/** * init sequence: * - check if shot is valid * - calculate base accuracy */ void ProjectileFlyBState::init() { if (_initialized) return; _initialized = true; BattleItem *weapon = _action.weapon; _projectileItem = 0; _autoshotCounter = 0; if (!weapon) // can't shoot without weapon return; if (!_parent->getSave()->getTile(_action.target)) // invalid target position return; if (_action.actor->getTimeUnits() < _action.TU && !_parent->dontSpendTUs()) { _action.result = "STR_NOT_ENOUGH_TIME_UNITS"; _parent->popState(); return; } _unit = _action.actor; _ammo = weapon->getAmmoItem(); if (_unit->isOut()) { // something went wrong - we can't shoot when dead or unconscious _parent->popState(); return; } // autoshot will default back to snapshot if it's not possible if (weapon->getRules()->getAccuracyAuto() == 0 && _action.type == BA_AUTOSHOT) _action.type = BA_SNAPSHOT; // snapshot defaults to "hit" if it's a melee weapon // (in case of reaction "shots" with a melee weapon) if (weapon->getRules()->getBattleType() == BT_MELEE && _action.type == BA_SNAPSHOT) _action.type = BA_HIT; switch (_action.type) { case BA_SNAPSHOT: case BA_AIMEDSHOT: case BA_AUTOSHOT: case BA_LAUNCH: if (_ammo == 0) { _action.result = "STR_NO_AMMUNITION_LOADED"; _parent->popState(); return; } if (_ammo->getAmmoQuantity() == 0) { _action.result = "STR_NO_ROUNDS_LEFT"; _parent->popState(); return; } break; case BA_THROW: if (!validThrowRange(&_action)) { // out of range _action.result = "STR_OUT_OF_RANGE"; _parent->popState(); return; } _projectileItem = weapon; break; case BA_HIT: if (!validMeleeRange(&_action)) { _action.result = "STR_THERE_IS_NO_ONE_THERE"; _parent->popState(); return; } break; case BA_PANIC: case BA_MINDCONTROL: _parent->statePushFront(new ExplosionBState(_parent, Position((_action.target.x*16)+8,(_action.target.y*16)+8,(_action.target.z*24)+10), weapon, _action.actor)); return; default: _parent->popState(); return; } if (createNewProjectile() == true) { BattleAction action; BattleUnit *potentialVictim = _parent->getSave()->getTile(_action.target)->getUnit(); if (potentialVictim && potentialVictim->getFaction() != _unit->getFaction()) { if (_parent->getSave()->getTileEngine()->checkReactionFire(_unit, &action, potentialVictim, false)) { _parent->statePushBack(new ProjectileFlyBState(_parent, action)); } } } }
/** * Animates the projectile (move to the next point in it's trajectory). * If the animation is finished the projectile sprite is removed from the map. * And this state is finished. */ void ProjectileFlyBState::think() { /* TODO refactoring : store the projectile in this state, instead of getting it from the map each time? */ if (_parent->getMap()->getProjectile() == 0) { if (_action.type == BA_AUTOSHOT && _autoshotCounter < 3 && !_action.actor->isOut() && _ammo->getAmmoQuantity() != 0) { createNewProjectile(); } else { _parent->popState(); } } else { if(!_parent->getMap()->getProjectile()->move()) { // impact ! if (_action.type == BA_THROW) { Position pos = _parent->getMap()->getProjectile()->getPosition(-1); pos.x /= 16; pos.y /= 16; pos.z /= 24; BattleItem *item = _parent->getMap()->getProjectile()->getItem(); _parent->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(38)->play(); if (Options::getBool("battleAltGrenade") && item->getRules()->getBattleType() == BT_GRENADE && item->getExplodeTurn() > 0) { // it's a hot grenade to explode immediately _parent->statePushFront(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(-1), item, _action.actor)); } else { _parent->dropItem(pos, item); } } else if (_action.type == BA_LAUNCH && _action.waypoints.size() > 1 && _projectileImpact == -1) { _origin = _action.waypoints.front(); _action.waypoints.pop_front(); _action.target = _action.waypoints.front(); // launch the next projectile in the waypoint cascade _parent->statePushBack(new ProjectileFlyBState(_parent, _action, _origin)); } else { if (_action.type == BA_LAUNCH && _ammo->spendBullet() == false) { _parent->getSave()->removeItem(_ammo); _action.weapon->setAmmoItem(0); } if (_projectileImpact != 5) // out of map { int offset = 0; // explosions impact not inside the voxel but one step back if (_ammo && ( _ammo->getRules()->getDamageType() == DT_HE || _ammo->getRules()->getDamageType() == DT_IN)) { offset = -1; } _parent->statePushFront(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(offset), _ammo, _action.actor)); } else { _unit->aim(false); _parent->getMap()->cacheUnits(); } } delete _parent->getMap()->getProjectile(); _parent->getMap()->setProjectile(0); } } }
/** * init sequence: * - check if shot is valid * - calculate base accuracy */ void ProjectileFlyBState::init() { if (_initialized) return; _initialized = true; BattleItem *weapon = _action.weapon; _projectileItem = 0; if (!weapon) // can't shoot without weapon { _parent->popState(); return; } if (!_parent->getSave()->getTile(_action.target)) // invalid target position { _parent->popState(); return; } if (_parent->getPanicHandled() && _action.actor->getTimeUnits() < _action.TU) { _action.result = "STR_NOT_ENOUGH_TIME_UNITS"; _parent->popState(); return; } _unit = _action.actor; _ammo = weapon->getAmmoItem(); if (_unit->isOut()) { // something went wrong - we can't shoot when dead or unconscious _parent->popState(); return; } // reaction fire if (_unit->getFaction() != _parent->getSave()->getSide()) { // no ammo or target is dead: give the time units back and cancel the shot. if (_ammo == 0 || !_parent->getSave()->getTile(_action.target)->getUnit() || _parent->getSave()->getTile(_action.target)->getUnit()->isOut()) { _unit->setTimeUnits(_unit->getTimeUnits() + _unit->getActionTUs(_action.type, _action.weapon)); _parent->popState(); return; } } // autoshot will default back to snapshot if it's not possible if (weapon->getRules()->getAccuracyAuto() == 0 && _action.type == BA_AUTOSHOT) _action.type = BA_SNAPSHOT; // snapshot defaults to "hit" if it's a melee weapon // (in case of reaction "shots" with a melee weapon) if (weapon->getRules()->getBattleType() == BT_MELEE && _action.type == BA_SNAPSHOT) _action.type = BA_HIT; switch (_action.type) { case BA_SNAPSHOT: case BA_AIMEDSHOT: case BA_AUTOSHOT: case BA_LAUNCH: if (_ammo == 0) { _action.result = "STR_NO_AMMUNITION_LOADED"; _parent->popState(); return; } if (_ammo->getAmmoQuantity() == 0) { _action.result = "STR_NO_ROUNDS_LEFT"; _parent->popState(); return; } break; case BA_THROW: if (!validThrowRange(&_action)) { // out of range _action.result = "STR_OUT_OF_RANGE"; _parent->popState(); return; } _projectileItem = weapon; break; case BA_HIT: if (!_parent->getTileEngine()->validMeleeRange(_action.actor->getPosition(), _action.actor->getDirection(), _action.actor->getArmor()->getSize(), 0)) { _action.result = "STR_THERE_IS_NO_ONE_THERE"; _parent->popState(); return; } break; case BA_PANIC: case BA_MINDCONTROL: _parent->statePushFront(new ExplosionBState(_parent, Position((_action.target.x*16)+8,(_action.target.y*16)+8,(_action.target.z*24)+10), weapon, _action.actor)); return; default: _parent->popState(); return; } createNewProjectile(); }
/** * Animates the projectile (move to the next point in it's trajectory). * If the animation is finished the projectile sprite is removed from the map. * And this state is finished. */ void ProjectileFlyBState::think() { /* TODO refactoring : store the projectile in this state, instead of getting it from the map each time? */ if (_parent->getMap()->getProjectile() == 0) { if (_action.type == BA_AUTOSHOT && _action.autoShotCounter < 3 && !_action.actor->isOut() && _ammo->getAmmoQuantity() != 0) { createNewProjectile(); } else { if (_action.cameraPosition.z != -1) { _parent->getMap()->getCamera()->setMapOffset(_action.cameraPosition); } if (_action.type != BA_PANIC && _action.type != BA_MINDCONTROL) { _parent->getTileEngine()->checkReactionFire(_unit); } _unit->abortTurn(); _parent->popState(); } } else { if(!_parent->getMap()->getProjectile()->move()) { // impact ! if (_action.type == BA_THROW) { Position pos = _parent->getMap()->getProjectile()->getPosition(-1); pos.x /= 16; pos.y /= 16; pos.z /= 24; BattleItem *item = _parent->getMap()->getProjectile()->getItem(); _parent->getResourcePack()->getSound("BATTLE.CAT", 38)->play(); if (Options::getBool("battleInstantGrenade") && item->getRules()->getBattleType() == BT_GRENADE && item->getExplodeTurn() != 0 && item->getExplodeTurn() <= _parent->getSave()->getTurn()) { // it's a hot grenade to explode immediately _parent->statePushFront(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(-1), item, _action.actor)); } else { _parent->dropItem(pos, item); } } else if (_action.type == BA_LAUNCH && _action.waypoints.size() > 1 && _projectileImpact == -1) { _origin = _action.waypoints.front(); _action.waypoints.pop_front(); _action.target = _action.waypoints.front(); // launch the next projectile in the waypoint cascade _parent->statePushBack(new ProjectileFlyBState(_parent, _action, _origin)); } else { if (_ammo && _action.type == BA_LAUNCH && _ammo->spendBullet() == false) { _parent->getSave()->removeItem(_ammo); _action.weapon->setAmmoItem(0); } if (_projectileImpact != 5) // out of map { int offset = 0; // explosions impact not inside the voxel but two steps back (projectiles generally move 2 voxels at a time) if (_ammo && ( _ammo->getRules()->getDamageType() == DT_HE || _ammo->getRules()->getDamageType() == DT_IN)) { offset = -2; } _parent->statePushFront(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(offset), _ammo, _action.actor, 0, (_action.type != BA_AUTOSHOT || _action.autoShotCounter == 3|| !_action.weapon->getAmmoItem()))); if (_projectileImpact == 4) { BattleUnit *victim = _parent->getSave()->getTile(_parent->getMap()->getProjectile()->getPosition(offset) / Position(16,16,24))->getUnit(); if (victim && !victim->isOut() && victim->getFaction() == FACTION_HOSTILE) { AggroBAIState *aggro = dynamic_cast<AggroBAIState*>(victim->getCurrentAIState()); if (aggro == 0) { aggro = new AggroBAIState(_parent->getSave(), victim); victim->setAIState(aggro); } aggro->setAggroTarget(_action.actor); } } } else if (_action.type != BA_AUTOSHOT || _action.autoShotCounter == 3 || !_action.weapon->getAmmoItem()) { _unit->aim(false); _parent->getMap()->cacheUnits(); } } delete _parent->getMap()->getProjectile(); _parent->getMap()->setProjectile(0); } } }
/** * init sequence: * - check if shot is valid * - calculate base accuracy */ void ProjectileFlyBState::init() { if (_initialized) return; _initialized = true; BattleItem *weapon = _action.weapon; _projectileItem = 0; _autoshotCounter = 0; if (!weapon) // can't shoot without weapon return; if (_action.actor->getTimeUnits() < _action.TU && !_parent->dontSpendTUs()) { _result = "STR_NOT_ENOUGH_TIME_UNITS"; _parent->popState(); return; } _unit = _action.actor; _ammo = weapon->getAmmoItem(); if (_unit->isOut()) { // something went wrong _parent->popState(); return; } if (_action.type != BA_THROW) { if (_ammo == 0) { _result = "STR_NO_AMMUNITION_LOADED"; _parent->popState(); return; } if (_ammo->getAmmoQuantity() == 0) { _result = "STR_NO_ROUNDS_LEFT"; _parent->popState(); return; } } // action specific initialisation switch (_action.type) { case BA_AUTOSHOT: _baseAcc = weapon->getRules()->getAccuracyAuto(); break; case BA_SNAPSHOT: _baseAcc = weapon->getRules()->getAccuracySnap(); break; case BA_AIMEDSHOT: _baseAcc = weapon->getRules()->getAccuracyAimed(); break; case BA_THROW: if (!validThrowRange()) { // out of range _result = "STR_OUT_OF_RANGE"; _parent->popState(); return; } _baseAcc = (int)(_unit->getThrowingAccuracy()*100.0); _projectileItem = weapon; break; default: _baseAcc = 0; } createNewProjectile(); BattleAction action; BattleUnit *potentialVictim = _parent->getGame()->getSavedGame()->getBattleGame()->getTile(_action.target)->getUnit(); if (potentialVictim && potentialVictim->getFaction() != _unit->getFaction()) { if (_parent->getGame()->getSavedGame()->getBattleGame()->getTileEngine()->checkReactionFire(_unit, &action, potentialVictim, false)) { _parent->statePushBack(new ProjectileFlyBState(_parent, action)); } } }
/** * Animates the projectile (move to the next point in it's trajectory). * If the animation is finished the projectile sprite is removed from the map. * And this state is finished. */ void ProjectileFlyBState::think() { if (_parent->getMap()->getProjectile() == 0) { if (_action.type == BA_AUTOSHOT && _autoshotCounter < 3 && !_action.actor->isOut()) { createNewProjectile(); } else { _parent->popState(); } } else { if(!_parent->getMap()->getProjectile()->move()) { // impact ! if (_action.type == BA_THROW) { Position pos = _parent->getMap()->getProjectile()->getPosition(-1); pos.x /= 16; pos.y /= 16; pos.z /= 24; BattleItem *item = _parent->getMap()->getProjectile()->getItem(); _parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(38)->play(); if (Options::getBool("battleAltGrenade") && item->getRules()->getBattleType() == BT_GRENADE) { // it's a hot grenade to explode immediatly _parent->statePushFront(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(-1), item, _action.actor)); } else { _parent->dropItem(pos, item); } } else { if (_projectileImpact != 5) // out of map { int offset = 0; // explosions impact not inside the voxel but one step back if (_ammo && ( _ammo->getRules()->getDamageType() == DT_HE || _ammo->getRules()->getDamageType() == DT_IN)) { offset = -1; } _parent->statePushFront(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(offset), _ammo, _action.actor)); } else { _unit->aim(false); _parent->getMap()->cacheUnits(); if (_parent->getMap()->didCameraFollow() && _parent->getGame()->getSavedGame()->getBattleGame()->getSide() == FACTION_PLAYER) { _parent->getMap()->centerOnPosition(_parent->getGame()->getSavedGame()->getBattleGame()->getSelectedUnit()->getPosition()); } } } delete _parent->getMap()->getProjectile(); _parent->getMap()->setProjectile(0); } } }