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Copy pathProjectileFlyBState.cpp
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126 lines (114 loc) · 3.38 KB
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/*
* Copyright 2010 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 "ProjectileFlyBState.h"
#include "ExplosionBState.h"
#include "BattlescapeState.h"
#include "Projectile.h"
#include "TerrainModifier.h"
#include "Map.h"
#include "../Engine/Game.h"
#include "../Savegame/BattleUnit.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Resource/ResourcePack.h"
#include "../Engine/SoundSet.h"
#include "../Engine/Sound.h"
#include "../Ruleset/RuleItem.h"
namespace OpenXcom
{
/**
* Sets up an ProjectileFlyBState.
*/
ProjectileFlyBState::ProjectileFlyBState(BattlescapeState *parent) : BattleState(parent)
{
}
/**
* Deletes the ProjectileFlyBState.
*/
ProjectileFlyBState::~ProjectileFlyBState()
{
}
/**
* init sequence:
* - create a projectile sprite & add it to the map
* - calculate it's trajectory
*/
void ProjectileFlyBState::init()
{
_parent->setStateInterval(DEFAULT_BULLET_SPEED);
_unit = _parent->getGame()->getSavedGame()->getBattleGame()->getSelectedUnit();
// create a new projectile
Projectile *projectile = new Projectile(_parent->getGame()->getResourcePack(),
_parent->getGame()->getSavedGame()->getBattleGame(),
_unit->getPosition(),
_parent->getTarget(),
_parent->getSelectedItem()->getRules()->getBulletSprite()
);
// add the projectile on the map
_parent->getMap()->setProjectile(projectile);
// let it calculate a trajectory
if (projectile->calculateTrajectory())
{
// set the soldier in an aiming position
_unit->aim(true);
_parent->getMap()->cacheUnits();
// and we have a lift-off
_parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(_parent->getSelectedItem()->getRules()->getFireSound())->play();
}
else
{
// no line of fire
delete projectile;
_parent->getMap()->setProjectile(0);
_parent->popState();
}
}
/**
* 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()
{
if(!_parent->getMap()->getProjectile()->move())
{
// impact !
_parent->statePushNext(new ExplosionBState(_parent, _parent->getMap()->getProjectile()->getPosition(0), _parent->getSelectedItem()));
delete _parent->getMap()->getProjectile();
_parent->getMap()->setProjectile(0);
_unit->aim(false);
_parent->getMap()->cacheUnits();
_parent->popState();
}
}
/*
* Flying projectiles cannot be cancelled.
*/
void ProjectileFlyBState::cancel()
{
}
/*
* Get the action result. Returns error messages or an empty string when everything went fine.
* @return returnmessage Empty when everything is fine.
*/
std::string ProjectileFlyBState::getResult() const
{
return _result;
}
}