summaryrefslogtreecommitdiff
path: root/src/game/decos.cpp
blob: eaa6c6b7266c732bd5e3026f2a0118a75202e919 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
/*
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 const struct {
	render::animated_texture_t *texture;
	v2f_t mins, maxs;
	world::cflags_t cflags;
	v2f_t render_mins, render_maxs;
	double fps;
} decos[ ] = {
	{
		&assets::deco.stone,
		{-0.4f, +0.1f}, {+0.4f, +0.4f}, CF_SOLID,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, 0.0
	},
	{
		&assets::deco.stone_cracked,
		{-0.4f, +0.1f}, {+0.4f, +0.4f}, CF_SOLID,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, 0.0
	},
	{
		&assets::deco.stone,
		{-0.2f, +0.1f}, {+0.2f, +0.2f}, CF_DECOS,
		{-0.2f, -0.2f}, {+0.2f, +0.2f}, 0.0
	},
	{
		&assets::deco.eyething,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, CF_SOLID,
		{-0.4f, -1.2f}, {+0.4f, +0.4f}, 0.3
	},
	{
		&assets::deco.eyething_dead,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, CF_DECOS,
		{-0.4f, -1.2f}, {+0.4f, +0.4f}, 0.3
	},
	{
		&assets::deco.spike,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, CF_SOLID,
		{-0.4f, -1.2f}, {+0.4f, +0.4f}, 0.0
	},
	{
		&assets::deco.spike_broken,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, CF_DECOS,
		{-0.4f, -1.2f}, {+0.4f, +0.4f}, 0.0
	},
	{
		&assets::deco.spike_small,
		{-0.2f, +0.1f}, {+0.2f, +0.2f}, CF_DECOS,
		{-0.2f, -0.6f}, {+0.2f, +0.2f}, 0.0
	},
	{
		&assets::deco.wart,
		{-0.2f, +0.1f}, {+0.2f, +0.2f}, CF_DECOS,
		{-0.2f, -0.2f}, {+0.2f, +0.2f}, 0.0
	},
	{
		&assets::deco.crystal,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, CF_SOLID,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, 0.0
	},
	{
		&assets::deco.crystal_broken,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, CF_DECOS,
		{-0.4f, -0.4f}, {+0.4f, +0.4f}, 0.0
	}
};

deco_t::deco_t(game::state_t *game_, deco_type_t type_) : game::entity_t(game_, ET_DECO)
{
	type = type_;

	size[0] = decos[type].mins;
	size[1] = decos[type].maxs;
	render_size[0] = decos[type].render_mins;
	render_size[1] = decos[type].render_maxs;
	cmodel.cflags = decos[type].cflags;
}

void deco_t::render_to(render::state_t *render)
{
	render->render(game->now * decos[type].fps + phase_shift,
	               decos[type].texture, render_bounds, sf::Color::White);
}

void deco_t::damage(int points, unit_t *attacker)
{
	switch (type) {
	case DECO_STONE:
		type = DECO_STONE_CRACKED;
		break;

	case DECO_EYETHING:
		type = DECO_EYETHING_DEAD;
		break;

	case DECO_SPIKE:
		type = DECO_SPIKE_BROKEN;
		break;

	case DECO_CRYSTAL:
		type = DECO_CRYSTAL_BROKEN;
		break;

	case DECO_STONE_CRACKED:
	case DECO_EYETHING_DEAD:
	case DECO_SPIKE_BROKEN:
	case DECO_CRYSTAL_BROKEN:
		break;

	default:
		delete this;
		return;
	}

	cmodel.cflags = decos[type].cflags;
}

} // namespace game