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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 {

void grenade_t::compute_bounds(void)
{
	v2f_t x_p3d;

	x_p3d = x + v2f_t(0.0f, -0.3f * z);
	cmodel.bounds[0] = x_p3d - size[0];
	cmodel.bounds[1] = x_p3d - size[1];
	render_bounds[0] = x_p3d - render_size[0];
	render_bounds[1] = x_p3d - render_size[1];
}

grenade_t::grenade_t(game::state_t *game, v2f_t x_, v2f_t target, unit_t *shooter_) : entity_t(game, ET_ROCKET)
{
	x = x_;
	v = (target - x) * 1.5f;

	z = 0.7f;
	v_z = 5.0f;

	size = rectf_t(v2f_t(-0.1f, -0.1f), v2f_t(0.1f, 0.1f));
	render_size = size;
	cmodel.cflags = CF_BACKGROUND;

	explosion_time = game->time + SEC(3);

	wake();
}

void grenade_t::on_spawn(void)
{
}

void grenade_t::on_think(void)
{
	v2f_t end;
	world::trace_t trace;

	if (game->time >= explosion_time) {
		cmodel.ignore = true;
		game->explosion(x);
		delete this;
		return;
	}

	if (z + pow(v_z, 2) < 0.01f)
		return;

	end = x + v * game->dt;

	trace = world->ray_v_all(x, end, CF_SOLID, shooter);
	x = trace.end;

	v_z += -10.0f * game->dt;
	z += v_z * game->dt;
	if (z < 0.0f) {
		trace = world->ray_v_tiles(x, x, CF_WATER);
		if (trace.hit) {
			fx_bullet_miss_t *bullet_miss;

			bullet_miss = new fx_bullet_miss_t(game, trace.end, true);
			bullet_miss->place(world);

			delete this;
			return;
		}

		z *= -1.0f;
		v_z *= -0.4f;

		assets::soldier.grenade_bounce.play_3d(x);
	}

	compute_bounds();
	place(world);
}

void grenade_t::render_to(render::state_t *render)
{
	render->render(game->now, &assets::soldier.grenade, render_bounds);
}

}