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authorPaweł Redman <pawel.redman@gmail.com>2018-04-22 17:37:38 +0200
committerPaweł Redman <pawel.redman@gmail.com>2018-04-22 17:37:38 +0200
commit87422cff1507f8b5a8633eee5dadbadfef872dab (patch)
tree19335fc72bde60efd41c9f87f3b8f44b153af5a4 /src/game/unit_builder.cpp
parent478c6d955abc27024599aefbf483f55efe39da55 (diff)
Add the builder.
Diffstat (limited to 'src/game/unit_builder.cpp')
-rw-r--r--src/game/unit_builder.cpp153
1 files changed, 153 insertions, 0 deletions
diff --git a/src/game/unit_builder.cpp b/src/game/unit_builder.cpp
new file mode 100644
index 0000000..1f5b81c
--- /dev/null
+++ b/src/game/unit_builder.cpp
@@ -0,0 +1,153 @@
+/*
+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 {
+
+static std::string builder_name(procgen::prng_t *prng)
+{
+ std::stringstream ss;
+ static const char *names[] = {
+ "Janusz", "Henryk", "Wiesław", "Bolesław", "Edward",
+ "Roman", "Mirosław", "Zbigniew", "Jerzy", "Józef", "Jan"
+ };
+
+ ss << "Pan ";
+ ss << names[prng->next() % (sizeof(names) / sizeof(names[0]))];
+
+ return ss.str();
+}
+
+unit_builder_t::unit_builder_t(game::state_t *game) : unit_t(game, UNIT_BUILDER)
+{
+ size[0] = v2f_t(-0.3f, +0.0f);
+ size[1] = v2f_t(+0.3f, +0.3f);
+ render_size[0] = v2f_t(-0.5f, -1.2f);
+ render_size[1] = v2f_t(+0.5f, +0.3f);
+ cmodel.cflags = CF_BODY;
+ move.cflags = CF_SOLID | CF_BODY | CF_WATER;
+
+ name = builder_name(&game->prng);
+
+ wake();
+ friendly = true;
+ controllable = true;
+
+ health = max_health = 45;
+}
+
+void unit_builder_t::on_think(void)
+{
+ keep_moving(2.0);
+ game->wake_area(x);
+
+ if (!move.moving)
+ move_marker.reset();
+
+ if (move.moving && (x - move.last_step).len() > 0.5f) {
+ move.last_step = x;
+ assets::soldier.step_stone.play_3d(x);
+ }
+}
+
+void unit_builder_t::on_damage(unit_t *attacker)
+{
+ if (health < -30) {
+ assets::fx.gibbing.play_3d(x);
+ game->deletion_list.insert(this);
+ return;
+ } else if (health < -10) {
+ render_size[0] = v2f_t(-0.5f, -1.2f);
+ render_size[1] = v2f_t(+0.5f, +0.3f);
+
+ if (!gibbed)
+ assets::fx.gibbing.play_3d(x);
+ else
+ assets::fx.corpse_hit.play_3d(x);
+
+ place(world, x);
+ gibbed = true;
+ } else if (health <= 0) {
+ render_size[0] = v2f_t(-0.75f, -0.5f);
+ render_size[1] = v2f_t(+0.75f, +0.5f);
+ if (!dead)
+ assets::soldier.death.play_3d(x);
+ else
+ assets::fx.corpse_hit.play_3d(x);
+
+ place(world, x);
+ } else
+ assets::soldier.pain.play_3d(x);
+}
+
+void unit_builder_t::on_death(void)
+{
+ render_layer = render::LAYER_FLAT;
+ cmodel.cflags = CF_BACKGROUND;
+ place(world, x);
+ controllable = false;
+ move_marker.reset();
+}
+
+void unit_builder_t::render_to(render::state_t *render)
+{
+ sf::Color selection_color;
+
+ if (selected == selection_cookie) {
+ if (health == max_health)
+ selection_color = sf::Color::Green;
+ else if (health >= max_health / 2)
+ selection_color = sf::Color::Yellow;
+ else if (dead)
+ selection_color = sf::Color::Black;
+ else
+ selection_color = sf::Color::Red;
+
+ render->render(0.0, &assets::unit_selected, cmodel.bounds, selection_color);
+ }
+
+ if (!dead) {
+ render::oriented_sprite_t *legs;
+
+ if (move.moving && !move.blocked)
+ legs = &assets::soldier.legs_walking;
+ else
+ legs = &assets::soldier.legs_idle;
+
+ render->render(game->now * 10, legs, render_bounds, move.angle);
+ render->render(game->now * 10, &assets::builder.body_idle, render_bounds, move.angle);
+ render->render(game->now * 10, &assets::builder.head_idle, render_bounds, move.angle);
+ } else {
+ float phase = clamp<float>((game->now - death_time) * 5, 0, 0.9);
+
+ if (gibbed)
+ render->render(phase, &assets::builder.gibbing, render_bounds);
+ else
+ render->render(phase, &assets::builder.dead, render_bounds);
+ }
+
+ unit_t::render_to(render);
+}
+
+void unit_builder_t::render_late_to(render::state_t *render)
+{
+ if (selected == selection_cookie)
+ render->render(0.0, &assets::unit_selected_halo, cmodel.bounds, selection_color);
+}
+
+}