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authorPaweł Redman <pawel.redman@gmail.com>2018-04-13 17:27:44 +0200
committerPaweł Redman <pawel.redman@gmail.com>2018-04-13 17:27:44 +0200
commita055c2aa0aba2a3b80a37c49f3f89cc64d86abd6 (patch)
tree57bbdd5c9045760d3a94f8ec3b28ccac10620b07 /src/game/rocket.cpp
parente77c5b1e01eeb55625d8cf072bedd5a34658b865 (diff)
Half-assed rockets.
Diffstat (limited to 'src/game/rocket.cpp')
-rw-r--r--src/game/rocket.cpp76
1 files changed, 76 insertions, 0 deletions
diff --git a/src/game/rocket.cpp b/src/game/rocket.cpp
new file mode 100644
index 0000000..e88f599
--- /dev/null
+++ b/src/game/rocket.cpp
@@ -0,0 +1,76 @@
+/*
+This file is part of Minitrem.
+
+Minitrem is free software: you can redistribute it and/or modify
+it under the terms of the GNU General Public License as published by
+the Free Software Foundation, either version 2 of the License, or
+(at your option) any later version.
+
+Minitrem is distributed in the hope that it will be useful,
+but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Minitrem. If not, see <http://www.gnu.org/licenses/>.
+*/
+
+#include "game.hpp"
+
+namespace game {
+
+/*
+ class rocket_t : public game::entity_t {
+ unit_t *shooter;
+ v2f_t v;
+
+ public:
+ rocket_t(game::state_t *game, v2f_t x, v2f_t v, unit_t *shooter_);
+ 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 damage(int points, unit_t *attacker) {};
+ }
+*/
+
+const v2f_t rocket_radius(1.0f, 1.0f);
+
+rocket_t::rocket_t(game::state_t *game, v2f_t x_, v2f_t v_, unit_t *shooter_) : entity_t(game, ET_ROCKET)
+{
+ x = x_;
+ v = v_;
+ shooter = shooter_;
+
+ size = rectf_t(v2f_t(-0.1f, -0.1f), v2f_t(0.1f, 0.1f));
+ render_size = size;
+ cmodel.cflags = CF_BACKGROUND;
+
+ wake();
+}
+
+void rocket_t::on_think(void)
+{
+ v2f_t end;
+ world::trace_t trace;
+
+ end = x + v * game->dt;
+ trace = world->ray_v_all(x, end, CF_SOLID|CF_BODY|CF_BODY_SMALL, shooter);
+ if (trace.frac < 1.0f) {
+ game->explosion(x);
+ delete this;
+ return;
+ }
+
+ x = trace.end;
+ place(world, x);
+}
+
+void rocket_t::render_to(render::state_t *render)
+{
+ render->render(game->now, &assets::soldier.rocket, render_bounds);
+}
+
+} \ No newline at end of file