/* This file is part of Minitrem. Minitrem is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 2 of the License, or (at your option) any later version. Minitrem is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Minitrem. If not, see . */ #include "game.hpp" namespace game { size_t selection_cookie = 1; entity_t::entity_t(game::state_t *game_, int type_) : world::entity_t(type_) { game = game_; } entity_t::~entity_t(void) { } void entity_t::destroy(void) { unlink(); game->awake_entities.erase(this); delete this; } void entity_t::place(world::world_t *world_) { bool do_spawn = false; if (!world) do_spawn = true; link(world_); if (do_spawn) on_spawn(); if (!ignore_waking) wake(); } void entity_t::place(world::world_t *world, v2f_t x_) { x = x_; cmodel.bounds = size + x; render_bounds = render_size + x; place(world); } void entity_t::wake(void) { awake = true; wake_time = game->now; game->awake_entities.insert(this); if (!ignore_waking) on_wake(); } void entity_t::sleep(void) { awake = false; game->awake_entities.erase(this); } void state_t::start(void) { unit_soldier_t *soldier; world.generator = worldgen; world.generator_data = (void*)this; soldier = new unit_soldier_t(this); soldier->place(&world, v2f_t(0.5, 0.5)); soldier = new unit_soldier_t(this); soldier->place(&world, v2f_t(1.5, 0.5)); soldier = new unit_soldier_t(this); soldier->place(&world, v2f_t(2.5, 0.5)); select(rectf_t(v2f_t(0.5, 0.5), v2f_t(2.5, 0.5))); } void state_t::stop(void) { } void state_t::group_say(std::string text) { interface->print(text::get(text::SAY_GROUP) + ": " + text); } void state_t::select(rectf_t x) { selection_cookie++; selected_units.clear(); for (world::entity_t *ent : world.get_render_entities(x)) { unit_t *unit; if (ent->type != ET_UNIT) continue; unit = (unit_t*)ent; if (!unit->controllable) continue; unit->selected = selection_cookie; selected_units.insert(unit); } if (selected_units.size() == 1) (*selected_units.begin())->say(text::get(text::SAY_READY)); else if (selected_units.size() > 1) group_say(text::get(text::SAY_READY_GROUP)); } void state_t::command(v2f_t x) { v2f_t snap; snap[0] = std::round(x[0] - 0.5f) + 0.5f; snap[1] = std::round(x[1] - 0.5f) + 0.5f; if (selected_units.size() > 1) group_say(text::get(text::SAY_MOVING_GROUP)); for (unit_t *unit : selected_units) { unit_soldier_t *soldier; if (unit->type != unit_t::UNIT_SOLDIER) continue; soldier = dynamic_cast(unit); if (soldier->dead) continue; if (!soldier->controllable) continue; if (!soldier->start_moving(snap)) soldier->say(text::get(text::SAY_NO_PATH)); else { soldier->move_marker = std::make_unique(this, soldier->move.path.back()); if (selected_units.size() == 1) soldier->say(text::get(text::SAY_MOVING)); } } } void state_t::spawn_soldier(v2f_t x) { unit_soldier_t *soldier; world::cmodel_t cmodel; soldier = new unit_soldier_t(this); soldier->place(&world, x); cmodel.bounds = soldier->cmodel.bounds; cmodel.cflags = soldier->move.cflags; if (world.test_rect(&cmodel, soldier)) soldier->destroy(); } void state_t::tick(double now_, double dt_) { union { double d; uint32_t i; } u; if (paused) return; if (dt > 0.05) dt = 0.05; else dt = dt_; now += dt; // FIXME: Is this non-deterministic enough? u.d = now; dice_prng.seed(dice_prng.next() ^ u.i); u.d = dt; dice_prng.seed(dice_prng.next() ^ u.i); // on_think can insert/erase elements of awake_entities so iterate // over a copy of it. auto copy = awake_entities; for (entity_t *ent : copy) ent->on_think(); } die_t::die_t(size_t sides_) { sides = sides_; } die_t::die_t(size_t count_, size_t sides_) { count = count_; sides = sides_; } die_t::die_t(size_t count_, size_t sides_, size_t bonus_) { count = count_; sides = sides_; bonus = bonus_; } size_t state_t::roll(die_t die) { size_t total = 0; for (size_t i = 0; i < die.count; i++) total += dice_prng.next() % die.sides + 1; return total + die.bonus; } bool load_assets(void) { assets::load(); return true; } } //namespace game