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#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));
}
void state_t::stop(void)
{
}
void state_t::select(rectf_t x)
{
size_t old_cookie = selection_cookie;
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;
if (!unit->dead && unit->selected != old_cookie)
unit->say(text::get(text::SAY_READY));
unit->selected = selection_cookie;
selected_units.insert(unit);
}
}
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;
for (unit_t *unit : selected_units) {
if (unit->dead)
continue;
if (!unit->start_moving(snap, CF_SOLID | CF_WATER))
unit->say(text::get(text::SAY_NO_PATH));
else
unit->say(text::get(text::SAY_MOVING));
}
}
void state_t::tick(double now_, double dt_)
{
union {
double d;
uint32_t i;
} u;
if (paused)
return;
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);
// NOTE: on_think can erase the entity from awake_entities.
for (auto i = awake_entities.begin(); i != awake_entities.end(); ) {
auto next = i;
next++;
(*i)->on_think();
i = next;
}
}
void state_t::wake_everything(v2f_t x, float range)
{
rectf_t wake_range;
wake_range[0] = x - v2f_t(range, range);
wake_range[1] = x + v2f_t(range, range);
for (world::entity_t *went : world.get_entities(wake_range, -1)) {
auto ent = dynamic_cast<game::entity_t*>(went);
// WTF?
if (!ent)
continue;
if (ent->ignore_waking)
continue;
ent->wake_time = now;
if (ent->awake)
continue;
ent->wake();
}
}
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
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