Esempio n. 1
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. 2
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);
}