Exemplo n.º 1
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();
}
Exemplo n.º 2
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));
			}
		}
	}
}
Exemplo n.º 3
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));
		}
	}
}