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#include "../common.hpp"

namespace game {
	enum {
		ET_UNIT,
		ET_EFFECT,
		ET_DECO
	};

	enum {
		TILE_NONE,
		TILE_DIRT,
		TILE_DIRT_RED,
		TILE_STONE,
		TILE_STONE_RED,
		TILE_WATER,
		TILE_GRAVEL
	};

	enum {
		CF_BACKGROUND = 1,
		CF_SOLID      = 2,
		CF_BODY       = 4,
		CF_BODY_SMALL = 8,
		CF_WATER      = 16
	};

	extern size_t selection_cookie;

	void worldgen(world::world_t *world, world::sector_index_t index, world::sector_t *sector,
	              bool gen_tiles, bool gen_decos, void *data);

	namespace assets {
		typedef struct {
			render::oriented_sprite_4M_t head_idle, body_idle;
			render::oriented_sprite_4M_t body_aiming, body_firing;
			render::animated_texture_t body_panic;
			render::oriented_sprite_4M2_t legs_idle, legs_walking;
			render::animated_texture_t dead;
		} soldier_assets_t;

		typedef struct {
			render::oriented_sprite_4M_t idle, walking;
			render::animated_texture_t dead;
		} spider_assets_t;

		typedef struct {
			render::animated_texture_t idle, dead;
		} nest_assets_t;

		typedef struct {
			render::animated_texture_t blood;
		} fx_assets_t;

		typedef struct {
			render::animated_texture_t stone, eyething;
			render::animated_texture_t spike, spike_small;
			render::animated_texture_t wart;
		} deco_assets_t;

		extern soldier_assets_t soldier;
		extern spider_assets_t spider;
		extern nest_assets_t nest;
		extern fx_assets_t fx;
		extern deco_assets_t deco;
		extern render::animated_texture_t unit_selected; 
		extern render::animated_texture_t unit_selected_halo;

		void load(void);
	}

	namespace text {
		typedef enum {
			LANG_ENGLISH,
			LANG_POLISH
		} language_t;

		extern language_t language;

		typedef enum {
			PAUSED,
			UNPAUSED,
			FOLLOWING_ON,
			FOLLOWING_OFF,
			SAY_GROUP,
			SAY_NO_PATH,
			SAY_BLOCKED,
			SAY_READY,
			SAY_READY_GROUP,
			SAY_MOVING,
			SAY_MOVING_GROUP,
			SAY_PANIC,
			UNIT_NAME_SPIDER,
			UNIT_NAME_SOLDIER,
			UNIT_NAME_NEST,
			UNIT_DEATH,
			UNIT_ATTACK,
			UNIT_MISS,
			UNIT_CRITICAL_MISS,
			UNIT_CRITICAL_HIT,
			UNIT_DAMAGE,
			UNIT_SAVING_THROW_WILLPOWER,
			UNIT_SAVING_THROW_SUCCESS,
			UNIT_SAVING_THROW_FAILURE
		} index_t;

		std::string get(index_t index);
	}

	class entity_t : public world::entity_t {
	public:
		game::state_t *game = 0;
		v2f_t x;
		rectf_t size, render_size;

		entity_t(game::state_t *game, int type_);
		virtual ~entity_t(void) = 0;
		void destroy(void);

		void place(world::world_t *world);
		void place(world::world_t *world, v2f_t x_);

		bool ignore_waking = true; // Most entities won't need this mechanism.
		bool awake = false;
		double wake_time = -INFINITY;
		void wake(void);
		void sleep(void);

		virtual void on_think(void) = 0;
		virtual void on_spawn(void) = 0;
		virtual void on_wake(void) = 0;
	};

	class unit_t : public entity_t {
	protected:
		double next_targetting = -INFINITY;
		double last_attack = -INFINITY;

	public:
		size_t selected = 0;

		typedef enum {
			UNIT_SOLDIER,
			UNIT_SPIDER,
			UNIT_NEST
		} type_t;

		type_t type;
		std::string name;

		unit_t(game::state_t *game_, type_t type_);

		bool friendly = false;
		bool controllable = false;

		struct {
			world::cflags_t cflags;

			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;

		bool keep_moving(double speed);
		bool start_moving(v2f_t dst);

		struct {
			size_t armor_class;
			die_t hit_die;
		} cs;

		bool dead = false;
		double death_time = -INFINITY;
		int health = 1, max_health = 1;
		void damage(int points, unit_t *attacker);
		void try_attack(unit_t *target);
		void die(unit_t *killer);
		virtual void on_death() = 0;

		std::string say_text;
		double say_time = -INFINITY;
		void say(std::string str);

		void render_to(render::state_t *render);
	};

	class unit_soldier_t : public unit_t {
		double last_target_time = -INFINITY;
		v2f_t last_target_x;

		sf::Color selection_color;

		double next_fear_test = -INFINITY;
		size_t willpower_bonus;
		size_t fear_dc;

		bool panic = false;
		double panic_end;
		double panic_turn;

		void check_area(void);
		void target_and_attack(void);

	public:
		unit_soldier_t(game::state_t *game_);
		~unit_soldier_t(void) {};
		void render_to(render::state_t *render);
		void render_late_to(render::state_t *render);

		void on_think(void);
		void on_spawn(void) {}; 
		void on_wake(void) {};
		void on_death(void);
	};

	class unit_spider_t : public unit_t {
	public:
		unit_spider_t(game::state_t *game_);
		~unit_spider_t(void) {};
		void render_to(render::state_t *render);
		void render_late_to(render::state_t *render) {};

		void target_and_attack(void);

		void on_think(void);
		void on_spawn(void) {};
		void on_wake(void);
		void on_death(void);
	};

	class unit_nest_t : public unit_t {
		double next_spawning = -INFINITY;

	public:
		unit_nest_t(game::state_t *game_);
		~unit_nest_t(void) {};
		void render_to(render::state_t *render);
		void render_late_to(render::state_t *render) {};

		void on_think(void);
		void on_spawn(void);
		void on_death(void);
		void on_wake(void) {};
	};

	class effect_t : public game::entity_t {
	public:
		double ttl = +INFINITY;

		effect_t(game::state_t *game_);
		virtual ~effect_t() {};

		void on_think(void);
		void on_spawn(void) {};
		void on_wake(void) {};

		void render_late_to(render::state_t *render) {};
	};

	class fx_tracer_t : public effect_t {
		v2f_t x0, x1;

	public:
		fx_tracer_t(game::state_t *game_, v2f_t x0_, v2f_t x1_);
		~fx_tracer_t(void) {};

		void render_to(render::state_t *render);
	};

	class fx_blood_t : public effect_t {
		bool alien;
		v2f_t x;

	public:
		fx_blood_t(game::state_t *game_, v2f_t x_, bool alien_);
		~fx_blood_t(void) {};

		void render_to(render::state_t *render);
	};

	typedef enum {
		DECO_STONE,
		DECO_STONE_SMALL,
		DECO_EYETHING,
		DECO_SPIKE,
		DECO_SPIKE_SMALL,
		DECO_WART
	} deco_type_t;

	class deco_t : public game::entity_t {
		deco_type_t type;

	public:
		double phase_shift;

		deco_t(game::state_t *game, deco_type_t type_);
		void render_to(render::state_t *render);
		void render_late_to(render::state_t *render) {};

		void on_think(void) {};
		void on_spawn(void) {};
		void on_wake(void) {};
	};
};