1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
|
/*
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 {
static std::string scientist_name(procgen::prng_t *prng)
{
std::stringstream ss;
static const char *names[] = {
"Сергей", "Александер", "Василий", "Владимир",
"Дмитрий", "Иосиф", "Иван", "Пётр", "Юрий"
};
ss << "проф. ";
ss << names[prng->next() % (sizeof(names) / sizeof(names[0]))];
return ss.str();
}
unit_scientist_t::unit_scientist_t(game::state_t *game) : unit_t(game, UNIT_SCIENTIST)
{
size[0] = v2f_t(-0.3f, +0.0f);
size[1] = v2f_t(+0.3f, +0.3f);
render_size[0] = v2f_t(-0.5f, -1.2f);
render_size[1] = v2f_t(+0.5f, +0.3f);
cmodel.cflags = CF_BODY;
move.cflags = CF_SOLID | CF_BODY | CF_WATER;
name = scientist_name(&game->prng);
wake();
friendly = true;
controllable = true;
health = max_health = 15;
}
void unit_scientist_t::on_think(void)
{
keep_moving(4.0);
game->wake_area(x);
if (!move.moving)
move_marker.reset();
if (move.moving && (x - move.last_step).len() > 0.5f) {
move.last_step = x;
assets::soldier.step_stone.play_3d(x);
}
}
void unit_scientist_t::on_damage(unit_t *attacker)
{
}
void unit_scientist_t::on_death(void)
{
cmodel.ignore = true;
game->deletion_list.insert(this);
game->explosion(x);
}
void unit_scientist_t::render_to(render::state_t *render)
{
sf::Color selection_color;
render::oriented_sprite_t *body;
if (selected == selection_cookie) {
if (health == max_health)
selection_color = sf::Color::Green;
else if (health >= max_health / 2)
selection_color = sf::Color::Yellow;
else if (dead)
selection_color = sf::Color::Black;
else
selection_color = sf::Color::Red;
render->render(0.0, &assets::unit_selected, cmodel.bounds, selection_color);
}
if (move.moving && !move.blocked)
body = &assets::scientist.body_walking;
else
body = &assets::scientist.body_idle;
render->render(game->now * 4, body, render_bounds, move.angle);
render->render(game->now * 4, &assets::scientist.head_idle, render_bounds, move.angle);
unit_t::render_to(render);
}
void unit_scientist_t::render_late_to(render::state_t *render)
{
if (selected == selection_cookie)
render->render(0.0, &assets::unit_selected_halo, cmodel.bounds, selection_color);
}
}
|