Esempio n. 1
0
/**
 * Select next soldier.
 * @param action Pointer to an action.
 */
void BattlescapeState::btnNextSoldierClick(Action *action)
{
	if (_popup) return;
	BattleUnit *unit = _battleGame->selectNextPlayerUnit();
	updateSoldierInfo(unit);
	if (unit) _map->centerOnPosition(unit->getPosition());
}
Esempio n. 2
0
void InventoryState::onAutoequip(Action *)
{
	// don't act when moving items
	if (_inv->getSelectedItem() != 0)
	{
		return;
	}

	BattleUnit               *unit          = _battleGame->getSelectedUnit();
	Tile                     *groundTile    = unit->getTile();
	std::vector<BattleItem*> *groundInv     = groundTile->getInventory();
	Mod                      *mod           = _game->getMod();
	RuleInventory            *groundRuleInv = mod->getInventory("STR_GROUND", true);
	int                       worldShade    = _battleGame->getGlobalShade();

	std::vector<BattleUnit*> units;
	units.push_back(unit);
	BattlescapeGenerator::autoEquip(units, mod, NULL, groundInv, groundRuleInv, worldShade, true, true);

	// refresh ui
	_inv->arrangeGround(false);
	updateStats();
	_refreshMouse();

	// give audio feedback
	_game->getMod()->getSoundByDepth(_battleGame->getDepth(), Mod::ITEM_DROP)->play();
}
Esempio n. 3
0
/**
 * Calculates the trajectory for a curved path.
 * @param accuracy The unit's accuracy.
 * @param doTestTrajectory
 * @return True when a trajectory is possible.
 */
int Projectile::calculateThrow(double accuracy, bool doTestTrajectory)
{
	Tile *targetTile = _save->getTile(_action.target);
		
	Position originVoxel = _save->getTileEngine()->getOriginVoxel(_action, 0);
	Position targetVoxel = _action.target * Position(16,16,24) + Position(8,8, (2 + -targetTile->getTerrainLevel()));

	if (_action.type != BA_THROW)
	{
		BattleUnit *tu = targetTile->getUnit();
		if (!tu && _action.target.z > 0 && targetTile->hasNoFloor(0))
			tu = _save->getTile(_action.target - Position(0, 0, 1))->getUnit();
		if (tu)
		{
			targetVoxel.z += ((tu->getHeight()/2) + tu->getFloatHeight()) - 2;
		}
	}

	double curvature = 0.0;
	int retVal = V_OUTOFBOUNDS;
	if (_save->getTileEngine()->validateThrow(_action, originVoxel, targetVoxel, &curvature, &retVal))
	{
		if (doTestTrajectory)
		{
			return V_FLOOR;	// retVal;
		}

		int test = V_OUTOFBOUNDS;
		// finally do a line calculation and store this trajectory, make sure it's valid.
		while (test == V_OUTOFBOUNDS)
		{
			Position deltas = targetVoxel;
			// apply some accuracy modifiers
			applyAccuracy(originVoxel, &deltas, accuracy, true, _save->getTile(_action.target), false); //calling for best flavor
			deltas -= targetVoxel;
			_trajectory.clear();
			test = _save->getTileEngine()->calculateParabola(originVoxel, targetVoxel, true, &_trajectory, _action.actor, curvature, deltas);

			Position endPoint = _trajectory.back();
			endPoint.x /= 16;
			endPoint.y /= 16;
			endPoint.z /= 24;
			Tile *endTile = _save->getTile(endPoint);
			// check if the item would land on a tile with a blocking object
			if (_action.type == BA_THROW
				&& endTile
				&& endTile->getMapData(MapData::O_OBJECT)
				&& endTile->getMapData(MapData::O_OBJECT)->getTUCost(MT_WALK) == 255)
			{
				test = V_OUTOFBOUNDS;
			}
		}
		return retVal;
	}
	return V_OUTOFBOUNDS;
}
Esempio n. 4
0
/*
 * Think!
 */
void UnitDieBState::think()
{
	
	if (_unit->getStatus() == STATUS_TURNING)
	{
		_unit->turn();
	}
	else if (_unit->getStatus() == STATUS_STANDING)
	{
		_unit->startFalling();
	}
	else if (_unit->getStatus() == STATUS_COLLAPSING)
	{
		_unit->keepFalling();
	}

	if (_unit->getStatus() == STATUS_DEAD || _unit->getStatus() == STATUS_UNCONSCIOUS)
	{
		_parent->getMap()->setUnitDying(false);
		if (!_unit->getVisibleUnits()->empty())
		{
			_unit->clearVisibleUnits();
		}
		if (_unit->getTurnsExposed())
		{
			_unit->setTurnsExposed(0);
			_parent->getSave()->updateExposedUnits();
		}
		if (!_unit->getSpawnUnit().empty())
		{
			// converts the dead zombie to a chryssalid
			BattleUnit *newUnit = _parent->convertUnit(_unit, _unit->getSpawnUnit());
			newUnit->lookAt(_originalDir);
		}
		else 
		{
			convertUnitToCorpse();
		}
		_parent->getTileEngine()->calculateUnitLighting();
		_parent->popState();
		if (_unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH)
		{
			_unit->instaKill();
			if (_damageType != DT_STUN && _damageType != DT_HE)
			{
				Position p = Position(_unit->getPosition().x * 16, _unit->getPosition().y * 16, _unit->getPosition().z * 24);
				_parent->statePushNext(new ExplosionBState(_parent, p, 0, _unit, 0));
			}
		}
	}

	_parent->getMap()->cacheUnit(_unit);
}
Esempio n. 5
0
/**
 * Kneel/Standup.
 * @param action Pointer to an action.
 */
void BattlescapeState::btnKneelClick(Action *action)
{
	if (_popup) return;
	// TODO: check for timeunits... check for FOV...
	BattleUnit *bu = _battleGame->getSelectedUnit();
	if (bu)
	{
		if (bu->spendTimeUnits(bu->isKneeled()?8:4, _battleGame->getDebugMode()))
		{
			bu->kneel(!bu->isKneeled());
			_map->cacheUnits();
			updateSoldierInfo(bu);
		}
	}
}
Esempio n. 6
0
/**
 * Update soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();

	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setText(unit->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
	if (s)
	{
		SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
		texture->getFrame(s->getRankSprite())->setX(0);
		texture->getFrame(s->getRankSprite())->setY(0);
		texture->getFrame(s->getRankSprite())->blit(_btnRank);

		std::string look = s->getArmor()->getSpriteInventory();
		if (s->getGender() == GENDER_MALE)
			look += "M";
		else
			look += "F";
		if (s->getLook() == LOOK_BLONDE)
			look += "0";
		if (s->getLook() == LOOK_BROWNHAIR)
			look += "1";
		if (s->getLook() == LOOK_ORIENTAL)
			look += "2";
		if (s->getLook() == LOOK_AFRICAN)
			look += "3";
		look += ".SPK";
		if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	if (_tu)
	{
		std::wstringstream ss;
		ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << unit->getTimeUnits();
		_txtTus->setText(ss.str());
	}
}
Esempio n. 7
0
/**
 * Updates the soldier stats (Weight, TU).
 */
void InventoryState::updateStats()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();
	if (_showMoreStatsInInventoryView)
	{
		int Weight = unit->getCarriedWeight(_inv->getSelectedItem());
		std::wstringstream ss;
		ss << _game->getLanguage()->getString("STR_WEIGHT") << L'\x01' << Weight << " /" << unit->getStats()->strength;
		_txtWeight->setText(ss.str());
		if (Weight > unit->getStats()->strength)
			_txtWeight->setSecondaryColor(Palette::blockOffset(2));
		else _txtWeight->setSecondaryColor(Palette::blockOffset(1));
	}
	if (_tu)
	{
		std::wstringstream ss;
		ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << unit->getTimeUnits();
		_txtTus->setText(ss.str());
	}
}
Esempio n. 8
0
/**
 * Update soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();
	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setText(unit->getUnit()->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = dynamic_cast<Soldier*>(unit->getUnit());
	if (s)
	{
		SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
		texture->getFrame(s->getRankSprite())->setX(0);
		texture->getFrame(s->getRankSprite())->setY(0);
		texture->getFrame(s->getRankSprite())->blit(_btnRank);

		std::string look = "MAN_0";
		if (s->getGender() == GENDER_MALE)
			look += "M";
		else
			look += "F";
		if (s->getLook() == LOOK_BLONDE)
			look += "0";
		if (s->getLook() == LOOK_BROWNHAIR)
			look += "1";
		if (s->getLook() == LOOK_ORIENTAL)
			look += "2";
		if (s->getLook() == LOOK_AFRICAN)
			look += "3";
		look += ".SPK";
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	if (_tu)
	{
		std::wstringstream ss;
		ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << unit->getTimeUnits();
		_txtTus->setText(ss.str());
	}
}
Esempio n. 9
0
void InventoryState::onClearInventory(Action *)
{
	// don't accept clicks when moving items
	if (_inv->getSelectedItem() != 0)
	{
		return;
	}

	BattleUnit               *unit       = _battleGame->getSelectedUnit();
	std::vector<BattleItem*> *unitInv    = unit->getInventory();
	Tile                     *groundTile = unit->getTile();

	_clearInventory(_game, unitInv, groundTile);

	// refresh ui
	_inv->arrangeGround(false);
	updateStats();
	_refreshMouse();

	// give audio feedback
	_game->getMod()->getSoundByDepth(_battleGame->getDepth(), Mod::ITEM_DROP)->play();
}
Esempio n. 10
0
/*
 * This function popups a context sensitive list of actions the user can choose from.
 * Some actions result in a change of gamestate.
 * @param item Item the user clicked on (righthand/lefthand)
 */
void BattlescapeState::handleItemClick(BattleItem *item)
{
	// make sure there is an item, and the battlescape is in an idle state
	if (item && _states.empty())
	{
		BattleUnit *bu = _battleGame->getSelectedUnit();
		// Build up the popup menu
		int id = 0;
		std::wstring strAcc = _game->getLanguage()->getString("STR_ACC");
		std::wstring strTU = _game->getLanguage()->getString("STR_TUS");
		std::wstringstream ss1, ss2;
		ss1 << strAcc.c_str() << (int)floor(bu->getThrowingAccuracy() * 100) << "%";
		ss2 << strTU.c_str() << (int)floor(bu->getUnit()->getTimeUnits() * 0.25);
		_actionMenu[id]->setAction(BA_THROW, _game->getLanguage()->getString("STR_THROW"), ss1.str(), ss2.str());
		_actionMenu[id]->setVisible(true);
		id++;
		ss1.str(L"");
		ss2.str(L"");
		if (item->getRules()->getAccuracyAuto() != 0)
		{
			ss1 << strAcc.c_str() << (int)floor(bu->getFiringAccuracy(item->getRules()->getAccuracyAuto()) * 100) << "%";
			ss2 << strTU.c_str() << 0;
			_actionMenu[id]->setAction(BA_AUTOSHOT, _game->getLanguage()->getString("STR_AUTO_SHOT"), ss1.str(), ss2.str());
			_actionMenu[id]->setVisible(true);
			id++;
			ss1.str(L"");
			ss2.str(L"");
		}
		if (item->getRules()->getAccuracySnap() != 0)
		{
			ss1 << strAcc.c_str() << (int)floor(bu->getFiringAccuracy(item->getRules()->getAccuracySnap()) * 100) << "%";
			ss2 << strTU.c_str() << 0;
			_actionMenu[id]->setAction(BA_SNAPSHOT, _game->getLanguage()->getString("STR_SNAP_SHOT"), ss1.str(), ss2.str());
			_actionMenu[id]->setVisible(true);
			id++;
			ss1.str(L"");
			ss2.str(L"");
		}
		if (item->getRules()->getAccuracyAimed() != 0)
		{
			ss1 << strAcc.c_str() << (int)floor(bu->getFiringAccuracy(item->getRules()->getAccuracyAimed()) * 100) << "%";
			ss2 << strTU.c_str() << 0;
			_actionMenu[id]->setAction(BA_AIMEDSHOT, _game->getLanguage()->getString("STR_AIMED_SHOT"), ss1.str(), ss2.str());
			_actionMenu[id]->setVisible(true);
			id++;
			ss1.str(L"");
			ss2.str(L"");
		}

		_map->setCursorType(CT_NONE);
		_popup = true;

		// TODO other gamestates: scanner/medikit
		// this should be returned by the popup menu, but is now hardcoded to test without popup menu
		_selectedItem = item;
	}
}
Esempio n. 11
0
void InventoryState::btnApplyTemplateClick(Action *)
{
	// don't accept clicks when moving items
	// it's ok if the template is empty -- it will just result in clearing the
	// unit's inventory
	if (_inv->getSelectedItem() != 0)
	{
		return;
	}

	BattleUnit               *unit          = _battleGame->getSelectedUnit();
	std::vector<BattleItem*> *unitInv       = unit->getInventory();
	Tile                     *groundTile    = unit->getTile();
	std::vector<BattleItem*> *groundInv     = groundTile->getInventory();
	RuleInventory            *groundRuleInv = _game->getMod()->getInventory("STR_GROUND");

	_clearInventory(_game, unitInv, groundTile);

	// attempt to replicate inventory template by grabbing corresponding items
	// from the ground.  if any item is not found on the ground, display warning
	// message, but continue attempting to fulfill the template as best we can
	bool itemMissing = false;
	std::vector<EquipmentLayoutItem*>::iterator templateIt;
	for (templateIt = _curInventoryTemplate.begin(); templateIt != _curInventoryTemplate.end(); ++templateIt)
	{
		// search for template item in ground inventory
		std::vector<BattleItem*>::iterator groundItem;
		const bool needsAmmo = !_game->getMod()->getItem((*templateIt)->getItemType())->getCompatibleAmmo()->empty();
		bool found = false;
		bool rescan = true;
		while (rescan)
		{
			rescan = false;

			const std::string targetAmmo = (*templateIt)->getAmmoItem();
			BattleItem *matchedWeapon = NULL;
			BattleItem *matchedAmmo   = NULL;
			for (groundItem = groundInv->begin(); groundItem != groundInv->end(); ++groundItem)
			{
				// if we find the appropriate ammo, remember it for later for if we find
				// the right weapon but with the wrong ammo
				const std::string groundItemName = (*groundItem)->getRules()->getType();
				if (needsAmmo && targetAmmo == groundItemName)
				{
					matchedAmmo = *groundItem;
				}

				if ((*templateIt)->getItemType() == groundItemName)
				{
					// if the loaded ammo doesn't match the template item's,
					// remember the weapon for later and continue scanning
					BattleItem *loadedAmmo = (*groundItem)->getAmmoItem();
					if ((needsAmmo && loadedAmmo && targetAmmo != loadedAmmo->getRules()->getType())
					 || (needsAmmo && !loadedAmmo))
					{
						// remember the last matched weapon for simplicity (but prefer empty weapons if any are found)
						if (!matchedWeapon || matchedWeapon->getAmmoItem())
						{
							matchedWeapon = *groundItem;
						}
						continue;
					}

					// move matched item from ground to the appropriate inv slot
					(*groundItem)->setOwner(unit);
					(*groundItem)->setSlot(_game->getMod()->getInventory((*templateIt)->getSlot()));
					(*groundItem)->setSlotX((*templateIt)->getSlotX());
					(*groundItem)->setSlotY((*templateIt)->getSlotY());
					(*groundItem)->setFuseTimer((*templateIt)->getFuseTimer());
					unitInv->push_back(*groundItem);
					groundInv->erase(groundItem);
					found = true;
					break;
				}
			}

			// if we failed to find an exact match, but found unloaded ammo and
			// the right weapon, unload the target weapon, load the right ammo, and use it
			if (!found && matchedWeapon && (!needsAmmo || matchedAmmo))
			{
				// unload the existing ammo (if any) from the weapon
				BattleItem *loadedAmmo = matchedWeapon->getAmmoItem();
				if (loadedAmmo)
				{
					groundTile->addItem(loadedAmmo, groundRuleInv);
					matchedWeapon->setAmmoItem(NULL);
				}

				// load the correct ammo into the weapon
				if (matchedAmmo)
				{
					matchedWeapon->setAmmoItem(matchedAmmo);
					groundTile->removeItem(matchedAmmo);
				}

				// rescan and pick up the newly-loaded/unloaded weapon
				rescan = true;
			}
		}

		if (!found)
		{
			itemMissing = true;
		}
	}

	if (itemMissing)
	{
		_inv->showWarning(tr("STR_NOT_ENOUGH_ITEMS_FOR_TEMPLATE"));
	}

	// refresh ui
	_inv->arrangeGround(false);
	updateStats();
	_refreshMouse();

	// give audio feedback
	_game->getMod()->getSoundByDepth(_battleGame->getDepth(), Mod::ITEM_DROP)->play();
}
Esempio n. 12
0
/**
 * Updates all soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	State::init();
	BattleUnit *unit = _battleGame->getSelectedUnit();

	// no selected unit, close inventory
	if (unit == 0)
	{
		btnOkClick(0);
		return;
	}
	// skip to the first unit with inventory
	if (!unit->hasInventory())
	{
		if (_parent)
		{
			_parent->selectNextPlayerUnit(false, false, true);
		}
		else
		{
			_battleGame->selectNextPlayerUnit(false, false, true);
		}
		// no available unit, close inventory
		if (_battleGame->getSelectedUnit() == 0 || !_battleGame->getSelectedUnit()->hasInventory())
		{
			// starting a mission with just vehicles
			btnOkClick(0);
			return;
		}
		else
		{
			unit = _battleGame->getSelectedUnit();
		}
	}

	unit->setCache(0);
	_soldier->clear();
	_rank->clear();

	_txtName->setBig();
	_txtName->setText(unit->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = unit->getGeoscapeSoldier();
	if (s)
	{
		SurfaceSet *texture = _game->getMod()->getSurfaceSet("SMOKE.PCK");
		texture->getFrame(20 + s->getRank())->setX(0);
		texture->getFrame(20 + s->getRank())->setY(0);
		texture->getFrame(20 + s->getRank())->blit(_rank);

		std::string look = s->getArmor()->getSpriteInventory();
		if (s->getGender() == GENDER_MALE)
			look += "M";
		else
			look += "F";
		if (s->getLook() == LOOK_BLONDE)
			look += "0";
		if (s->getLook() == LOOK_BROWNHAIR)
			look += "1";
		if (s->getLook() == LOOK_ORIENTAL)
			look += "2";
		if (s->getLook() == LOOK_AFRICAN)
			look += "3";
		look += ".SPK";
		const std::set<std::string> &ufographContents = FileMap::getVFolderContents("UFOGRAPH");
		std::string lcaseLook = look;
		std::transform(lcaseLook.begin(), lcaseLook.end(), lcaseLook.begin(), tolower);
		if (ufographContents.find("lcaseLook") == ufographContents.end() && !_game->getMod()->getSurface(look))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getMod()->getSurface(look)->blit(_soldier);
	}
	else
	{
		Surface *armorSurface = _game->getMod()->getSurface(unit->getArmor()->getSpriteInventory());
		if (armorSurface)
		{
			armorSurface->blit(_soldier);
		}
	}

	updateStats();
	_refreshMouse();
}
Esempio n. 13
0
/**
 * Initializes the explosion.
 * The animation and sound starts here.
 * If the animation is finished, the actual effect takes place.
 */
void ExplosionBState::init()
{
	if (_item)
	{
		_power = _item->getRules()->getPower();

		// this usually only applies to melee, but as a concession for modders i'll leave it here in case they wanna make bows or something.
		if (_item->getRules()->isStrengthApplied() && _unit)
		{
			_power += _unit->getBaseStats()->strength;
		}

		_areaOfEffect = _item->getRules()->getBattleType() != BT_MELEE &&
						_item->getRules()->getExplosionRadius() != 0 &&
						!_cosmetic;
	}
	else if (_tile)
	{
		_power = _tile->getExplosive();
		_areaOfEffect = true;
	}
	else if (_unit && (_unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE))
	{
		_power = _parent->getMod()->getItem(_unit->getArmor()->getCorpseGeoscape())->getPower();
		_areaOfEffect = true;
	}
	else
	{
		_power = 120;
		_areaOfEffect = true;
	}

	Tile *t = _parent->getSave()->getTile(Position(_center.x/16, _center.y/16, _center.z/24));
	if (_areaOfEffect)
	{
		if (_power)
		{
			int frame = Mod::EXPLOSION_OFFSET;
			if (_item)
			{
				frame = _item->getRules()->getHitAnimation();
			}
			if (_parent->getDepth() > 0)
			{
				frame -= Explosion::EXPLODE_FRAMES;
			}
			int frameDelay = 0;
			int counter = std::max(1, (_power/5) / 5);
			_parent->getMap()->setBlastFlash(true);
			for (int i = 0; i < _power/5; i++)
			{
				int X = RNG::generate(-_power/2,_power/2);
				int Y = RNG::generate(-_power/2,_power/2);
				Position p = _center;
				p.x += X; p.y += Y;
				Explosion *explosion = new Explosion(p, frame, frameDelay, true);
				// add the explosion on the map
				_parent->getMap()->getExplosions()->push_back(explosion);
				if (i > 0 && i % counter == 0)
				{
					frameDelay++;
				}
			}
			_parent->setStateInterval(BattlescapeState::DEFAULT_ANIM_SPEED/2);
			// explosion sound
			if (_power <= 80)
				_parent->getMod()->getSoundByDepth(_parent->getDepth(), Mod::SMALL_EXPLOSION)->play();
			else
				_parent->getMod()->getSoundByDepth(_parent->getDepth(), Mod::LARGE_EXPLOSION)->play();

			_parent->getMap()->getCamera()->centerOnPosition(t->getPosition(), false);
		}
		else
		{
			_parent->popState();
		}
	}
	else
	// create a bullet hit
	{
		_parent->setStateInterval(std::max(1, ((BattlescapeState::DEFAULT_ANIM_SPEED/2) - (10 * _item->getRules()->getExplosionSpeed()))));
		int anim = _item->getRules()->getHitAnimation();
		int sound = _item->getRules()->getHitSound();
		if (_cosmetic) // Play melee animation on hitting and psiing
		{
			anim = _item->getRules()->getMeleeAnimation();
		}

		if (anim != -1)
		{
			Explosion *explosion = new Explosion(_center, anim, 0, false, _cosmetic);
			_parent->getMap()->getExplosions()->push_back(explosion);
		}

		_parent->getMap()->getCamera()->setViewLevel(_center.z / 24);

		BattleUnit *target = t->getUnit();
		if (_cosmetic && _parent->getSave()->getSide() == FACTION_HOSTILE && target && target->getFaction() == FACTION_PLAYER)
		{
			_parent->getMap()->getCamera()->centerOnPosition(t->getPosition(), false);
		}
		if (sound != -1 && !_cosmetic)
		{
			// bullet hit sound
			_parent->getMod()->getSoundByDepth(_parent->getDepth(), sound)->play(-1, _parent->getMap()->getSoundAngle(_center / Position(16,16,24)));
		}
	}
}
Esempio n. 14
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/**
 * Calculates the effects of the explosion.
 */
void ExplosionBState::explode()
{
	bool terrainExplosion = false;
	SavedBattleGame *save = _parent->getSave();
	// after the animation is done, the real explosion/hit takes place
	if (_item)
	{
		if (!_unit && _item->getPreviousOwner())
		{
			_unit = _item->getPreviousOwner();
		}

		BattleUnit *victim = 0;

		if (_areaOfEffect)
		{
			save->getTileEngine()->explode(_center, _power, _item->getRules()->getDamageType(), _item->getRules()->getExplosionRadius(), _unit);
		}
		else if (!_cosmetic)
		{
			ItemDamageType type = _item->getRules()->getDamageType();

			victim = save->getTileEngine()->hit(_center, _power, type, _unit);
		}
		// check if this unit turns others into zombies
		if (!_item->getRules()->getZombieUnit().empty()
			&& victim
			&& victim->getArmor()->getSize() == 1
			&& (victim->getGeoscapeSoldier() || victim->getUnitRules()->getRace() == "STR_CIVILIAN")
			&& victim->getSpawnUnit().empty())
		{
			// converts the victim to a zombie on death
			victim->setRespawn(true);
			victim->setSpawnUnit(_item->getRules()->getZombieUnit());
		}
	}
	if (_tile)
	{
		ItemDamageType DT;
		switch (_tile->getExplosiveType())
		{
		case 0:
			DT = DT_HE;
			break;
		case 5:
			DT = DT_IN;
			break;
		case 6:
			DT = DT_STUN;
			break;
		default:
			DT = DT_SMOKE;
			break;
		}
		if (DT != DT_HE)
		{
			_tile->setExplosive(0,0,true);
		}
		save->getTileEngine()->explode(_center, _power, DT, _power/10);
		terrainExplosion = true;
	}
	if (!_tile && !_item)
	{
		int radius = 6;
		// explosion not caused by terrain or an item, must be by a unit (cyberdisc)
		if (_unit && (_unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE))
		{
			radius = _parent->getMod()->getItem(_unit->getArmor()->getCorpseGeoscape())->getExplosionRadius();
		}
		save->getTileEngine()->explode(_center, _power, DT_HE, radius);
		terrainExplosion = true;
	}

	if (!_cosmetic)
	{
		// now check for new casualties
		_parent->checkForCasualties(_item, _unit, false, terrainExplosion);
	}

	// if this explosion was caused by a unit shooting, now it's the time to put the gun down
	if (_unit && !_unit->isOut() && _lowerWeapon)
	{
		_unit->aim(false);
		_unit->setCache(0);
	}
	_parent->getMap()->cacheUnits();
	_parent->popState();

	// check for terrain explosions
	Tile *t = save->getTileEngine()->checkForTerrainExplosions();
	if (t)
	{
		Position p = Position(t->getPosition().x * 16, t->getPosition().y * 16, t->getPosition().z * 24);
		p += Position(8,8,0);
		_parent->statePushFront(new ExplosionBState(_parent, p, 0, _unit, t));
	}

	if (_item && (_item->getRules()->getBattleType() == BT_GRENADE || _item->getRules()->getBattleType() == BT_PROXIMITYGRENADE))
	{
		for (std::vector<BattleItem*>::iterator j = _parent->getSave()->getItems()->begin(); j != _parent->getSave()->getItems()->end(); ++j)
		{
			if (_item->getId() == (*j)->getId())
			{
				_parent->getSave()->removeItem(_item);
				break;
			}
		}
	}
}
Esempio n. 15
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/**
 * Loads the saved battle game from a YAML file.
 * @param node YAML node.
 */
void SavedBattleGame::load(const YAML::Node &node, Ruleset *rule, SavedGame* savedGame)
{
	int a;
	int selectedUnit = 0;

	node["width"] >> _width;
	node["length"] >> _length;
	node["height"] >> _height;
	node["globalshade"] >> _globalShade;
	node["selectedUnit"] >> selectedUnit;

	for (YAML::Iterator i = node["mapdatasets"].begin(); i != node["mapdatasets"].end(); ++i)
	{
		std::string name;
		*i >> name;
		MapDataSet *mds = new MapDataSet(name);
		_mapDataSets.push_back(mds);
	}

	initMap(_width, _length, _height);

	for (YAML::Iterator i = node["tiles"].begin(); i != node["tiles"].end(); ++i)
	{
		Position pos;
		(*i)["position"][0] >> pos.x;
		(*i)["position"][1] >> pos.y;
		(*i)["position"][2] >> pos.z;
		getTile(pos)->load((*i));
	}

	for (YAML::Iterator i = node["nodes"].begin(); i != node["nodes"].end(); ++i)
	{
		Node *n = new Node();
		n->load(*i);
		_nodes.push_back(n);
	}

	for (YAML::Iterator i = node["units"].begin(); i != node["units"].end(); ++i)
	{
		UnitFaction faction;

		(*i)["faction"] >> a;
		faction = (UnitFaction)a;

		(*i)["soldierId"] >> a;

		Unit *unit;
		if (a != -1) // Unit is linked to a geoscape soldier
		{
			// look up the matching soldier
			unit = savedGame->getSoldier(a);
		}
		else
		{
			// create a new Unit.
			unit = new GenUnit(rule->getGenUnit("SECTOID_SOLDIER"), rule->getArmor("SECTOID_ARMOR0"));
		}
		BattleUnit *b = new BattleUnit(unit, faction);
		b->load(*i);
		_units.push_back(b);
		if (faction == FACTION_PLAYER)
		{
			if (b->getId() == selectedUnit)
				_selectedUnit = b;
		}
		else
		{
			std::string state;
			BattleAIState *aiState;
			(*i)["AI"]["state"] >> state;
			if (state == "PATROL")
			{
				aiState = new PatrolBAIState(this, b, 0);
			}
			else if (state == "AGGRO")
			{
				aiState = new AggroBAIState(this, b);
			}
			else
			{
				continue;
			}
			aiState->load((*i)["AI"]);
			b->setAIState(aiState);
		}
	}

	// matches up tiles and units
	resetUnitTiles();

	for (YAML::Iterator i = node["items"].begin(); i != node["items"].end(); ++i)
	{
		std::string type;
		(*i)["type"] >> type;
		if (type != "0")
		{
			BattleItem *item = new BattleItem(rule->getItem(type), &_itemId);
			item->load(*i);
			(*i)["inventoryslot"] >> type;
			if (type != "NULL")
				item->setSlot(rule->getInventory(type));
			(*i)["owner"] >> a;

			// match up items and units
			for (std::vector<BattleUnit*>::iterator bu = _units.begin(); bu != _units.end(); ++bu)
			{
				if ((*bu)->getId() == a)
				{
					item->moveToOwner(*bu);
					break;
				}
			}

			// match up items and tiles
			if (item->getSlot() && item->getSlot()->getType() == INV_GROUND)
			{
				Position pos;
				(*i)["position"][0] >> pos.x;
				(*i)["position"][1] >> pos.y;
				(*i)["position"][2] >> pos.z;
				if (pos.x != -1)
					getTile(pos)->addItem(item);
			}
			_items.push_back(item);
		}
Esempio n. 16
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 (!_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));
			}
		}
	}
}
Esempio n. 17
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/**
 * Calculates the effects of the explosion.
 */
void ExplosionBState::explode()
{
	bool terrainExplosion = false;
	SavedBattleGame *save = _parent->getSave();
	// after the animation is done, the real explosion/hit takes place
	if (_item)
	{
		if (!_unit && _item->getPreviousOwner())
		{
			_unit = _item->getPreviousOwner();
		}

		if (_areaOfEffect)
		{
			save->getTileEngine()->explode(_center, _power, _item->getRules()->getDamageType(), _item->getRules()->getExplosionRadius(), _unit);
		}
		else
		{
			BattleUnit *victim = save->getTileEngine()->hit(_center, _power, _item->getRules()->getDamageType(), _unit);
			// check if this unit turns others into zombies
			if (!_unit->getZombieUnit().empty()
				&& victim
				&& victim->getArmor()->getSize() == 1
				&& victim->getSpawnUnit().empty()
				&& victim->getOriginalFaction() != FACTION_HOSTILE)
			{
				// converts the victim to a zombie on death
				victim->setSpecialAbility(SPECAB_RESPAWN);
				victim->setSpawnUnit(_unit->getZombieUnit());
			}
		}
	}
	if (_tile)
	{
		save->getTileEngine()->explode(_center, _power, DT_HE, _power/10);
		terrainExplosion = true;
	}
	if (!_tile && !_item)
	{
		// explosion not caused by terrain or an item, must be by a unit (cyberdisc)
		save->getTileEngine()->explode(_center, _power, DT_HE, 6);
		terrainExplosion = true;
	}

	// now check for new casualties
	_parent->checkForCasualties(_item, _unit, false, terrainExplosion);

	// if this explosion was caused by a unit shooting, now it's the time to put the gun down
	if (_unit && !_unit->isOut() && _lowerWeapon)
	{
		_unit->aim(false);
	}
	_parent->getMap()->cacheUnits();
	_parent->popState();

	// check for terrain explosions
	Tile *t = save->getTileEngine()->checkForTerrainExplosions();
	if (t)
	{
		Position p = Position(t->getPosition().x * 16, t->getPosition().y * 16, t->getPosition().z * 24);
		_parent->statePushFront(new ExplosionBState(_parent, p, 0, _unit, t));
	}

	if (_item && (_item->getRules()->getBattleType() == BT_GRENADE || _item->getRules()->getBattleType() == BT_PROXIMITYGRENADE))
	{
		for (std::vector<BattleItem*>::iterator j = _parent->getSave()->getItems()->begin(); j != _parent->getSave()->getItems()->end(); ++j)
		{
			if (_item->getId() == (*j)->getId())
			{
				delete *j;
				_parent->getSave()->getItems()->erase(j);
				break;
			}
		}
	}
}
Esempio n. 18
0
/**
 * calculateTrajectory.
 * @return true when a trajectory is possible.
 */
bool Projectile::calculateThrow(double accuracy)
{
	Position originVoxel, targetVoxel;
	bool foundCurve = false;

	// object blocking - can't throw here
	if (_action.type == BA_THROW &&_save->getTile(_action.target) && _save->getTile(_action.target)->getMapData(MapData::O_OBJECT) && _save->getTile(_action.target)->getMapData(MapData::O_OBJECT)->getTUCost(MT_WALK) == 255)
	{
		return false;
	}

	originVoxel = Position(_origin.x*16 + 8, _origin.y*16 + 8, _origin.z*24);
	originVoxel.z += -_save->getTile(_origin)->getTerrainLevel();
	BattleUnit *bu = _save->getTile(_origin)->getUnit();
	if(!bu)
		bu = _save->getTile(Position(_origin.x, _origin.y, _origin.z-1))->getUnit();
	originVoxel.z += bu->getHeight() + bu->getFloatHeight();
	originVoxel.z -= 3;
	if (originVoxel.z >= (_origin.z + 1)*24)
	{
		_origin.z++;
	}


	// determine the target voxel.
	// aim at the center of the floor
	targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 2);

	// we try 4 different curvatures to try and reach our goal.
	double curvature = 1.0;
	while (!foundCurve && curvature < 5.0)
	{
		_save->getTileEngine()->calculateParabola(originVoxel, targetVoxel, false, &_trajectory, bu, curvature, 1.0);
		if ((int)_trajectory.at(0).x/16 == (int)targetVoxel.x/16 && (int)_trajectory.at(0).y/16 == (int)targetVoxel.y/16 && (int)_trajectory.at(0).z/24 == (int)targetVoxel.z/24)
		{
			foundCurve = true;
		}
		else
		{
			curvature += 1.0;
		}
		_trajectory.clear();
	}
	if ( AreSame(curvature, 5.0) )
	{
		return false;
	}

	// apply some accuracy modifiers
	if (accuracy > 1)
		accuracy = 1;
	static const double maxDeviation = 0.08;
	static const double minDeviation = 0;
	double baseDeviation = (maxDeviation - (maxDeviation * accuracy)) + minDeviation;
	double deviation = RNG::boxMuller(0, baseDeviation);

	_trajectory.clear();
	// finally do a line calculation and store this trajectory.
	_save->getTileEngine()->calculateParabola(originVoxel, targetVoxel, true, &_trajectory, bu, curvature, 1.0 + deviation);

	Position endPoint = _trajectory.at(_trajectory.size() - 1);
	endPoint.x /= 16;
	endPoint.y /= 16;
	endPoint.z /= 24;
	// check if the item would land on a tile with a blocking object, if so then we let it fly without deviation, it must land on a valid tile in that case
	if (_save->getTile(endPoint) && _save->getTile(endPoint)->getMapData(MapData::O_OBJECT) && _save->getTile(endPoint)->getMapData(MapData::O_OBJECT)->getTUCost(MT_WALK) == 255)
	{
		_trajectory.clear();
		// finally do a line calculation and store this trajectory.
		_save->getTileEngine()->calculateParabola(originVoxel, targetVoxel, true, &_trajectory, bu, curvature, 1.0);
	}


	return true;
}
Esempio n. 19
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/**
 * applyAccuracy calculates the new target in voxel space, based on the given accuracy modifier.
 * @param origin Startposition of the trajectory.
 * @param target Endpoint of the trajectory.
 * @param accuracy Accuracy modifier.
 * @param targetTile Tile of target. Default = 0.
 */
void Projectile::applyAccuracy(const Position& origin, Position *target, double accuracy, bool keepRange, Tile *targetTile)
{
	int xdiff = origin.x - target->x;
	int ydiff = origin.y - target->y;
	double realDistance = sqrt((double)(xdiff*xdiff)+(double)(ydiff*ydiff));
	// maxRange is the maximum range a projectile shall ever travel in voxel space
	double maxRange = keepRange?realDistance:16*1000; // 1000 tiles
	maxRange = _action.type == BA_HIT?46:maxRange; // up to 2 tiles diagonally (as in the case of reaper v reaper)

	if (Options::getBool("battleRangeBasedAccuracy"))
	{
		double baseDeviation, accuracyPenalty;

		if (targetTile)
		{
			BattleUnit* targetUnit = targetTile->getUnit();
			if (targetUnit && (targetUnit->getFaction() == FACTION_HOSTILE))
				accuracyPenalty = 0.01 * targetTile->getShade();		// Shade can be from 0 to 15
			else
				accuracyPenalty = 0.0;		// Enemy units can see in the dark.
			// If unit is kneeled, then chance to hit them reduced on 5%. This is a compromise, because vertical deviation in 2 times less.
			if (targetUnit && targetUnit->isKneeled())
				accuracyPenalty += 0.05;
		}
		else
			accuracyPenalty = 0.01 * _save->getGlobalShade();	// Shade can be from 0 (day) to 15 (night).

		baseDeviation = -0.15 + (_action.type == BA_AUTOSHOT? 0.28 : 0.26) / (accuracy - accuracyPenalty + 0.25);

		// 0.02 is the min angle deviation for best accuracy (+-3s = 0.02 radian).
		if (baseDeviation < 0.02)
			baseDeviation = 0.02;
		// the angle deviations are spread using a normal distribution for baseDeviation (+-3s with precision 99,7%)
		double dH = RNG::boxMuller(0.0, baseDeviation / 6.0);  // horizontal miss in radian
		double dV = RNG::boxMuller(0.0, baseDeviation /(6.0 * 2));
		double te = atan2(double(target->y - origin.y), double(target->x - origin.x)) + dH;
		double fi = atan2(double(target->z - origin.z), realDistance) + dV;
		double cos_fi = cos(fi);

		// It is a simple task - to hit in target width of 5-7 voxels. Good luck!
		target->x = (int)(origin.x + maxRange * cos(te) * cos_fi);
		target->y = (int)(origin.y + maxRange * sin(te) * cos_fi);
		target->z = (int)(origin.z + maxRange * sin(fi));

		return;
	}

	// maxDeviation is the max angle deviation for accuracy 0% in degrees
	double maxDeviation = 2.5;
	// minDeviation is the min angle deviation for accuracy 100% in degrees
	double minDeviation = 0.4;
	double dRot, dTilt;
	double rotation, tilt;
	double baseDeviation = (maxDeviation - (maxDeviation * accuracy)) + minDeviation;
	// the angle deviations are spread using a normal distribution between 0 and baseDeviation
	// check if we hit
	if (RNG::generate(0.0, 1.0) < accuracy)
	{
		// we hit, so no deviation
		dRot = 0;
		dTilt = 0;
	}
	else
	{
		dRot = RNG::boxMuller(0, baseDeviation);
		dTilt = RNG::boxMuller(0, baseDeviation / 2.0); // tilt deviation is halved
	}
	rotation = atan2(double(target->y - origin.y), double(target->x - origin.x)) * 180 / M_PI;
	tilt = atan2(double(target->z - origin.z),
		sqrt(double(target->x - origin.x)*double(target->x - origin.x)+double(target->y - origin.y)*double(target->y - origin.y))) * 180 / M_PI;
	// add deviations
	rotation += dRot;
	tilt += dTilt;
	// calculate new target
	// this new target can be very far out of the map, but we don't care about that right now
	double cos_fi = cos(tilt * M_PI / 180.0);
	double sin_fi = sin(tilt * M_PI / 180.0);
	double cos_te = cos(rotation * M_PI / 180.0);
	double sin_te = sin(rotation * M_PI / 180.0);
	target->x = (int)(origin.x + maxRange * cos_te * cos_fi);
	target->y = (int)(origin.y + maxRange * sin_te * cos_fi);
	target->z = (int)(origin.z + maxRange * sin_fi);
}
Esempio n. 20
0
/**
 * Updates the soldier stats (Weight, TU).
 */
void InventoryState::updateStats()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();

	_txtTus->setText(tr("STR_TIME_UNITS_SHORT").arg(unit->getTimeUnits()));

	int weight = unit->getCarriedWeight(_inv->getSelectedItem());
	_txtWeight->setText(tr("STR_WEIGHT").arg(weight).arg(unit->getBaseStats()->strength));
	if (weight > unit->getBaseStats()->strength)
	{
		_txtWeight->setSecondaryColor(_game->getMod()->getInterface("inventory")->getElement("weight")->color2);
	}
	else
	{
		_txtWeight->setSecondaryColor(_game->getMod()->getInterface("inventory")->getElement("weight")->color);
	}

	_txtFAcc->setText(tr("STR_ACCURACY_SHORT").arg((int)(unit->getBaseStats()->firing * unit->getHealth()) / unit->getBaseStats()->health));

	_txtReact->setText(tr("STR_REACTIONS_SHORT").arg(unit->getBaseStats()->reactions));

	if (unit->getBaseStats()->psiSkill > 0)
	{
		_txtPSkill->setText(tr("STR_PSIONIC_SKILL_SHORT").arg(unit->getBaseStats()->psiSkill));
	}
	else
	{
		_txtPSkill->setText(L"");
	}

	if (unit->getBaseStats()->psiSkill > 0 || (Options::psiStrengthEval && _game->getSavedGame()->isResearched(_game->getMod()->getPsiRequirements())))
	{
		_txtPStr->setText(tr("STR_PSIONIC_STRENGTH_SHORT").arg(unit->getBaseStats()->psiStrength));
	}
	else
	{
		_txtPStr->setText(L"");
	}
}
Esempio n. 21
0
/**
 * Updates all soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	State::init();
	BattleUnit *unit = _battleGame->getSelectedUnit();

	// no selected unit, close inventory
	if (unit == 0)
	{
		btnOkClick(0);
		return;
	}
	// skip to the first unit with inventory
	if (!unit->hasInventory())
	{
		if (_parent)
		{
			_parent->selectNextPlayerUnit(false, false, true);
		}
		else
		{
			_battleGame->selectNextPlayerUnit(false, false, true);
		}
		// no available unit, close inventory
		if (_battleGame->getSelectedUnit() == 0 || !_battleGame->getSelectedUnit()->hasInventory())
		{
			// starting a mission with just vehicles
			btnOkClick(0);
			return;
		}
		else
		{
			unit = _battleGame->getSelectedUnit();
		}
	}

	if (_parent)
		_parent->getMap()->getCamera()->centerOnPosition(unit->getPosition(), false);

	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setBig();
	_txtName->setText(unit->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
	if (s)
	{
		SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
		texture->getFrame(s->getRankSprite())->setX(0);
		texture->getFrame(s->getRankSprite())->setY(0);
		texture->getFrame(s->getRankSprite())->blit(_btnRank);

		std::string look = s->getArmor()->getSpriteInventory();
		if (s->getGender() == GENDER_MALE)
			look += "M";
		else
			look += "F";
		if (s->getLook() == LOOK_BLONDE)
			look += "0";
		if (s->getLook() == LOOK_BROWNHAIR)
			look += "1";
		if (s->getLook() == LOOK_ORIENTAL)
			look += "2";
		if (s->getLook() == LOOK_AFRICAN)
			look += "3";
		look += ".SPK";
		if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)) && !_game->getResourcePack()->getSurface(look))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	else
	{
		Surface *armorSurface = _game->getResourcePack()->getSurface(unit->getArmor()->getSpriteInventory());
		if (armorSurface)
		{
			armorSurface->blit(_soldier);
		}
	}

	updateStats();
}
Esempio n. 22
0
/**
 * Updates all soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();

	// no selected unit, close inventory
	if (unit == 0)
	{
		btnOkClick(0);
		return;
	}
	// skip to the first unit with inventory
	if (!unit->hasInventory())
	{
		if (_parent)
		{
			_parent->selectNextPlayerUnit(false, false, true);
		}
		else
		{
			_battleGame->selectNextPlayerUnit(false, false, true);
		}
		// no available unit, close inventory
		if (_battleGame->getSelectedUnit() == 0)
		{
			// starting a mission with just vehicles
			btnOkClick(0);
			return;
		}
		else
		{
			unit = _battleGame->getSelectedUnit();
		}
	}

	if (_parent)
		_parent->getMap()->getCamera()->centerOnPosition(unit->getPosition());

	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setBig();
	_txtName->setText(unit->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
	if (s)
	{
		SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
		texture->getFrame(s->getRankSprite())->setX(0);
		texture->getFrame(s->getRankSprite())->setY(0);
		texture->getFrame(s->getRankSprite())->blit(_btnRank);

		std::string look = s->getArmor()->getSpriteInventory();
		if (s->getGender() == GENDER_MALE)
			look += "M";
		else
			look += "F";
		if (s->getLook() == LOOK_BLONDE)
			look += "0";
		if (s->getLook() == LOOK_BROWNHAIR)
			look += "1";
		if (s->getLook() == LOOK_ORIENTAL)
			look += "2";
		if (s->getLook() == LOOK_AFRICAN)
			look += "3";
		look += ".SPK";
		if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)) && !_game->getResourcePack()->getSurface(look))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	else
	{
		Surface *armorSurface = _game->getResourcePack()->getSurface(unit->getArmor()->getSpriteInventory());
		if (armorSurface)
		{
			armorSurface->blit(_soldier);
		}
	}

	if (_showMoreStatsInInventoryView && !_tu)
	{
		std::wstringstream ss2;
		ss2 << tr("STR_FACCURACY") << L'\x01' << (int)(unit->getStats()->firing * unit->getAccuracyModifier());
		_txtFAcc->setText(ss2.str());

		std::wstringstream ss3;
		ss3 << tr("STR_REACT") << L'\x01' << unit->getStats()->reactions;
		_txtReact->setText(ss3.str());

		if (unit->getStats()->psiSkill > 0)
		{
			std::wstringstream ss4;
			ss4 << tr("STR_PSKILL") << L'\x01' << unit->getStats()->psiSkill;
			_txtPSkill->setText(ss4.str());

			std::wstringstream ss5;
			ss5 << tr("STR_PSTRENGTH") << L'\x01' << unit->getStats()->psiStrength;
			_txtPStr->setText(ss5.str());
		}
		else
		{
			_txtPSkill->setText(L"");
			_txtPStr->setText(L"");
		}
	}
	updateStats();
}
Esempio n. 23
0
/**
 * Loads the saved battle game from a YAML file.
 * @param node YAML node.
 */
void SavedBattleGame::load(const YAML::Node &node, Ruleset *rule, SavedGame* savedGame)
{
	int a;
	int selectedUnit = 0;

	node["width"] >> _width;
	node["length"] >> _length;
	node["height"] >> _height;
	node["missionType"] >> _missionType;
	node["globalshade"] >> _globalShade;
	node["turn"] >> _turn;
	node["selectedUnit"] >> selectedUnit;

	for (YAML::Iterator i = node["mapdatasets"].begin(); i != node["mapdatasets"].end(); ++i)
	{
		std::string name;
		*i >> name;
		MapDataSet *mds = new MapDataSet(name);
		_mapDataSets.push_back(mds);
	}

	initMap(_width, _length, _height);

	for (YAML::Iterator i = node["tiles"].begin(); i != node["tiles"].end(); ++i)
	{
		Position pos;
		(*i)["position"][0] >> pos.x;
		(*i)["position"][1] >> pos.y;
		(*i)["position"][2] >> pos.z;
		getTile(pos)->load((*i));
	}

	for (YAML::Iterator i = node["nodes"].begin(); i != node["nodes"].end(); ++i)
	{
		Node *n = new Node();
		n->load(*i);
		_nodes.push_back(n);
	}

	for (YAML::Iterator i = node["units"].begin(); i != node["units"].end(); ++i)
	{
		UnitFaction faction;

		(*i)["faction"] >> a;
		faction = (UnitFaction)a;

		(*i)["soldierId"] >> a;

		BattleUnit *b;
		if (a < BattleUnit::MAX_SOLDIER_ID) // Unit is linked to a geoscape soldier
		{
			// look up the matching soldier
			b = new BattleUnit(savedGame->getSoldier(a), faction);
		}
		else
		{
			std::string type, armor;
			(*i)["genUnitType"] >> type;
			(*i)["genUnitArmor"] >> armor;
			// create a new Unit.
			b = new BattleUnit(rule->getUnit(type), faction, a, rule->getArmor(armor));
		}
		b->load(*i);
		_units.push_back(b);
		if (faction == FACTION_PLAYER)
		{
			if (b->getId() == selectedUnit)
				_selectedUnit = b;
		}
		else if (b->getStatus() != STATUS_DEAD)
		{
			std::string state;
			BattleAIState *aiState;
			(*i)["AI"]["state"] >> state;
			if (state == "PATROL")
			{
				aiState = new PatrolBAIState(this, b, 0);
			}
			else if (state == "AGGRO")
			{
				aiState = new AggroBAIState(this, b);
			}
			else
			{
				continue;
			}
			aiState->load((*i)["AI"]);
			b->setAIState(aiState);
		}
	}
Esempio n. 24
0
/**
 * calculateTrajectory.
 * @return true when a trajectory is possible.
 */
bool Projectile::calculateTrajectory(double accuracy)
{
	Position originVoxel, targetVoxel;
	int direction;
	int dirYshift[8] = {1, 1, 8, 15, 15, 15, 8, 1 };
	int dirXshift[8] = {8, 14, 15, 15, 8, 1, 1, 1 };
	// large units : x2

	originVoxel = Position(_origin.x*16, _origin.y*16, _origin.z*24);
	originVoxel.z += -_save->getTile(_origin)->getTerrainLevel();
	BattleUnit *bu = _save->getTile(_origin)->getUnit();
	originVoxel.z += bu->isKneeled()?bu->getUnit()->getKneelHeight():bu->getUnit()->getStandHeight();
	originVoxel.z -= 3;
	if (originVoxel.z >= (_origin.z + 1)*24)
	{
		_origin.z++;
	}
	direction = bu->getDirection();
	originVoxel.x += dirXshift[direction];
	originVoxel.y += 15-dirYshift[direction];

	// determine the target voxel.
	// aim at the center of the unit, the object, the walls or the floor (in that priority)
	// if there is no LOF to the center, try elsewhere (more outward).
	// Store this target voxel.
	Tile *tile = _save->getTile(_target);
	if (tile->getUnit() != 0)
	{
		if (_origin == _target)
		{
			targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24);
		}
		else
		{
			targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24 + tile->getUnit()->getUnit()->getStandHeight()/2);
		}
	}
	else if (tile->getMapData(O_OBJECT) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_NORTHWALL) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 16, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_WESTWALL) != 0)
	{
		targetVoxel = Position(_target.x*16, _target.y*16 + 8, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_FLOOR) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24);
	}
	else
	{
		return false; // no line of fire
	}

	// apply some accuracy modifiers (todo: calculate this)
	// This will results in a new target voxel
	applyAccuracy(originVoxel, &targetVoxel, accuracy);

	// finally do a line calculation and store this trajectory.
	_save->getTerrainModifier()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);

	return true;
}
Esempio n. 25
0
/**
 * 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);
		}
	}
}
Esempio n. 26
0
/**
 * calculateTrajectory.
 * @return the objectnumber(0-3) or unit(4) or out of map (5) or -1(no line of fire)
 */
int Projectile::calculateTrajectory(double accuracy)
{
	Position originVoxel, targetVoxel;
	int direction;
	int dirYshift[8] = {1, 1, 8, 15, 15, 15, 8, 1 };
	int dirXshift[8] = {8, 14, 15, 15, 8, 1, 1, 1 };
	// large units : x2

	originVoxel = Position(_origin.x*16, _origin.y*16, _origin.z*24);
	originVoxel.z += -_save->getTile(_origin)->getTerrainLevel();
	BattleUnit *bu = _save->getTile(_origin)->getUnit();
	originVoxel.z += bu->getHeight();
	originVoxel.z -= 3;
	if (originVoxel.z >= (_origin.z + 1)*24)
	{
		_origin.z++;
	}
	direction = bu->getDirection();
	originVoxel.x += dirXshift[direction];
	originVoxel.y += dirYshift[direction];
	// determine the target voxel.
	// aim at the center of the unit, the object, the walls or the floor (in that priority)
	// if there is no LOF to the center, try elsewhere (more outward).
	// Store this target voxel.
	Tile *tile = _save->getTile(_action.target);
	if (tile->getUnit() != 0)
	{
		if (_origin == _action.target)
		{
			// don't shoot at yourself but shoot at the floor
			targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24);
		}
		else
		{
			// first try is at half the unit height
			targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + tile->getUnit()->getUnit()->getStandHeight()/2);
			int test = _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, false, &_trajectory, bu);
			_trajectory.clear();
			if (test != 4)
			{
				// did not hit a unit, try at different heights (for ex: unit behind a window can only be hit in the head)
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + (tile->getUnit()->getUnit()->getStandHeight()*3)/4);
				test = _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, false, &_trajectory, bu);
				_trajectory.clear();
			}
		}
	}
	else if (tile->getMapData(MapData::O_OBJECT) != 0)
	{
		targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 10);
	}
	else if (tile->getMapData(MapData::O_NORTHWALL) != 0)
	{
		targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16, _action.target.z*24 + 10);
	}
	else if (tile->getMapData(MapData::O_WESTWALL) != 0)
	{
		targetVoxel = Position(_action.target.x*16, _action.target.y*16 + 8, _action.target.z*24 + 10);
	}
	else if (tile->getMapData(MapData::O_FLOOR) != 0)
	{
		targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24);
	}
	else
	{
		return -1; // no line of fire
	}

	// apply some accuracy modifiers (todo: calculate this)
	// This will results in a new target voxel
	applyAccuracy(originVoxel, &targetVoxel, accuracy);

	// finally do a line calculation and store this trajectory.
	return _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);
}
Esempio n. 27
0
/**
 * Updates all soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();

	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setText(unit->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
	if (s)
	{
		SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
		texture->getFrame(s->getRankSprite())->setX(0);
		texture->getFrame(s->getRankSprite())->setY(0);
		texture->getFrame(s->getRankSprite())->blit(_btnRank);

		std::string look = s->getArmor()->getSpriteInventory();
		if (s->getGender() == GENDER_MALE)
			look += "M";
		else
			look += "F";
		if (s->getLook() == LOOK_BLONDE)
			look += "0";
		if (s->getLook() == LOOK_BROWNHAIR)
			look += "1";
		if (s->getLook() == LOOK_ORIENTAL)
			look += "2";
		if (s->getLook() == LOOK_AFRICAN)
			look += "3";
		look += ".SPK";
		if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	if (_showMoreStatsInInventoryView && !_tu)
	{
		std::wstringstream ss2;
		ss2 << _game->getLanguage()->getString("STR_FACCURACY") << L'\x01' << (int)(unit->getStats()->firing * unit->getAccuracyModifier());
		_txtFAcc->setText(ss2.str());

		std::wstringstream ss3;
		ss3 << _game->getLanguage()->getString("STR_REACT") << L'\x01' << unit->getStats()->reactions;
		_txtReact->setText(ss3.str());

		if (unit->getStats()->psiSkill > 0)
		{
			std::wstringstream ss4;
			ss4 << _game->getLanguage()->getString("STR_PSKILL") << L'\x01' << unit->getStats()->psiSkill;
			_txtPSkill->setText(ss4.str());

			std::wstringstream ss5;
			ss5 << _game->getLanguage()->getString("STR_PSTRENGTH") << L'\x01' << unit->getStats()->psiStrength;
			_txtPStr->setText(ss5.str());
		}
		else
		{
			_txtPSkill->setText(L"");
			_txtPStr->setText(L"");
		}
	}
	updateStats();
}
Esempio n. 28
0
/**
 * calculateTrajectory.
 * @return the objectnumber(0-3) or unit(4) or out of map (5) or -1(no line of fire)
 */
int Projectile::calculateTrajectory(double accuracy)
{
	Position originVoxel, targetVoxel;
	Tile *targetTile = 0;
	int direction;		
	int dirYshift[24] = {1, 3, 9, 15, 15, 13, 7, 1,  1, 1, 7, 13, 15, 15, 9, 3,  1, 2, 8, 14, 15, 14, 8, 2};
	int dirXshift[24] = {9, 15, 15, 13, 8, 1, 1, 3,  7, 13, 15, 15, 9, 3, 1, 1,  8, 14, 15, 14, 8, 2, 1, 2};
	int offset = 0;

	originVoxel = Position(_origin.x*16, _origin.y*16, _origin.z*24);
	BattleUnit *bu = _action.actor;
	
	if (bu->getArmor()->getSize() > 1)
	{
		offset = 16;
	}
	else if(_action.weapon == _action.weapon->getOwner()->getItem("STR_LEFT_HAND") && !_action.weapon->getRules()->isTwoHanded())
	{
		offset = 8;
	}

	// take into account soldier height and terrain level if the projectile is launched from a soldier
	if (_action.actor->getPosition() == _origin)
	{
		// calculate offset of the starting point of the projectile
		originVoxel.z += -_save->getTile(_origin)->getTerrainLevel();

		originVoxel.z += bu->getHeight() + bu->getFloatHeight();
		originVoxel.z -= 4;
		if (originVoxel.z >= (_origin.z + 1)*24)
		{
			_origin.z++;
		}
		direction = bu->getDirection();
		if (bu->getTurretType() != -1)
			direction = bu->getTurretDirection();
		originVoxel.x += dirXshift[direction+offset]*bu->getArmor()->getSize();
		originVoxel.y += dirYshift[direction+offset]*bu->getArmor()->getSize();
	}
	else
	{
		// don't take into account soldier height and terrain level if the projectile is not launched from a soldier(from a waypoint)
		originVoxel.x += 8;
		originVoxel.y += 8;
		originVoxel.z += 12;
	}

	if (_action.type == BA_LAUNCH || (SDL_GetModState() & KMOD_CTRL) != 0)
	{
		// target nothing, targets the middle of the tile
		targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 12);
	}
	else
	{
		// determine the target voxel.
		// aim at the center of the unit, the object, the walls or the floor (in that priority)
		// if there is no LOF to the center, try elsewhere (more outward).
		// Store this target voxel.
		targetTile = _save->getTile(_action.target);
		Position hitPos;
		int test = -1;
		if (targetTile->getUnit() != 0)
		{
			if (_origin == _action.target || targetTile->getUnit() == _action.actor)
			{
				// don't shoot at yourself but shoot at the floor
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24);
			}
			else
			{
				_save->getTileEngine()->canTargetUnit(&originVoxel, targetTile, &targetVoxel, bu);
			}
		}
		else if (targetTile->getMapData(MapData::O_OBJECT) != 0)
		{
			if (!_save->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_OBJECT, &targetVoxel, bu))
			{
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 10);
			}
		}
		else if (targetTile->getMapData(MapData::O_NORTHWALL) != 0)
		{
			if (!_save->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_NORTHWALL, &targetVoxel, bu))
			{
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16, _action.target.z*24 + 9);
			}
		}
		else if (targetTile->getMapData(MapData::O_WESTWALL) != 0)
		{
			if (!_save->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_WESTWALL, &targetVoxel, bu))
			{
				targetVoxel = Position(_action.target.x*16, _action.target.y*16 + 8, _action.target.z*24 + 9);
			}
		}
		else if (targetTile->getMapData(MapData::O_FLOOR) != 0)
		{
			if (!_save->getTileEngine()->canTargetTile(&originVoxel, targetTile, MapData::O_FLOOR, &targetVoxel, bu))
			{
				targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24);
			}
		}
		else
		{
			// target nothing, targets the middle of the tile
			targetVoxel = Position(_action.target.x*16 + 8, _action.target.y*16 + 8, _action.target.z*24 + 10);
		}
		test = _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, false, &_trajectory, bu);
		if (test == 4 && !_trajectory.empty())
		{
			hitPos = Position(_trajectory.at(0).x/16, _trajectory.at(0).y/16, _trajectory.at(0).z/24);
			if (_save->getTile(hitPos) && _save->getTile(hitPos)->getUnit() == 0) //no unit? must be lower
			{
				hitPos = Position(hitPos.x, hitPos.y, hitPos.z-1);
			}
		}
		if (test != -1 && !_trajectory.empty() && _action.actor->getFaction() == FACTION_PLAYER && _action.autoShotCounter == 1)
		{
			//skip already estimated hitPos
			if (test != 4)
			{
				hitPos = Position(_trajectory.at(0).x/16, _trajectory.at(0).y/16, _trajectory.at(0).z/24);
			}
			if (hitPos != _action.target && _action.result == "")
			{
				if (test == 2)
				{
					if (hitPos.y - 1 == _action.target.y)
					{
						_trajectory.clear();
						return _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);
					}
				}
				if (test == 1)
				{
					if (hitPos.x - 1 == _action.target.x)
					{
						_trajectory.clear();
						return _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);
					}
				}
				_trajectory.clear();
				return -1;
			}
		}
		_trajectory.clear();
	}

	// apply some accuracy modifiers (todo: calculate this)
	// This will results in a new target voxel
	if (_action.type != BA_LAUNCH)
		applyAccuracy(originVoxel, &targetVoxel, accuracy, false, targetTile);

	// finally do a line calculation and store this trajectory.
	return _save->getTileEngine()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);
}
Esempio n. 29
0
/*
 * Think!
 */
void UnitDieBState::think()
{
	if (_unit->getStatus() == STATUS_TURNING)
	{
		_unit->turn();
	}
	else if (_unit->getStatus() == STATUS_STANDING)
	{
		_unit->startFalling();

		if (!_noSound)
		{
			playDeathSound();
		}
	}
	else if (_unit->getStatus() == STATUS_COLLAPSING)
	{
		_unit->keepFalling();
	}

	if (_unit->getStatus() == STATUS_DEAD || _unit->getStatus() == STATUS_UNCONSCIOUS)
	{
		if (_unit->getStatus() == STATUS_UNCONSCIOUS && _unit->getSpecialAbility() == SPECAB_EXPLODEONDEATH)
		{
			_unit->instaKill();
		}
		_parent->getMap()->setUnitDying(false);
		if (_unit->getTurnsExposed())
		{
			_unit->setTurnsExposed(0);
			_parent->getSave()->updateExposedUnits();
		}
		if (!_unit->getSpawnUnit().empty())
		{
			// converts the dead zombie to a chryssalid
			BattleUnit *newUnit = _parent->convertUnit(_unit, _unit->getSpawnUnit());
			newUnit->lookAt(_originalDir);
		}
		else 
		{
			convertUnitToCorpse();
		}
		_parent->getTileEngine()->calculateUnitLighting();
		_parent->popState();
		if (_unit->getOriginalFaction() == FACTION_PLAYER && _unit->getSpawnUnit().empty())
		{
			Game *game = _parent->getSave()->getBattleState()->getGame();
			if (_unit->getStatus() == STATUS_DEAD)
			{
				if (_damageType == DT_NONE)
				{
					std::wstringstream ss;
					ss << _unit->getName(game->getLanguage()) << L'\n';
					ss << game->getLanguage()->getString("STR_HAS_DIED_FROM_A_FATAL_WOUND", _unit->getGender());
					game->pushState(new InfoboxOKState(game, ss.str()));
				}
				else if (Options::getBool("battleNotifyDeath"))
				{
					std::wstringstream ss;
					ss << _unit->getName(game->getLanguage()) << L'\n';
					ss << game->getLanguage()->getString("STR_HAS_BEEN_KILLED", _unit->getGender());
					game->pushState(new InfoboxState(game, ss.str()));
				}
			}
			else
			{
				std::wstringstream ss;
				ss << _unit->getName(game->getLanguage()) << L'\n';
				ss << game->getLanguage()->getString("STR_HAS_BECOME_UNCONSCIOUS", _unit->getGender());
				game->pushState(new InfoboxOKState(game, ss.str()));
			}
		}
	}

	// if all units from either faction are killed - auto-end the mission.
	if (Options::getBool("battleAutoEnd"))
	{
		int liveAliens = 0;
		int liveSoldiers = 0;
		_parent->tallyUnits(liveAliens, liveSoldiers, false);

		if (liveAliens == 0 || liveSoldiers == 0)
		{
			_parent->getSave()->getBattleState()->getBattleGame()->requestEndTurn();
		}
	}

	_parent->getMap()->cacheUnit(_unit);
}
Esempio n. 30
0
/**
 * Runs state functionality every cycle.
 */
void UnitWalkBState::think()
{
	bool unitSpotted = false;
	int size = _unit->getArmor()->getSize() - 1;
	bool onScreen = (_unit->getVisible() && _parent->getMap()->getCamera()->isOnScreen(_unit->getPosition(), true, size, false));
	if (_unit->isKneeled())
	{
		if (_parent->kneel(_unit))
		{
			_unit->setCache(0);
			_terrain->calculateFOV(_unit);
			_parent->getMap()->cacheUnit(_unit);
			return;
		}
		else
		{
			_action.result = "STR_NOT_ENOUGH_TIME_UNITS";
			_pf->abortPath();
			_parent->popState();
			return;
		}
	}
	Tile *tileBelow = _parent->getSave()->getTile(_unit->getPosition() + Position(0,0,-1));

	if (_unit->isOut())
	{
		_pf->abortPath();
		_parent->popState();
		return;
	}

	if (_unit->getStatus() == STATUS_WALKING || _unit->getStatus() == STATUS_FLYING)
	{
		if ((_parent->getSave()->getTile(_unit->getDestination())->getUnit() == 0) || // next tile must be not occupied
			(_parent->getSave()->getTile(_unit->getDestination())->getUnit() == _unit))
		{
			bool onScreenBoundary = (_unit->getVisible() && _parent->getMap()->getCamera()->isOnScreen(_unit->getPosition(), true, size, true));
			_unit->keepWalking(tileBelow, onScreenBoundary); // advances the phase
			playMovementSound();
		}
		else if (!_falling)
		{
			_unit->lookAt(_unit->getDestination(), (_unit->getTurretType() != -1));	// turn to undiscovered unit
			_pf->abortPath();
		}

		// unit moved from one tile to the other, update the tiles
		if (_unit->getPosition() != _unit->getLastPosition())
		{
			bool largeCheck = true;
			for (int x = size; x >= 0; x--)
			{
				for (int y = size; y >= 0; y--)
				{
					Tile *otherTileBelow = _parent->getSave()->getTile(_unit->getPosition() + Position(x,y,-1));
					if (!_parent->getSave()->getTile(_unit->getPosition() + Position(x,y,0))->hasNoFloor(otherTileBelow) || _unit->getMovementType() == MT_FLY)
						largeCheck = false;
					_parent->getSave()->getTile(_unit->getLastPosition() + Position(x,y,0))->setUnit(0);
				}
			}
			for (int x = size; x >= 0; x--)
			{
				for (int y = size; y >= 0; y--)
				{
					_parent->getSave()->getTile(_unit->getPosition() + Position(x,y,0))->setUnit(_unit, _parent->getSave()->getTile(_unit->getPosition() + Position(x,y,-1)));
				}
			}
			_falling = largeCheck && _unit->getPosition().z != 0 && _unit->getTile()->hasNoFloor(tileBelow) && _unit->getMovementType() != MT_FLY && _unit->getWalkingPhase() == 0;

			if (_falling)
			{
				for (int x = size; x >= 0; --x)
				{
					for (int y = size; y >= 0; --y)
					{
						Tile *otherTileBelow = _parent->getSave()->getTile(_unit->getPosition() + Position(x,y,-1));
						if (otherTileBelow && otherTileBelow->getUnit())
						{
							_falling = false;
							_pf->dequeuePath();
							_parent->getSave()->addFallingUnit(_unit);
							_parent->statePushFront(new UnitFallBState(_parent));
							return;
						}
					}
				}
			}

			if (!_parent->getMap()->getCamera()->isOnScreen(_unit->getPosition(), true, size, false) && _unit->getFaction() != FACTION_PLAYER && _unit->getVisible())
				_parent->getMap()->getCamera()->centerOnPosition(_unit->getPosition());
			// if the unit changed level, camera changes level with
			_parent->getMap()->getCamera()->setViewLevel(_unit->getPosition().z);
		}

		// is the step finished?
		if (_unit->getStatus() == STATUS_STANDING)
		{
			// update the TU display
			_parent->getSave()->getBattleState()->updateSoldierInfo();
			// if the unit burns floortiles, burn floortiles as long as we're not falling
			if (!_falling && (_unit->getSpecialAbility() == SPECAB_BURNFLOOR || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE))
			{
				_unit->getTile()->ignite(1);
				Position posHere = _unit->getPosition();
				Position voxelHere = (posHere * Position(16,16,24)) + Position(8,8,-(_unit->getTile()->getTerrainLevel()));
				_parent->getTileEngine()->hit(voxelHere, _unit->getBaseStats()->strength, DT_IN, _unit);
				
				if (_unit->getStatus() != STATUS_STANDING) // ie: we burned a hole in the floor and fell through it
				{
					_pf->abortPath();
					return;
				}
			}

			// move our personal lighting with us
			_terrain->calculateUnitLighting();
			if (_unit->getFaction() != FACTION_PLAYER)
			{
				_unit->setVisible(false);
			}
			_terrain->calculateFOV(_unit->getPosition());
			unitSpotted = (!_falling && !_action.desperate && _parent->getPanicHandled() && _numUnitsSpotted != _unit->getUnitsSpottedThisTurn().size());

			if (_parent->checkForProximityGrenades(_unit))
			{
				_parent->popState();
				return;
			}
			if (unitSpotted)
			{
				_unit->setCache(0);
				_parent->getMap()->cacheUnit(_unit);
				_pf->abortPath();
				_parent->popState();
				return;
			}
			// check for reaction fire
			if (!_falling)
			{
				if (_terrain->checkReactionFire(_unit))
				{
					// unit got fired upon - stop walking
					_unit->setCache(0);
					_parent->getMap()->cacheUnit(_unit);
					_pf->abortPath();
					_parent->popState();
					return;
				}
			}
		}
		else if (onScreen)
		{
			// make sure the unit sprites are up to date
			if (_pf->getStrafeMove())
			{
				// This is where we fake out the strafe movement direction so the unit "moonwalks"
				int dirTemp = _unit->getDirection();
				_unit->setDirection(_unit->getFaceDirection());
				_parent->getMap()->cacheUnit(_unit);
				_unit->setDirection(dirTemp);
			}
			else
			{
				_parent->getMap()->cacheUnit(_unit);
			}
		}
	}

	// we are just standing around, shouldn't we be walking?
	if (_unit->getStatus() == STATUS_STANDING || _unit->getStatus() == STATUS_PANICKING)
	{
		// check if we did spot new units
		if (unitSpotted && !_action.desperate && _unit->getCharging() == 0 && !_falling)
		{
			if (Options::traceAI) { Log(LOG_INFO) << "Uh-oh! Company!"; }
			_unit->setHiding(false); // clearly we're not hidden now
			_parent->getMap()->cacheUnit(_unit);
			postPathProcedures();
			return;
		}

		if (onScreen || _parent->getSave()->getDebugMode())
		{
			setNormalWalkSpeed();
		}
		else
		{
			_parent->setStateInterval(0);
		}
		int dir = _pf->getStartDirection();
		if (_falling)
		{
			dir = Pathfinding::DIR_DOWN;
		}

		if (dir != -1)
		{
			if (_pf->getStrafeMove())
			{
				_unit->setFaceDirection(_unit->getDirection());
			}

			Position destination;
			int tu = _pf->getTUCost(_unit->getPosition(), dir, &destination, _unit, 0, false); // gets tu cost, but also gets the destination position.
			if (_unit->getFaction() != FACTION_PLAYER &&
				_unit->getSpecialAbility() < SPECAB_BURNFLOOR &&
				_parent->getSave()->getTile(destination) &&
				_parent->getSave()->getTile(destination)->getFire() > 0)
			{
				tu -= 32; // we artificially inflate the TU cost by 32 points in getTUCost under these conditions, so we have to deflate it here.
			}
			if (_falling)
			{
				tu = 0;
			}
			int energy = tu;
			if (dir >= Pathfinding::DIR_UP)
			{
				energy = 0;
			}
			else if (_action.run)
			{
				tu *= 0.75;
				energy *= 1.5;
			}
			if (tu > _unit->getTimeUnits())
			{
				if (_parent->getPanicHandled() && tu < 255)
				{
					_action.result = "STR_NOT_ENOUGH_TIME_UNITS";
				}
				_pf->abortPath();
				_unit->setCache(0);
				_parent->getMap()->cacheUnit(_unit);
				_parent->popState();
				return;
			}

			if (energy / 2 > _unit->getEnergy())
			{
				if (_parent->getPanicHandled())
				{
					_action.result = "STR_NOT_ENOUGH_ENERGY";
				}
				_pf->abortPath();
				_unit->setCache(0);
				_parent->getMap()->cacheUnit(_unit);
				_parent->popState();
				return;
			}

			if (_parent->getPanicHandled() && _parent->checkReservedTU(_unit, tu) == false)
			{
				_pf->abortPath();
				_unit->setCache(0);
				_parent->getMap()->cacheUnit(_unit);
				return;
			}

			// we are looking in the wrong way, turn first (unless strafing)
			// we are not using the turn state, because turning during walking costs no tu
			if (dir != _unit->getDirection() && dir < Pathfinding::DIR_UP && !_pf->getStrafeMove())
			{
				_unit->lookAt(dir);
				_unit->setCache(0);
				_parent->getMap()->cacheUnit(_unit);
				return;
			}

			// now open doors (if any)
			if (dir < Pathfinding::DIR_UP)
			{
				int door = _terrain->unitOpensDoor(_unit, false, dir);
				if (door == 3)
				{
					return; // don't start walking yet, wait for the ufo door to open
				}
				if (door == 0)
				{
					_parent->getMod()->getSoundByDepth(_parent->getDepth(), Mod::DOOR_OPEN)->play(-1, _parent->getMap()->getSoundAngle(_unit->getPosition())); // normal door
				}
				if (door == 1)
				{
					_parent->getMod()->getSoundByDepth(_parent->getDepth(), Mod::SLIDING_DOOR_OPEN)->play(-1, _parent->getMap()->getSoundAngle(_unit->getPosition())); // ufo door
					return; // don't start walking yet, wait for the ufo door to open
				}
			}
			for (int x = size; x >= 0; --x)
			{
				for (int y = size; y >= 0; --y)
				{
					BattleUnit* unitInMyWay = _parent->getSave()->getTile(destination + Position(x,y,0))->getUnit();
					BattleUnit* unitBelowMyWay = 0;
					Tile* belowDest = _parent->getSave()->getTile(destination + Position(x,y,-1));
					if (belowDest)
					{
						unitBelowMyWay = belowDest->getUnit();
					}
					// can't walk into units in this tile, or on top of other units sticking their head into this tile
					if (!_falling &&
						((unitInMyWay && unitInMyWay != _unit)
						|| (belowDest && unitBelowMyWay && unitBelowMyWay != _unit &&
						(-belowDest->getTerrainLevel() + unitBelowMyWay->getFloatHeight() + unitBelowMyWay->getHeight())
						>= 28)))  // 4+ voxels poking into the tile above, we don't kick people in the head here at XCom.
					{
						_action.TU = 0;
						_pf->abortPath();
						_unit->setCache(0);
						_parent->getMap()->cacheUnit(_unit);
						_parent->popState();
						return;
					}
				}
			}
			// now start moving
			dir = _pf->dequeuePath();
			if (_falling)
			{
				dir = Pathfinding::DIR_DOWN;
			}

			if (_unit->spendTimeUnits(tu))
			{
				if (_unit->spendEnergy(energy))
				{
					Tile *tileBelow = _parent->getSave()->getTile(_unit->getPosition() + Position(0,0,-1));
					_unit->startWalking(dir, destination, tileBelow, onScreen);
					_beforeFirstStep = false;
				}
			}
			// make sure the unit sprites are up to date
			if (onScreen)
			{
				if (_pf->getStrafeMove())
				{
					// This is where we fake out the strafe movement direction so the unit "moonwalks"
					int dirTemp = _unit->getDirection();
					_unit->setDirection(_unit->getFaceDirection());
					_parent->getMap()->cacheUnit(_unit);
					_unit->setDirection(dirTemp);
				}
				else
				{
					_parent->getMap()->cacheUnit(_unit);
				}
			}
		}
		else
		{
			postPathProcedures();
			return;
		}
	}

	// turning during walking costs no tu
	if (_unit->getStatus() == STATUS_TURNING)
	{
		// except before the first step.
		if (_beforeFirstStep)
		{
			_preMovementCost++;
		}

		_unit->turn();

		// calculateFOV is unreliable for setting the unitSpotted bool, as it can be called from various other places
		// in the code, ie: doors opening, and this messes up the result.
		_terrain->calculateFOV(_unit);
		unitSpotted = (!_falling && !_action.desperate && _parent->getPanicHandled() && _numUnitsSpotted != _unit->getUnitsSpottedThisTurn().size());

		// make sure the unit sprites are up to date
		_unit->setCache(0);
		_parent->getMap()->cacheUnit(_unit);

		if (unitSpotted && !_action.desperate && !_unit->getCharging() && !_falling)
		{
			if (_beforeFirstStep)
			{
				_unit->spendTimeUnits(_preMovementCost);
			}
			if (Options::traceAI) { Log(LOG_INFO) << "Egads! A turn reveals new units! I must pause!"; }
			_unit->setHiding(false); // not hidden, are we...
			_pf->abortPath();
			_unit->abortTurn(); //revert to a standing state.
			_unit->setCache(0);
			_parent->getMap()->cacheUnit(_unit);
			_parent->popState();
		}
	}
}