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path: root/src/game/unit_soldier.cpp
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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_soldier_t::unit_soldier_t(game::state_t *game) : unit_t(game, UNIT_SOLDIER)
{
	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 = text::get(text::UNIT_NAME_SOLDIER);

	wake();
	friendly = true;
	controllable = true;

	health = max_health = 20;
}

void unit_soldier_t::check_area(void)
{
	rectf_t bounds;

	bounds[0] = x - v2f_t(10, 10);
	bounds[1] = x + v2f_t(10, 10);

	for (world::entity_t *went : game->world.get_entities(bounds, -1)) {
		auto ent = dynamic_cast<game::entity_t*>(went);

		// WTF?
		if (!ent)
			continue;

		if (ent == this)
			continue;

		// Wake everything around.
		if (!ent->ignore_waking) {
			ent->wake_time = game->now;

			if (!ent->awake)
				ent->wake();
		}
	}
}

static v2f_t spread_aim(v2f_t aim, float cof, procgen::prng_t *prng)
{
	float t;

	t = prng->next_float(-cof / 2, cof / 2);

	return v2f_t(cos(t) * aim[0] - sin(t) * aim[1],
	             sin(t) * aim[0] + cos(t) * aim[1]);
}

void unit_soldier_t::shoot(v2f_t aim)
{
	v2f_t end;
	world::trace_t trace;
	v2f_t muzzle_point;
	fx_tracer_t *tracer;
	fx_flash_t *flash;

	end = x + (aim - x).norm() * 40;

	trace = world->ray_v_all(x, end, CF_SOLID, this);

	muzzle_point = x + v2f_t(0, -1.0f);

	tracer = new fx_tracer_t(game, muzzle_point, trace.end);
	tracer->place(&game->world);

	flash = new fx_flash_t(game, muzzle_point, 5.0f);
	flash->place(&game->world);

	last_attack = game->now;
	assets::soldier.fire.play_3d(x);
	//target->damage(3, this); FIXME
}

void unit_soldier_t::target_and_attack(void)
{
	unit_t *target;
	v2f_t aim;

	if (manual_firing) {
		aim = manual_firing_target;
		last_target_x = aim;
		goto skip_targetting;
	}

	if (game->now < next_targetting)
		return;

	next_targetting = game->now + 0.2;

	target = find_target(world, x, 5.0f, false);
	if (!target)
		return;
	aim = target->x;

	last_target_time = game->now;
	last_target_x = target->x;

skip_targetting:
	if (last_attack + game->prng.next_float(1.4f, 1.6f) > game->now)
		return;

	shoot(spread_aim(aim, 0.2, &game->prng));
}

void unit_soldier_t::on_think(void)
{
	check_area();
	target_and_attack();

	keep_moving(2.0);
	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_soldier_t::on_death(void)
{
	if (health >= -10) {
		render_size[0] = v2f_t(-0.75f, -0.5f);
		render_size[1] = v2f_t(+0.75f, +0.5f);
	} else {
		assets::soldier.gib_sound.play_3d(x);
	}

	render_layer = -1;
	cmodel.cflags = CF_BACKGROUND;
	place(world, x);
	controllable = false;
	game->selected_units.erase(this);
	move_marker.reset();
}

void unit_soldier_t::render_to(render::state_t *render)
{
	sf::Color selection_color;

	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 (!dead) {
		render::oriented_sprite_t *legs, *body;
		float body_angle;

		if (move.moving && !move.blocked)
			legs = &assets::soldier.legs_walking;
		else
			legs = &assets::soldier.legs_idle;

		if (manual_firing || last_target_time + 3 > game->now) {
			if (last_attack + 0.1 > game->now)
				body = &assets::soldier.body_firing;
			else
				body = &assets::soldier.body_aiming;

			body_angle = (last_target_x - x).angle();

		} else {
			body = &assets::soldier.body_idle;
			body_angle = move.angle;
		}

		render->render(game->now * 10, legs, render_bounds, move.angle);
		render->render(game->now * 10, body, render_bounds, body_angle);

		render->render(game->now * 10, &assets::soldier.head_idle, render_bounds, body_angle);
	} else {
		float phase = clamp<float>((game->now - death_time) * 5, 0, 0.9);

		if (health < -10)
			render->render(phase, &assets::soldier.gibbing, render_bounds);
		else
			render->render(phase, &assets::soldier.dead, render_bounds);
	}

	unit_t::render_to(render);
}

void unit_soldier_t::render_late_to(render::state_t *render)
{
	if (selected == selection_cookie)
		render->render(0.0, &assets::unit_selected_halo, cmodel.bounds, selection_color);
}

}