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#include "game.hpp"

namespace game {

world::cmodel_t unit_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 unit_t::compute_bounds()
{
	render_bounds[0] = x + render_size[0];
	render_bounds[1] = x + render_size[1];
}


unit_t::unit_t() : entity_t(ET_UNIT)
{
}

void unit_t::say(const wchar_t *wstr, double now)
{
	say_text = wstr;
	say_time = now;
	std::cout << (void*)this << ": " << wstr << "\n";
}

void unit_t::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 unit_t::keep_moving(double now, double dt)
{
	float time;

	if (!move.moving)
		return;

	if (move.blocked && now < move.next_attempt)
		return;

	time = dt * 10;

	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)) {
			x = x_new;
			cmodel = cmodel_next;
			continue;
		}

		if (move.attempts_left) {
			move.blocked = true;
			move.attempts_left--;
			move.next_attempt = now + 0.2f;
		} else {
			if ((x - move.dst).len() > 1.5f)
				say(text::unit_blocked, now);
			move.moving = false;
		}
		break;
	}


	unlink();
	compute_bounds();
	link(world);
}

bool unit_t::start_moving(v2f_t dst_, double now)
{
	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)) {
		say(text::unit_no_path, now);
		move.moving = false;
		return false;
	}

	move.moving = true;

	move.blocked = false;
	move.attempts_left = 10;
	move.next_attempt = -INFINITY;

	return true;
}

human_t::human_t()
{
	size[0] = v2f_t(-0.4f, -0.4f);
	size[1] = v2f_t(+0.4f, +0.4f);
	render_size[0] = v2f_t(-0.5f, -1.0f);
	render_size[1] = v2f_t(+0.5f, +0.5f);
}

void human_t::render_to(render::state_t *render)
{
	bool moving;

	if (selected == selection_cookie)
		render->render_hlrect(render_bounds, sf::Color::Blue);

	moving = move.moving && !move.blocked;

	render->render((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);

	if (say_time + 5.0 > render->now) {
		v2f_t text_pos;
		float height;

		text_pos = render_bounds[0] + v2f_t(render_bounds.dim(0) / 2, -render_bounds.dim(1) * 0.1);
		height = size.dim_min() * 0.20f;
		render->render_text(text_pos, height, say_text,
				    render::ALIGN_CENTER_BOTTOM,
				    sf::Color::White);
	}
}

} // namespace game