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path: root/src/game.cpp
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#include "common.hpp"

namespace game {

class unit_t : public world::entity_t {
	world::world_t *world;

	world::cmodel_t make_cmodel(v2f_t at)
	{
		world::cmodel_t cmodel;

		cmodel.bounds[0] = at + size[0];
		cmodel.bounds[1] = at + size[1];
		cmodel.cflags = cflags;

		return cmodel;
	}

	void compute_bounds()
	{
		render_bounds[0] = x + render_size[0];
		render_bounds[1] = x + render_size[1];
	}

public:
	v2f_t x;
	rectf_t size, render_size;
	world::cflags_t cflags;

	struct {
		bool moving = false;
		v2f_t dst;
		float angle = 0.0f;

		std::list<v2f_t> path;
	} move;

	void place(world::world_t *world_, v2f_t x_)
	{
		world = world_;
		x = x_;
		move.moving = false;
		cflags = 1;

		unlink();
		cmodel = make_cmodel(x);
		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, x_new;
			world::cmodel_t cmodel_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_new = x + delta * time / delta.len();
				time -= delta.len();
			} else {
				x_new = next;
				time -= delta.len();
				move.path.pop_front();
			}

			cmodel_next = make_cmodel(x_new);
			if (world->test_rect(&cmodel_next, this)) {
				move.moving = false;
				break;
			}

			x = x_new;
			cmodel = cmodel_next;
		}


		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(2.5f, -3.5f));

	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