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author | Paweł Redman <pawel.redman@gmail.com> | 2017-12-16 22:41:48 +0000 |
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committer | Paweł Redman <pawel.redman@gmail.com> | 2017-12-16 22:41:48 +0000 |
commit | 38edebe4bdeb8caedccf6127a86fddfe9c5808a8 (patch) | |
tree | 466cf659201a66a12d922943337e636b5125bccb /src/game/units.cpp | |
parent | 5c7d962e605e123e1ce4e0610e8f330b1f4f5e82 (diff) |
Fully working nests.
Diffstat (limited to 'src/game/units.cpp')
-rw-r--r-- | src/game/units.cpp | 103 |
1 files changed, 89 insertions, 14 deletions
diff --git a/src/game/units.cpp b/src/game/units.cpp index a1e233c..49ae050 100644 --- a/src/game/units.cpp +++ b/src/game/units.cpp @@ -164,9 +164,14 @@ void unit_t::damage(int points, unit_t *attacker) void unit_t::die(unit_t *killer) { game->interface->print(name + " " + text::get(text::UNIT_DEATH) + "."); + dead = true; death_time = game->now; cmodel.cflags = 0; + + sleep(); + ignore_waking = true; + on_death(); } @@ -203,7 +208,7 @@ void unit_t::try_attack(unit_t *target) } static unit_t *find_target(world::world_t *world, v2f_t x, float r, - unit_t::type_t type) + bool friendly) { rectf_t rect; float nearest_dist = INFINITY; @@ -221,7 +226,7 @@ static unit_t *find_target(world::world_t *world, v2f_t x, float r, unit = (unit_t*)ent; - if (unit->type != type) + if (unit->friendly != friendly) continue; if (unit->dead) @@ -247,26 +252,24 @@ unit_soldier_t::unit_soldier_t(game::state_t *game) : unit_t(game, UNIT_SOLDIER) name = text::get(text::UNIT_NAME_SOLDIER); - always_awake = true; + ignore_waking = true; // Always awake. + wake(); friendly = true; controllable = true; health = max_health = 20; cs.armor_class = 10; - cs.hit_die = die_t(4); + cs.hit_die = die_t(8); } void unit_soldier_t::on_think(void) { - if (dead) - return; - game->wake_everything(x, 10); if (game->now > next_targetting) { unit_t *target; - target = find_target(world, x, 10.0f, UNIT_SPIDER); + target = find_target(world, x, 10.0f, false); if (target) { last_target_time = game->now; last_target_x = target->x; @@ -348,19 +351,16 @@ unit_spider_t::unit_spider_t(game::state_t *game) : unit_t(game, UNIT_SPIDER) name = text::get(text::UNIT_NAME_SPIDER); health = max_health = 4; - cs.armor_class = 5; - cs.hit_die = die_t(3, 6, 1); + cs.armor_class = 15; + cs.hit_die = die_t(3, 6); } void unit_spider_t::on_think(void) { - if (dead) - return; - if (game->now > next_targetting) { unit_t *target; - target = find_target(world, x, 10.0f, UNIT_SOLDIER); + target = find_target(world, x, 10.0f, true); if (target) { if (last_attack + 0.5 < game->now) { world::trace_t trace; @@ -381,6 +381,9 @@ void unit_spider_t::on_think(void) } keep_moving(7.0); + + if (!move.moving && wake_time + 5 > game->now) + sleep(); } void unit_spider_t::on_wake(void) @@ -409,4 +412,76 @@ void unit_spider_t::render_to(render::state_t *render) unit_t::render_to(render); } +unit_nest_t::unit_nest_t(game::state_t *game_) : unit_t(game_, UNIT_NEST) +{ + size[0] = {-0.6f, +0.2f}; + size[1] = {+0.6f, +0.6f}; + render_size[0] = {-0.6f, -0.6f}; + render_size[1] = {+0.6f, +0.6f}; + cmodel.cflags = CF_BACKGROUND; + + name = text::get(text::UNIT_NAME_NEST); + + health = max_health = 45; + cs.armor_class = 5; + + next_spawning = game->now + 5.0; +} + +void spawn_spider(game::state_t *game, v2f_t nest) +{ + for (size_t i = 0; i < 5; i++) { // Try a few times before giving up. + v2f_t offset, x; + world::cmodel_t cmodel; + unit_spider_t *spider; + + offset = game->dice_prng.unit_vec2(); + x = nest + offset * (game->dice_prng.next_float() * 0.2 + 0.4); + + cmodel.bounds = rectf_t(v2f_t(-0.5f, -0.5f), v2f_t(0.5f, 0.5f)) + x; + cmodel.cflags = CF_BODY_SMALL; + if (game->world.test_rect(&cmodel, NULL)) + continue; + + spider = new unit_spider_t(game); + spider->place(&game->world, x); + return; + } +} + +void unit_nest_t::on_think(void) +{ + if (wake_time + 30 > game->now) + sleep(); + + if (next_spawning > game->now) + return; + + spawn_spider(game, x); + next_spawning = game->now + game->dice_prng.next_float() * 10 + 5; +} + +void unit_nest_t::on_spawn(void) +{ + spawn_spider(game, x); + spawn_spider(game, x); + spawn_spider(game, x); +} + +void unit_nest_t::on_death(void) +{ + render_layer = -1; + cmodel.cflags = CF_BACKGROUND; +} + +void unit_nest_t::render_to(render::state_t *render) +{ + if (!dead) + render->render(game->now, &assets::nest.idle, render_bounds); + else + render->render(game->now, &assets::nest.dead, render_bounds); + + unit_t::render_to(render); +} + } // namespace game |