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path: root/src/game/unit_teleporter.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_teleporter_t::unit_teleporter_t(game::state_t *game_) : unit_t(game_, UNIT_TELEPORTER)
{
	size[0] = {-0.4f, -0.2f};
	size[1] = {+0.4f, +0.4f};
	render_size = size;
	render_layer = render::LAYER_FLAT;
	cmodel.cflags = CF_SURFACE2;

	name = "Teleporter";
	ignore_waking = false;
	max_health = 35;
	health = 5;

	friendly = true;
	controllable = true;
	constructed = false;

	game->num_teleporters++;
}

void unit_teleporter_t::on_damage(unit_t *attacker)
{
	assets::teleporter.damage.play_3d(x);
}

void unit_teleporter_t::on_death(void)
{
	game->explosion(x);
	game->deletion_list.insert(this);
	game->num_teleporters--;
}

void unit_teleporter_t::render_to(render::state_t *render)
{
	if (constructed)
		render->render(game->now, &assets::teleporter.idle, render_bounds);
	else
		render->render(game->now, &assets::teleporter.unfinished, render_bounds);

	unit_t::render_to(render);
}

void unit_teleporter_t::activate(unit_t::type_t type)
{
	size_t price;
	world::cmodel_t cmodel;
	unit_t *unit;

	switch (type) {
	case UNIT_SOLDIER:   price = 40; break;
	case UNIT_SCIENTIST: price = 95; break;
	case UNIT_BUILDER:   price = 70; break;
	default:
		abort();
	}

	if (game->crystals < price) {
		game->interface.print("Insufficient crystals; " + std::to_string(price - game->crystals) + " more needed.");
		return;
	}

	game->crystals -= price;

	switch (type) {
	case UNIT_SOLDIER:
		unit = new unit_soldier_t(game);
		break;

	case UNIT_SCIENTIST:
		unit = new unit_scientist_t(game);
		break;

	case UNIT_BUILDER:
		unit = new unit_builder_t(game);
		break;

	default:
		abort();
	}

	unit->place(world, x);

	for (world::entity_t *ent : game->world.get_entities(unit->cmodel.bounds, CF_BODY|CF_BODY_SMALL))
	{
		unit_t *other;

		if (ent ==  unit)
			continue;

		if (ent->type != ET_UNIT)
			continue;

		other = dynamic_cast<unit_t*>(ent);
		other->damage(200, NULL);
	}

	assets::teleporter.sound.play_3d(x);
}

}