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#include "common.hpp"

namespace game {

class unit_t : public world::entity_t {
	world::world_t *world;
	v2f_t x;

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

public:
	rectf_t size, render_size;

	struct {
		bool moving;
		v2f_t dst;

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

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

		unlink();
		compute_bounds();
		link(world);
	}

	bool move_towards(v2f_t point, float *time)
	{
		bool partial;
		v2f_t delta;

		delta = point - x;

		if (delta.len() >= *time) {
			partial = true;
			x += delta * *time / delta.len();
			*time = 0.0f;
		} else {
			partial = false;
			x = point;
			*time -= delta.len();
		}

		return partial;
	}

	void keep_moving(void)
	{
		float time;

		if (!move.moving)
			return;

		time = 0.15;

		while (time > 0.0f) {
			if (!move.path.size()) {
				move.moving = false;
				break;
			}

			if (!move_towards(*move.path.begin(), &time)) {
				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, size, &move.path))
			move.moving = true;
		else
			move.moving = false;

		return move.moving;
	}
};

class human_t : public unit_t {
public:
	void render_to(render::state_t *render)
	{
		float angle = 0;
		render->render((move.moving ? &assets::human.legs_walking :
		               &assets::human.legs_idle), render_bounds, angle);
		render->render(&assets::human.body_idle, render_bounds, angle);
		render->render(&assets::human.head_idle, render_bounds, angle);

		if (move.moving)
			render->debug_path(&move.path);
	}
};

static human_t human;

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));
}

void state_t::debug_click(v2f_t x)
{
	human.start_moving(x);
}

void state_t::tick(void)
{
	human.keep_moving();
}

} //namespace game