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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);
}
}
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