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MeleeAttackBState.cpp
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MeleeAttackBState.cpp
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/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "MeleeAttackBState.h"
#include "ExplosionBState.h"
#include "BattlescapeGame.h"
#include "BattlescapeState.h"
#include "TileEngine.h"
#include "Map.h"
#include "Camera.h"
#include "AIModule.h"
#include "../Savegame/Tile.h"
#include "../Engine/RNG.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Savegame/BattleUnit.h"
#include "../Savegame/BattleItem.h"
#include "../Engine/Sound.h"
#include "../Mod/Mod.h"
#include "../Mod/RuleItem.h"
#include "../fmath.h"
namespace OpenXcom
{
/**
* Sets up a MeleeAttackBState.
*/
MeleeAttackBState::MeleeAttackBState(BattlescapeGame *parent, BattleAction action) : BattleState(parent, action), _unit(0), _target(0), _weapon(0), _ammo(0), _initialized(false)
{
}
/**
* Deletes the MeleeAttackBState.
*/
MeleeAttackBState::~MeleeAttackBState()
{
}
/**
* Initializes the sequence.
* does a lot of validity checking.
*/
void MeleeAttackBState::init()
{
if (_initialized) return;
_initialized = true;
_weapon = _action.weapon;
if (!_weapon) // can't shoot without weapon
{
_parent->popState();
return;
}
_ammo = _weapon->getAmmoItem();
if (!_ammo)
{
_ammo = _weapon;
}
if (!_parent->getSave()->getTile(_action.target)) // invalid target position
{
_parent->popState();
return;
}
_unit = _action.actor;
if (_unit->isOut() || _unit->getHealth() == 0 || _unit->getHealth() < _unit->getStunlevel())
{
// something went wrong - we can't shoot when dead or unconscious, or if we're about to fall over.
_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()
|| _parent->getSave()->getTile(_action.target)->getUnit() != _parent->getSave()->getSelectedUnit())
{
_unit->setTimeUnits(_unit->getTimeUnits() + _unit->getActionTUs(_action.type, _action.weapon));
_parent->popState();
return;
}
_unit->lookAt(_action.target, _unit->getTurretType() != -1);
while (_unit->getStatus() == STATUS_TURNING)
{
_unit->turn();
}
}
AIModule *ai = _unit->getAIModule();
if (_unit->getFaction() == _parent->getSave()->getSide() &&
_unit->getFaction() != FACTION_PLAYER &&
_parent->_debugPlay == false &&
ai && ai->getTarget())
{
_target = ai->getTarget();
}
else
{
_target = _parent->getSave()->getTile(_action.target)->getUnit();
}
int height = _target->getFloatHeight() + (_target->getHeight() / 2) - _parent->getSave()->getTile(_action.target)->getTerrainLevel();
_voxel = _action.target * Position(16, 16, 24) + Position(8, 8, height);
performMeleeAttack();
}
/**
* Performs all the overall functions of the state, this code runs AFTER the explosion state pops.
*/
void MeleeAttackBState::think()
{
_parent->getSave()->getBattleState()->clearMouseScrollingState();
// if the unit burns floortiles, burn floortiles
if (_unit->getSpecialAbility() == SPECAB_BURNFLOOR || _unit->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE)
{
_parent->getSave()->getTile(_action.target)->ignite(15);
}
// Determine if the attack was successful
// we do this here instead of letting the explosionBState take care of damage and casualty checking
// this is because unlike regular bullet hits or explosions, melee attacks can MISS.
// we also do it at this point instead of in performMeleeAttack because we want the scream to come AFTER the hit sound
resolveHit();
// aliens
if (_unit->getFaction() != FACTION_PLAYER &&
// not performing a reaction attack
_unit->getFaction() == _parent->getSave()->getSide() &&
// with enough TU for a second attack (*2 because they'll get charged for the initial attack when this state pops.)
_unit->getTimeUnits() >= _unit->getActionTUs(BA_HIT, _action.weapon) * 2 &&
// whose target is still alive or at least conscious
_target && _target->getHealth() > 0 &&
_target->getHealth() > _target->getStunlevel() &&
// and we still have ammo to make the attack
_weapon->getAmmoItem())
{
// spend the TUs immediately
_unit->spendTimeUnits(_unit->getActionTUs(BA_HIT, _weapon));
performMeleeAttack();
}
else
{
if (_action.cameraPosition.z != -1)
{
_parent->getMap()->getCamera()->setMapOffset(_action.cameraPosition);
_parent->getMap()->invalidate();
}
// melee doesn't trigger a reaction, remove comments to enable.
// if (!_parent->getSave()->getUnitsFalling())
// {
// _parent->getTileEngine()->checkReactionFire(_unit);
// }
if (_unit->getFaction() == _parent->getSave()->getSide()) // not a reaction attack
{
_parent->getCurrentAction()->type = BA_NONE; // do this to restore cursor
}
if (_parent->getSave()->getSide() == FACTION_PLAYER || _parent->getSave()->getDebugMode())
{
_parent->setupCursor();
}
_parent->convertInfected();
_parent->popState();
}
}
/**
* Sets up a melee attack, inserts an explosion into the map and make noises.
*/
void MeleeAttackBState::performMeleeAttack()
{
// set the soldier in an aiming position
_unit->aim(true);
_unit->setCache(0);
_parent->getMap()->cacheUnit(_unit);
// make some noise
if (_ammo && _ammo->getRules()->getMeleeAttackSound() != -1)
{
_parent->getMod()->getSoundByDepth(_parent->getDepth(), _ammo->getRules()->getMeleeAttackSound())->play(-1, _parent->getMap()->getSoundAngle(_action.target));
}
else if (_weapon->getRules()->getMeleeAttackSound() != -1)
{
_parent->getMod()->getSoundByDepth(_parent->getDepth(), _weapon->getRules()->getMeleeAttackSound())->play(-1, _parent->getMap()->getSoundAngle(_action.target));
}
// use up ammo if applicable
if (!_parent->getSave()->getDebugMode() && _weapon->getRules()->getBattleType() == BT_MELEE && _ammo && _ammo->spendBullet() == false)
{
_parent->getSave()->removeItem(_ammo);
_action.weapon->setAmmoItem(0);
}
_parent->getMap()->setCursorType(CT_NONE);
// make an explosion animation
_parent->statePushFront(new ExplosionBState(_parent, _voxel, _action.weapon, _action.actor, 0, true, true));
}
/**
* Determines if the melee attack hit, and performs all the applicable duties.
*/
void MeleeAttackBState::resolveHit()
{
if (RNG::percent(_unit->getFiringAccuracy(BA_HIT, _weapon)))
{
// Give soldiers XP
if (_unit->getGeoscapeSoldier() &&
_target && _target->getOriginalFaction() == FACTION_HOSTILE)
{
_unit->addMeleeExp();
}
// check if this unit turns others into zombies
if (_weapon->getRules()->getBattleType() == BT_MELEE
&& _ammo
&& !_ammo->getRules()->getZombieUnit().empty()
&& _target
&& (_target->getGeoscapeSoldier() || _target->getUnitRules()->getRace() == "STR_CIVILIAN")
&& _target->getSpawnUnit().empty())
{
// converts the victim to a zombie on death
_target->setRespawn(true);
_target->setSpawnUnit(_ammo->getRules()->getZombieUnit());
}
// assume rifle butt to begin with.
ItemDamageType type = DT_STUN;
int power = _weapon->getRules()->getMeleePower();
// override it as needed.
if (_weapon->getRules()->getBattleType() == BT_MELEE && _ammo)
{
type = _ammo->getRules()->getDamageType();;
power = _ammo->getRules()->getPower();
}
// since melee aliens don't use a conventional weapon type, we use their strength instead.
if (_weapon->getRules()->isStrengthApplied())
{
power += _unit->getBaseStats()->strength;
}
// make some noise to signal the hit.
if (_weapon->getRules()->getMeleeHitSound() != -1)
{
_parent->getMod()->getSoundByDepth(_parent->getDepth(), _action.weapon->getRules()->getMeleeHitSound())->play(-1, _parent->getMap()->getSoundAngle(_action.target));
}
// offset the damage voxel ever so slightly so that the target knows which side the attack came from
Position difference = _unit->getPosition() - _action.target;
// large units may cause it to offset too much, so we'll clamp the values.
difference.x = Clamp(difference.x, -1, 1);
difference.y = Clamp(difference.y, -1, 1);
Position damagePosition = _voxel + difference;
// damage the unit.
_parent->getSave()->getTileEngine()->hit(damagePosition, power, type, _unit);
// now check for new casualties
_parent->checkForCasualties(_ammo, _unit);
}
}
}