/* 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_teleporter_t::unit_teleporter_t(game::state_t *game_) : unit_t(game_, UNIT_TELEPORTER) { size[0] = {-0.4f, -0.2f}; size[1] = {+0.4f, +0.4f}; render_size = size; render_layer = render::LAYER_FLAT; cmodel.cflags = CF_SURFACE2; name = "Teleporter"; ignore_waking = false; max_health = 35; health = 5; friendly = true; controllable = true; constructed = false; } void unit_teleporter_t::on_damage(unit_t *attacker) { assets::teleporter.damage.play_3d(x); } void unit_teleporter_t::on_death(void) { game->explosion(x); game->deletion_list.insert(this); } void unit_teleporter_t::render_to(render::state_t *render) { if (constructed) render->render(game->now, &assets::teleporter.idle, render_bounds); else render->render(game->now, &assets::teleporter.unfinished, render_bounds); unit_t::render_to(render); } void unit_teleporter_t::activate(unit_t::type_t type) { size_t price; world::cmodel_t cmodel; unit_t *unit; switch (type) { case UNIT_SOLDIER: price = 40; break; case UNIT_SCIENTIST: price = 95; break; case UNIT_BUILDER: price = 70; break; default: abort(); } if (game->crystals < price) { game->interface.print("Insufficient crystals; " + std::to_string(price - game->crystals) + " more needed."); return; } game->crystals -= price; switch (type) { case UNIT_SOLDIER: unit = new unit_soldier_t(game); break; case UNIT_SCIENTIST: unit = new unit_scientist_t(game); break; case UNIT_BUILDER: unit = new unit_builder_t(game); break; default: abort(); } unit->place(world, x); for (world::entity_t *ent : game->world.get_entities(unit->cmodel.bounds, CF_BODY|CF_BODY_SMALL)) { unit_t *other; if (ent == unit) continue; if (ent->type != ET_UNIT) continue; other = dynamic_cast(ent); other->damage(200, NULL); } assets::teleporter.sound.play_3d(x); } }