/* 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 . */ #include "game.hpp" namespace game { 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, +0.2f}; render_size[0] = {-0.6f, -0.6f}; render_size[1] = {+0.6f, +0.6f}; render_layer = render::LAYER_NORMAL; cmodel.cflags = CF_BODY; name = "Nest"; ignore_waking = false; health = max_health = 45; next_spawning = game->now + 5.0; } static 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->prng.unit_vec2(); x = nest + offset * (game->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_SOLID | CF_WATER | 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); assets::nest.spawn.play_3d(x); next_spawning = game->now + game->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_damage(unit_t *attacker) { if (health < -30) { assets::fx.gibbing.play_3d(x); game->deletion_list.insert(this); return; } if (health <= 0) { if (!dead) assets::fx.corpse_hit.play_3d(x); return; } if (attacker) game->hivemind_alert(x, 12.0f, true, attacker->x); else game->hivemind_alert(x, 12.0f, false, v2f_t(0, 0)); assets::nest.pain.play_3d(x); } void unit_nest_t::on_death(void) { game->hivemind_alert(x, 16.0f, false, v2f_t(0, 0)); render_layer = render::LAYER_FLAT; cmodel.cflags = CF_BACKGROUND; assets::nest.death.play_3d(x); } 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); } }