 02.09.2012
* Author: Felix
*/
#ifndef DG_ACTOR_H_
#define DG_ACTOR_H_
#include "Circle.h"
#include "../items/Gadget.h"
class Pathfinder;
class World;
class Weapon;
class Yaml;
/**
* Provides think function for AI, manages health, drops body on death.
*/
class Character : public Circle {
public:
enum Faction {
FACTION_PLAYER = 1,
FACTION_ENEMIES = 2
};
/// Maximum distance where an enemy will be detected.
static const float VISION_DISTANCE;
public:
explicit Character(const Vector2f& position, Category category,
unsigned short mask, const Yaml& config, World& world,
Pathfinder& pathfinder);
virtual ~Character() = 0;
void onDamage(int damage);
Faction getFaction() const;
protected:
virtual void onThink(int elapsed);
virtual void onDeath();
float getMovementSpeed() const;
void pullTrigger();
void releaseTrigger();
bool setDestination(const Vector2f& destination);
bool isMoving() const;
bool isVisible(const Vector2f& target) const;
std::vector<std::shared_ptr<Character> > getCharacters() const;
int getMagazineAmmo() const;
int getTotalAmmo() const;
std::string getWeaponName() const;
void reload();
void toggleWeapon();
void selectFirstWeapon();
void selectSecondWeapon();
int getHealth() const;
void setLeftGadget(std::shared_ptr<Gadget> gadget);
void setRightGadget(std::shared_ptr<Gadget> gadget);
void useLeftGadget();
void useRightGadget();
std::string getLeftGadgetName() const;
std::string getRightGadgetName() const;
void pickUpItem();
protected:
private:
void move();
private:
friend class Shield;
/// Distance to a path point where it will be considered as reached (to
/// avoid floating point equality check).
static const float POINT_REACHED_DISTANCE;
/// Maximum distance from character where an item can be picked up.
static const float ITEM_PICKUP_MAX_DISTANCE_SQUARED;
friend class World;
World& mWorld;
Pathfinder& mPathfinder;
const int mMaxHealth;
int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
const float mMovementSpeed;
std::shared_ptr<Weapon> mFirstWeapon;
std::shared_ptr<Weapon> mSecondWeapon;
std::shared_ptr<Weapon> mActiveWeapon;
std::shared_ptr<Gadget> mLeftGadget;
std::shared_ptr<Gadget> mRightGadget;
std::vector<Vector2f> mPath; //< Contains nodes to reach a set destination.
Vector2f mLastPosition;
Faction mFaction;
};
#endif /* DG_ACTOR_H_ */