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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 && debug_draw_paths)
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::select(rectf_t x)
{
}
void state_t::command(v2f_t 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
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