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#include "../common.hpp"

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

	enum {
		TILE_NONE,
		TILE_DIRT,
		TILE_STONE,
		TILE_WATER
	};

	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, 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::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;
			render::animated_texture_t dead;
		} alien_assets_t;

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

		typedef struct {
			render::animated_texture_t stone, eyething, nest;
		} deco_assets_t;

		extern human_assets_t human;
		extern alien_assets_t alien;
		extern fx_assets_t fx;
		extern deco_assets_t deco;

		void load(void);
	}

	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 always_awake = false;
		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_HUMAN,
			UNIT_ALIEN
		} type_t;

		type_t type;
		std::string name;

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

		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;

		bool keep_moving(double speed);
		bool start_moving(v2f_t dst, world::cflags_t cflags);

		struct {
			size_t armor_class;
			roll_params_t hit_roll;
			roll_params_t damage_roll;
		} 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 human_t : public unit_t {
		double last_target_time = -INFINITY;
		v2f_t last_target_x;

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

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

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

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

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