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dungeon-gunner/source/abstract/Character.h
2013-06-21 18:00:38 +02:00

71 lines
1.6 KiB
C++

/*
* Actor.h
*
* Created on: 02.09.2012
* Author: Felix
*/
#ifndef DG_ACTOR_H_
#define DG_ACTOR_H_
#include "Circle.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 sf::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 sf::Vector2f& destination);
bool isMoving() const;
bool isVisible(const sf::Vector2f& target) const;
std::vector<std::shared_ptr<Character> > getCharacters() const;
private:
void move();
private:
/// Distance to a path point where it will be considered as reached (to
/// avoid floating point equality check).
static const float POINT_REACHED_DISTANCE;
friend class World;
World& mWorld;
Pathfinder& mPathfinder;
const int mMaxHealth;
int mCurrentHealth; //< Current health. Between 0 and mMaxHealth.
const float mMovementSpeed;
std::unique_ptr<Weapon> mWeapon;
std::vector<sf::Vector2f> mPath; //< Contains nodes to reach a set destination.
sf::Vector2f mLastPosition;
Faction mFaction;
};
#endif /* DG_ACTOR_H_ */