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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 {
effect_t::effect_t(state_t *game_) : game::entity_t(game_, ET_EFFECT)
{
}
void effect_t::on_think(void)
{
if (game->now >= ttl)
delete this;
}
fx_tracer_t::fx_tracer_t(state_t *game_, v2f_t x0_, v2f_t x1_) : effect_t(game_)
{
ttl = game->now + 0.07;
x0 = x0_;
x1 = x1_;
render_bounds[0] = x0;
render_bounds[1] = x1;
render_bounds = render_bounds.norm();
render_layer = render::LAYER_TOP;
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
ignore_waking = true;
wake();
}
void fx_tracer_t::render_to(render::state_t *render)
{
v2f_t x0l, x1l;
float t;
t = (1.0f - (ttl - game->now) / 0.07f) * 0.7f;
x0l[0] = lerp(x0[0], x1[0], t);
x0l[1] = lerp(x0[1], x1[1], t);
x1l[0] = lerp(x0[0], x1[0], t + 0.3f);
x1l[1] = lerp(x0[1], x1[1], t + 0.3f);
render->render_line(x0l, x1l, sf::Color::Yellow);
}
fx_flash_t::fx_flash_t(state_t *game_, v2f_t x_, float radius_, sf::Color color_) : effect_t(game_)
{
ttl = game->now + 0.07;
x = x_;
radius = radius_;
color = color_;
render_bounds[0] = x - v2f_t(radius, radius);
render_bounds[1] = x + v2f_t(radius, radius);
render_bounds = render_bounds.norm();
render_layer = render::LAYER_TOP;
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
ignore_waking = true;
wake();
}
void fx_flash_t::render_to(render::state_t *render)
{
render->render(0.0f, &assets::fx.flash, render_bounds, color);
}
fx_blood_t::fx_blood_t(state_t *game_, v2f_t x_, bool alien_) : effect_t(game_)
{
ttl = game->now + 0.3f;
x = x_;
alien = alien_;
render_bounds[0] = x - v2f_t(0.2, 0.2);
render_bounds[1] = x + v2f_t(0.2, 0.2);
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
ignore_waking = true;
wake();
}
void fx_blood_t::render_to(render::state_t *render)
{
double phase;
sf::Color color;
phase = (game->now - ttl) / 0.3 + 1;
if (alien)
color = sf::Color::Green;
else
color = sf::Color::Red;
render->render(phase, &assets::fx.blood, render_bounds, color);
}
fx_move_marker_t::fx_move_marker_t(state_t *game_, v2f_t x_) : effect_t(game_)
{
x = x_;
render_bounds[0] = x + v2f_t(-0.15, -0.4);
render_bounds[1] = x + v2f_t(0.15, 0.2);
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
ignore_waking = true;
link(&game->world);
}
void fx_move_marker_t::render_to(render::state_t *render)
{
render->render(game->now * 2, &assets::move_marker, render_bounds, sf::Color::White);
}
fx_aim_marker_t::fx_aim_marker_t(state_t *game_, v2f_t x_) : effect_t(game_)
{
x = x_;
render_bounds[0] = x + v2f_t(-0.2, -0.2);
render_bounds[1] = x + v2f_t(0.2, 0.2);
render_layer = render::LAYER_TOP;
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
ignore_waking = true;
link(&game->world);
}
void fx_aim_marker_t::render_to(render::state_t *render)
{
render->render(game->now * 2, &assets::aim_marker, render_bounds, sf::Color::White);
}
fx_explosion_t::fx_explosion_t(state_t *game_, v2f_t x_) : effect_t(game_)
{
fx_flash_t *flash;
ttl = game->now + 0.8;
x = x_;
render_bounds[0] = x + v2f_t(-1.0, -2.5);
render_bounds[1] = x + v2f_t(1.0, 0.5);
render_bounds = render_bounds.norm();
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
ignore_waking = true;
wake();
assets::fx.explosion_sound.play_3d(x);
flash = new fx_flash_t(game, x, 5.0f, sf::Color(255, 255, 170, 255));
flash->place(&game->world);
}
void fx_explosion_t::render_to(render::state_t *render)
{
double phase = (game->now - ttl) / 0.8f;
render->render(phase, &assets::fx.explosion, render_bounds, sf::Color::White);
}
fx_bullet_miss_t::fx_bullet_miss_t(state_t *game_, v2f_t x_, bool water_) : effect_t(game_)
{
ttl = game->now + 0.3;
x = x_;
water = water_;
render_bounds[0] = x - v2f_t(0.12f, 0.12f);
render_bounds[1] = x + v2f_t(0.12f, 0.12f);
render_bounds = render_bounds.norm();
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
ignore_waking = true;
wake();
if (water)
assets::fx.water_splash_sound.play_3d(x);
else
assets::fx.ricochet_sound.play_3d(x);
game->hivemind_alert(x, 6.0f, false, v2f_t(0, 0));
}
void fx_bullet_miss_t::render_to(render::state_t *render)
{
double phase = (game->now - ttl) / 0.3f;
render->render(phase, (water ? &assets::fx.water_splash : &assets::fx.ricochet), render_bounds, sf::Color::White);
}
fx_debug_hivemind_t::fx_debug_hivemind_t(state_t *game_, v2f_t x_, float r_, bool do_move_, v2f_t move_to_) : effect_t(game_)
{
ttl = game->now + 1.0;
x = x_;
r = r_;
do_move = do_move_;
move_to = move_to_;
render_bounds[0] = x - v2f_t(r, r);
render_bounds[1] = x + v2f_t(r, r);
render_bounds = render_bounds.norm();
cmodel.bounds = render_bounds;
cmodel.cflags = 0;
ignore_waking = true;
wake();
}
void fx_debug_hivemind_t::render_to(render::state_t *render)
{
static const sf::Color color(0, 255, 0, 50);
if (debug_AI) {
render->render_circle(x, r, color);
if (do_move) {
render->render_line(x, move_to, sf::Color::Red);
render->render_circle(x, 0.1f, sf::Color::Red);
}
}
}
} // namespace game
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