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-rw-r--r--src/game/assets.cpp3
-rw-r--r--src/game/game.cpp14
-rw-r--r--src/game/game.hpp9
-rw-r--r--src/game/unit_builder.cpp55
4 files changed, 77 insertions, 4 deletions
diff --git a/src/game/assets.cpp b/src/game/assets.cpp
index aedad52..d34f312 100644
--- a/src/game/assets.cpp
+++ b/src/game/assets.cpp
@@ -69,6 +69,7 @@ void load(void)
scientist.gather.load("assets/units/scientist/gather.ogg");
builder.body_idle.load("assets/units/builder/body_idle", 1, 1, 1);
+ builder.repairing.load("assets/units/builder/repairing_", 2);
builder.head_idle.load("assets/units/builder/head_idle", 1, 1, 1);
builder.dead.load("assets/units/builder/dead_", 1);
builder.gibbing.load("assets/units/builder/gibbing_", 3);
@@ -150,6 +151,8 @@ void load(void)
ambients[AMBIENT_WATER].volume = 0.1f;
ui.crystals.load("assets/ui/crystals_", 1);
+ ui.crystal_tick.load("assets/ui/crystal_tick.ogg");
+ ui.crystal_tick.volume = 0.3f;
}
} // namespace game::assets
diff --git a/src/game/game.cpp b/src/game/game.cpp
index 30e4fba..986b5d2 100644
--- a/src/game/game.cpp
+++ b/src/game/game.cpp
@@ -182,7 +182,9 @@ enum {
COMMAND_REPL_SCIENTIST,
COMMAND_REPL_BUILDER,
- COMMAND_GATHER
+ COMMAND_GATHER,
+
+ COMMAND_REPAIR
};
bool state_t::populate_pie_menu(std::vector<interface::pie_item_t> &items)
@@ -237,7 +239,7 @@ bool state_t::populate_pie_menu(std::vector<interface::pie_item_t> &items)
items.push_back((interface::pie_item_t){"Gather", COMMAND_GATHER});
if (builders)
- items.push_back((interface::pie_item_t){"TODO", -1});
+ items.push_back((interface::pie_item_t){"Repair", COMMAND_REPAIR});
if (repls) {
items.push_back((interface::pie_item_t){"Spawn a soldier", COMMAND_REPL_SOLDIER});
@@ -334,6 +336,14 @@ static void command_builder(unit_builder_t *builder, v2f_t x, int number)
case COMMAND_STOP:
builder->stop_moving();
builder->say("Stop.", false);
+ builder->repair_marker.reset();
+ break;
+
+ case COMMAND_REPAIR:
+ builder->repairing = true;
+ builder->repairing_at = x;
+ builder->repair_marker = std::make_unique<fx_aim_marker_t>(builder->game, x);
+ builder->say("Idę naprawiać.", false);
break;
}
}
diff --git a/src/game/game.hpp b/src/game/game.hpp
index b9b593e..dbf1e41 100644
--- a/src/game/game.hpp
+++ b/src/game/game.hpp
@@ -213,7 +213,7 @@ namespace game {
typedef struct {
render::oriented_sprite_4M_t head_idle, body_idle;
- render::animated_texture_t dead, gibbing;
+ render::animated_texture_t dead, gibbing, repairing;
render::animated_texture_t avatar;
} builder_assets_t;
@@ -250,6 +250,7 @@ namespace game {
typedef struct {
render::animated_texture_t crystals;
+ audio::sound_t crystal_tick;
} ui_assets_t;
extern soldier_assets_t soldier;
@@ -425,12 +426,18 @@ namespace game {
class unit_builder_t : public unit_t {
bool gibbed = false;
+ ntime_t next_repair = 0, last_repair = 0;
public:
std::unique_ptr<fx_move_marker_t> move_marker;
+ std::unique_ptr<fx_aim_marker_t> repair_marker;
sf::Color selection_color;
+ bool repairing = false, repaired;
+ v2f_t repairing_at;
+ void repair(void);
+
unit_builder_t(game::state_t *game_);
~unit_builder_t(void) {};
void render_to(render::state_t *render);
diff --git a/src/game/unit_builder.cpp b/src/game/unit_builder.cpp
index 1f5b81c..fcb3b90 100644
--- a/src/game/unit_builder.cpp
+++ b/src/game/unit_builder.cpp
@@ -51,6 +51,52 @@ unit_builder_t::unit_builder_t(game::state_t *game) : unit_t(game, UNIT_BUILDER)
health = max_health = 45;
}
+void unit_builder_t::repair(void)
+{
+ rectf_t rect;
+ world::trace_t trace;
+ unit_t *unit;
+
+ if (!move.moving)
+ start_moving(repairing_at);
+
+ if ((x - repairing_at).len() > 0.5f)
+ return;
+
+ if (next_repair && next_repair > game->time)
+ return;
+
+ trace = game->world.ray_v_all_p3d(x, repairing_at, CF_SOLID, CF_SURFACE, this);
+ if (!trace.hit || !trace.ent || trace.ent->type != ET_UNIT) {
+ repairing = false;
+ return;
+ }
+
+ unit = dynamic_cast<unit_t*>(trace.ent);
+ if (unit->type != UNIT_REPL || unit->health >= unit->max_health) {
+ repairing = false;
+ return;
+ }
+
+ if (!game->crystals) {
+ say("Nie mam czym naprawiać!");
+ return;
+ }
+
+ game->crystals--;
+ assets::ui.crystal_tick.play();
+
+ if (unit->max_health - unit->health < 3) {
+ repairing = false;
+ unit->health = unit->max_health;
+ say("Naprawa ukończona.");
+ } else
+ unit->health += 2;
+
+ next_repair = game->time + MSEC(250);
+ last_repair = game->time;
+}
+
void unit_builder_t::on_think(void)
{
keep_moving(2.0);
@@ -59,6 +105,11 @@ void unit_builder_t::on_think(void)
if (!move.moving)
move_marker.reset();
+ if (repairing)
+ repair();
+ else
+ repair_marker.reset();
+
if (move.moving && (x - move.last_step).len() > 0.5f) {
move.last_step = x;
assets::soldier.step_stone.play_3d(x);
@@ -121,7 +172,9 @@ void unit_builder_t::render_to(render::state_t *render)
render->render(0.0, &assets::unit_selected, cmodel.bounds, selection_color);
}
- if (!dead) {
+ if (!dead && last_repair + MSEC(300) > game->time) {
+ render->render(game->now * 2.0f, &assets::builder.repairing, render_bounds);
+ } else if (!dead) {
render::oriented_sprite_t *legs;
if (move.moving && !move.blocked)