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#include "../common.hpp"
namespace game {
enum {
ET_UNIT
};
enum {
TILE_NONE,
TILE_DIRT,
TILE_WALL
};
enum {
CF_NONE = 0,
CF_SOLID = 1,
CF_HUMAN = 2
};
extern size_t selection_cookie;
void worldgen(world::tile_t *tile, world::tile_index_t x,
procgen::perlin_noise_t *perlin);
namespace assets {
typedef struct {
render::oriented_sprite_4M_t head_idle, body_idle;
render::oriented_sprite_4M2_t legs_idle, legs_walking;
render::animated_texture_t dead;
} human_assets_t;
typedef struct {
render::oriented_sprite_4M_t idle, walking;
} alien_assets_t;
extern human_assets_t human;
extern alien_assets_t alien;
void load(void);
}
class unit_t : public world::entity_t {
protected:
game::state_t *game;
world::world_t *world;
world::cmodel_t make_cmodel(v2f_t at);
void compute_bounds();
public:
v2f_t x;
rectf_t size, render_size;
world::cflags_t cflags;
size_t selected = 0;
typedef enum {
UNIT_HUMAN,
UNIT_ALIEN
} type_t;
type_t type;
unit_t(game::state_t *game_, type_t type_);
virtual void think(void) = 0;
struct {
bool moving = false;
v2f_t dst;
float angle = 0.0f;
std::list<v2f_t> path;
bool blocked;
size_t attempts_left;
float next_attempt;
} move;
void place(world::world_t *world_, v2f_t x_);
bool keep_moving(double speed);
bool start_moving(v2f_t dst);
bool awake = false;
double wake_time = -INFINITY;
virtual void wake(unit_t *by_whom) = 0;
virtual void sleep(void) = 0;
bool dead = false;
double death_time = -INFINITY;
int health = 1, max_health = 1;
void damage(int points);
virtual void die() = 0;
const wchar_t *say_text;
double say_time = -INFINITY;
void say(const wchar_t *wstr);
void render_to(render::state_t *render);
};
class human_t : public unit_t {
public:
human_t(game::state_t *game);
void render_to(render::state_t *render);
void wake(unit_t *by_whom);
void sleep(void);
void think(void);
void die(void);
};
class alien_t : public unit_t {
double next_targetting = -INFINITY;
double next_attack = -INFINITY;
void attack(unit_t *target, float range);
public:
alien_t(game::state_t *game);
void render_to(render::state_t *render);
void wake(unit_t *by_whom);
void sleep(void);
void think(void);
void die(void);
};
};
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