164 lines
3.8 KiB
C++
164 lines
3.8 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 <algorithm>
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#include <assert.h>
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#include <Thor/Vectors.hpp>
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#include "../sprites/Corpse.h"
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#include "../util/Log.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 float Character::POINT_REACHED_DISTANCE = 1.0f;
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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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std::vector<Character*> Character::mCharacterInstances = std::vector<Character*>();
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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, Pathfinder& pathfinder,
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const Data& data, const Yaml& config) :
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Sprite(data, config),
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mWorld(world),
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mPathfinder(pathfinder),
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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(world, *this, Yaml(config.get(KEY_WEAPON, DEFAULT_WEAPON))),
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mStartPathfinding(false) {
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mCharacterInstances.push_back(this);
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}
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/**
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* Deletes pointer from static variable mCharacterInstances, inserts body into world.
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*/
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Character::~Character() {
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auto it = std::find(mCharacterInstances.begin(), mCharacterInstances.end(), this);
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assert(it != mCharacterInstances.end());
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mCharacterInstances.erase(it);
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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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* Calls onThink on all Actor instances.
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*
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* @param elapsedTime Amount of time to simulate.
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*/
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void
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Character::think(float elapsedTime) {
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for (auto i : mCharacterInstances) {
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i->mWeapon.think();
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i->onThink(elapsedTime);
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}
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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 (regular) AI computations. Default implementation does nothing.
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*
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* @param elapsedTime Amount of time to simulate.
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*/
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void
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Character::onThink(float elapsedTime) {
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}
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/**
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* Called when health reaches zero. Default immplementation does nothing.
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*/
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void
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Character::onDeath() {
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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() for the actual movement.
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*
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* @param destination An absolute point to move towards.
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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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mPath = mPathfinder.getPath(*this, destination);
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// Make sure we found a path.
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if (mPath.empty()) {
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LOG_I("No path found to destination.");
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} else {
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mStartPathfinding = true;
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}
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return mStartPathfinding;
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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 should be called from think().
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*/
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void
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Character::move() {
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if (!mPath.empty()) {
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if (mStartPathfinding) {
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setSpeed(*mPath.end() - getPosition(), mMovementSpeed);
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}
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if (thor::length(*mPath.end() - getPosition()) < POINT_REACHED_DISTANCE) {
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// Reached a path node.
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mPath.pop_back();
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if (!mPath.empty()) {
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// Move to next path node.
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setSpeed(*mPath.end() - getPosition(), mMovementSpeed);
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}
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else {
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LOG_I("Reached destination.");
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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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