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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_repl_t::unit_repl_t(game::state_t *game_) : unit_t(game_, UNIT_REPL)
{
	size[0] = {-0.4f, -0.2f};
	size[1] = {+0.4f, +0.4f};
	render_size = size;
	render_layer = render::LAYER_FLAT;
	cmodel.cflags = CF_SURFACE;

	name = text::get(text::UNIT_NAME_REPL);
	ignore_waking = false;
	health = max_health = 35;

	friendly = true;
	controllable = true;
}

void unit_repl_t::on_damage(unit_t *attacker)
{
	assets::repl.damage.play_3d(x);
}

void unit_repl_t::on_death(void)
{
	game->explosion(x);
	game->deletion_list.insert(this);
}

void unit_repl_t::render_to(render::state_t *render)
{
	render->render(game->now, &assets::repl.idle, render_bounds);
	unit_t::render_to(render);
}

void unit_repl_t::activate(unit_t::type_t type)
{
	world::cmodel_t cmodel;
	world::entity_t *spawned;

	if (type == UNIT_SOLDIER) {
		unit_soldier_t *soldier;
		
		soldier = new unit_soldier_t(game);
		soldier->place(&game->world, x);
		spawned = soldier;
	} else if (type == UNIT_SCIENTIST) {
		unit_scientist_t *scientist;
		
		scientist = new unit_scientist_t(game);
		scientist->place(&game->world, x);
		spawned = scientist;
	} else
		abort();

	for (world::entity_t *ent : game->world.get_entities(spawned->cmodel.bounds, CF_BODY|CF_BODY_SMALL))
	{
		unit_t *unit;

		if (ent == spawned)
			continue;

		if (ent->type != ET_UNIT)
			continue;

		unit = dynamic_cast<unit_t*>(ent);
		unit->damage(200, NULL);
	}

	assets::repl.sound.play_3d(x);
}

}