#include "common.hpp" namespace game { class unit_t : public world::entity_t { world::world_t *world; void compute_bounds() { cmodel.bounds[0] = x + size[0]; cmodel.bounds[1] = x + size[1]; render_bounds[0] = x + render_size[0]; render_bounds[1] = x + render_size[1]; } public: v2f_t x; rectf_t size, render_size; struct { bool moving = false; v2f_t dst; float angle = 0.0f; std::list path; } move; void place(world::world_t *world_, v2f_t x_) { world = world_; x = x_; move.moving = false; cmodel.cflags = 1; unlink(); compute_bounds(); link(world); } void keep_moving(void) { float time; if (!move.moving) return; time = 0.15; while (time > 0.0f) { v2f_t delta, next; if (!move.path.size()) { move.moving = false; break; } next = *move.path.begin(); delta = next - x; move.angle = delta.angle(); if (delta.len() >= time) { x += delta * time / delta.len(); break; } else { x = next; time -= delta.len(); move.path.pop_front(); } } unlink(); compute_bounds(); link(world); } bool start_moving(v2f_t dst_) { if (!world) { printf("unit_t::start_moving: entity is not linked\n"); return false; } move.dst = dst_; move.path.clear(); if (world->find_path(x, move.dst, &cmodel, this, &move.path)) move.moving = true; else move.moving = false; return move.moving; } }; class human_t : public unit_t { public: double last_follow = -INFINITY; void render_to(render::state_t *render) { render->render((move.moving ? &assets::human.legs_walking : &assets::human.legs_idle), render_bounds, move.angle); render->render(&assets::human.body_idle, render_bounds, move.angle); render->render(&assets::human.head_idle, render_bounds, move.angle); if (move.moving) render->debug_path(&move.path); } }; static human_t human, human2; void state_t::start(void) { human.size[0] = v2f_t(-0.4f, -0.4f); human.size[1] = v2f_t(+0.4f, +0.4f); human.render_size[0] = v2f_t(-0.5f, -1.0f); human.render_size[1] = v2f_t(+0.5f, +0.5f); human.place(&world, v2f_t(0.5f, 0.5f)); human2.size[0] = v2f_t(-0.4f, -0.4f); human2.size[1] = v2f_t(+0.4f, +0.4f); human2.render_size[0] = v2f_t(-0.5f, -1.0f); human2.render_size[1] = v2f_t(+0.5f, +0.5f); human2.place(&world, v2f_t(3.5f, 0.5f)); } void state_t::debug_click(v2f_t x) { human.start_moving(x); } void state_t::tick(double now) { if ((human2.x - human.x).len() > 3) { if (now > human2.last_follow + 0.5) { for (size_t i = 0; i < 8; i++) { float angle; v2f_t offset; angle = (float)i / 8 * 2 * M_PI; offset[0] = cos(angle); offset[1] = sin(angle); if (human2.start_moving(human.x + offset)) break; } human2.last_follow = now; } } human.keep_moving(); human2.keep_moving(); } } //namespace game