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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 {


unit_nest_t::unit_nest_t(game::state_t *game_) : unit_t(game_, UNIT_NEST)
{
	size[0] = {-0.6f, -0.2f};
	size[1] = {+0.6f, +0.2f};
	render_size[0] = {-0.6f, -0.6f};
	render_size[1] = {+0.6f, +0.6f};
	render_layer = render::LAYER_NORMAL;
	cmodel.cflags = CF_BODY;

	name = "Nest";

	ignore_waking = false;

	health = max_health = 45;

	next_spawning = game->now + 5.0;
}

static void spawn_spider(game::state_t *game, v2f_t nest)
{
	for (size_t i = 0; i < 5; i++) { // Try a few times before giving up.
		v2f_t offset, x;
		world::cmodel_t cmodel;
		unit_spider_t *spider;
	
		offset = game->prng.unit_vec2();
		x = nest + offset * (game->prng.next_float() * 0.2 + 0.4);

		cmodel.bounds = rectf_t(v2f_t(-0.5f, -0.5f), v2f_t(0.5f, 0.5f)) + x;
		cmodel.cflags = CF_SOLID | CF_WATER | CF_BODY_SMALL;
		if (game->world.test_rect(&cmodel, NULL))
			continue;

		spider = new unit_spider_t(game);
		spider->place(&game->world, x);
		return;
	}
}

void unit_nest_t::on_think(void)
{
	if (wake_time + 30 > game->now)
		sleep();

	if (next_spawning > game->now)
		return;

	spawn_spider(game, x);
	assets::nest.spawn.play_3d(x);
	next_spawning = game->now + game->prng.next_float() * 10 + 5;
}

void unit_nest_t::on_spawn(void)
{
	spawn_spider(game, x);
	spawn_spider(game, x);
	spawn_spider(game, x);
}

void unit_nest_t::on_damage(unit_t *attacker)
{
	if (health < -30) {
		assets::fx.gibbing.play_3d(x);
		game->deletion_list.insert(this);
		return;
	}

	if (health <= 0) {
		if (!dead)
			assets::fx.corpse_hit.play_3d(x);

		return;
	}

	if (attacker)
		game->hivemind_alert(x, 12.0f, true, attacker->x);
	else
		game->hivemind_alert(x, 12.0f, false, v2f_t(0, 0));

	assets::nest.pain.play_3d(x);
}

void unit_nest_t::on_death(void)
{
	game->hivemind_alert(x, 16.0f, false, v2f_t(0, 0));

	render_layer = render::LAYER_FLAT;
	cmodel.cflags = CF_BACKGROUND;
	assets::nest.death.play_3d(x);
}

void unit_nest_t::render_to(render::state_t *render)
{
	if (!dead)
		render->render(game->now, &assets::nest.idle, render_bounds);
	else
		render->render(game->now, &assets::nest.dead, render_bounds);

	unit_t::render_to(render);
}

}