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
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
|
/*
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_spider_t::unit_spider_t(game::state_t *game) : unit_t(game, UNIT_SPIDER)
{
size[0] = v2f_t(-0.2f, +0.0f);
size[1] = v2f_t(+0.2f, +0.3f);
render_size[0] = v2f_t(-0.3f, -0.3f);
render_size[1] = v2f_t(+0.3f, +0.3f);
cmodel.cflags = CF_BODY_SMALL;
move.cflags = CF_SOLID | CF_WATER | CF_BODY_SMALL;
name = "Spider";
ignore_waking = false;
health = max_health = 4;
sleep();
}
void unit_spider_t::target_and_attack(void)
{
unit_t *target;
world::trace_t trace;
if (game->now < next_targetting)
return;
target = find_target(world, x, 10.0f, true);
if (!target) {
have_target = false;
return;
}
// Tell everyone about a new target.
if (!have_target)
game->hivemind_alert(x, 12.0f, true, target->x);
have_target = true;
wake_time = game->time;
start_moving(target->x);
next_targetting = game->now + game->prng.next_float(0.2f, 0.4f);
if (next_attack && game->time < next_attack)
return;
if ((x - target->x).len() >= 1.0f)
return;
trace = world->ray_v_tiles(x, target->x, CF_SOLID);
if (trace.hit)
return;
target->damage(15, this);
assets::spider.bite.play_3d(x);
next_attack = game->time + MSEC(500);
}
void unit_spider_t::on_wake(void)
{
assets::spider.sounds.play_3d(x);
}
void unit_spider_t::on_think(void)
{
if (game->now - wake_time > 10.0) {
sleep();
return;
}
target_and_attack();
if (!have_target && !move.moving)
random_walk();
if (!keep_moving(4.0)) {
// Try to get unstuck.
next_targetting = game->now + 0.6;
random_walk();
}
}
void unit_spider_t::on_damage(unit_t *attacker)
{
if (health < -5) {
assets::fx.gibbing.play_3d(x);
game->deletion_list.insert(this);
return;
}
if (health <= 0) {
if (!dead)
assets::fx.corpse_hit.play_3d(x);
return;
}
assets::spider.sounds.play_3d(x);
if (attacker)
game->hivemind_alert(x, 12.0f, true, attacker->x);
else
game->hivemind_alert(x, 12.0f, false, v2f_t(0, 0));
}
void unit_spider_t::on_death(void)
{
game->hivemind_alert(x, 16.0f, false, v2f_t(0, 0));
render_layer = render::LAYER_FLAT;
cmodel.cflags = CF_BACKGROUND;
assets::spider.sounds.play_3d(x);
}
void unit_spider_t::render_to(render::state_t *render)
{
bool moving;
moving = move.moving && !move.blocked;
if (!dead)
render->render(game->now * 20, (moving ? &assets::spider.walking :
&assets::spider.idle), render_bounds, move.angle);
else
render->render(game->now * 20, &assets::spider.dead, render_bounds);
unit_t::render_to(render);
}
}
|