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/*
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}, 0,
{-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}, 0,
{-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}, 0,
{-0.4f, -1.2f}, {+0.4f, +0.4f}, 0.0
},
{
&assets::deco.spike_small,
{-0.2f, +0.1f}, {+0.2f, +0.2f}, 0,
{-0.2f, -0.6f}, {+0.2f, +0.2f}, 0.0
},
{
&assets::deco.wart,
{-0.2f, +0.1f}, {+0.2f, +0.2f}, 0,
{-0.2f, -0.2f}, {+0.2f, +0.2f}, 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;
default:
break;
}
cmodel.cflags = decos[type].cflags;
}
} // namespace game
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