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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 = text::get(text::UNIT_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 (attacker)
hivemind_attack(this, attacker->x);
assets::nest.pain.play_3d(x);
}
void unit_nest_t::on_death(void)
{
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);
}
}
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