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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 {

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(2.0);
	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);
}

}