Esempio n. 1
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. 2
0
/**
 * Processes any clicks on the map to
 * command units.
 * @param action Pointer to an action.
 */
void BattlescapeState::mapClick(Action *action)
{
	// right-click aborts walking state
	if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
	{
		if (_popup)
		{
			hidePopup();
			return;
		}
		if (_states.empty())
		{
			if (_targeting)
			{
				_targeting = false;
				_map->setCursorType(CT_NORMAL);
				_game->getCursor()->setVisible(true);
				_selectedAction = BA_NONE;
				return;
			}
		}
		else
		{
			_states.front()->cancel();
			return;
		}
	}

	// don't handle mouseclicks below 140, because they are in the buttons area (it overlaps with map surface)
	if (action->getYMouse() / action->getYScale() > BUTTONS_AREA) return;

	// don't accept leftclicks if there is no cursor or there is an action busy
	if (_map->getCursorType() == CT_NONE || !_states.empty()) return;

	Position pos;
	_map->getSelectorPosition(&pos);

	if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
	{
		if (_targeting && _battleGame->getSelectedUnit())
		{
			//  -= fire weapon =-
			_target = pos;
			_map->setCursorType(CT_NONE);
			_game->getCursor()->setVisible(false);
			statePushBack(new UnitTurnBState(this));
			statePushBack(new ProjectileFlyBState(this));
		}
		else
		{
			BattleUnit *unit = _battleGame->selectUnit(pos);
			if (unit && !unit->isOut())
			{
			//  -= select unit =-
				if (unit->getFaction() == _battleGame->getSide())
				{
					_battleGame->setSelectedUnit(unit);
					updateSoldierInfo(unit);
				}
			}
			else if (_battleGame->getSelectedUnit())
			{
			//  -= start walking =-
				_target = pos;
				_map->setCursorType(CT_NONE);
				_game->getCursor()->setVisible(false);
				statePushBack(new UnitWalkBState(this));
			}
		}
	}
	else if (action->getDetails()->button.button == SDL_BUTTON_RIGHT && _battleGame->getSelectedUnit())
	{
		//  -= turn to or open door =-
		_target = pos;
		statePushBack(new UnitTurnBState(this));
	}

}