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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_replicator_t::unit_replicator_t(game::state_t *game_) : unit_t(game_, UNIT_REPLICATOR)
{
size[0] = v2f_t(-0.4f, -0.2f) * 1.3f;
size[1] = v2f_t(+0.4f, +0.4f) * 1.3f;
render_size[0] = v2f_t(-0.4f, -0.666667f) * 1.3f;
render_size[1] = v2f_t(+0.4f, +0.4f) * 1.3f;
cmodel.cflags = CF_SOLID;
name = "Replicator";
ignore_waking = false;
max_health = 30;
health = 4;
friendly = true;
controllable = true;
constructed = false;
storage.shells = 0;
storage.max_shells = 200;
storage.grenades = 0;
storage.max_grenades = 20;
}
void unit_replicator_t::on_damage(unit_t *attacker)
{
assets::teleporter.damage.play_3d(x);
}
void unit_replicator_t::on_death(void)
{
game->explosion(x);
game->deletion_list.insert(this);
}
void unit_replicator_t::activate(bool grenades)
{
size_t amount, price;
if (grenades) {
amount = 2;
price = 10;
if (storage.max_grenades - storage.grenades < amount) {
say("Storage full.");
return;
}
} else {
amount = 15;
price = 8;
if (storage.max_shells - storage.shells < amount) {
say("Storage full.");
return;
}
}
if (game->crystals < price) {
game->interface.print("Insufficient crystals; " + std::to_string(price - game->crystals) + " more needed.");
return;
}
game->crystals -= price;
if (grenades)
storage.grenades += amount;
else
storage.shells += amount;
assets::teleporter.sound.play_3d(x);
last_activation = game->time;
}
void unit_replicator_t::render_to(render::state_t *render)
{
if (!constructed)
render->render(game->now, &assets::replicator.unfinished, render_bounds);
else if (last_activation && game->time - last_activation < MSEC(300))
render->render(30 * game->now, &assets::replicator.working, render_bounds);
else
render->render(game->now, &assets::replicator.idle, render_bounds);
unit_t::render_to(render);
}
}
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