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Copy pathUnitFallBState.cpp
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160 lines (145 loc) · 3.93 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 "UnitFallBState.h"
#include "TerrainModifier.h"
#include "BattlescapeState.h"
#include "Map.h"
#include "../Engine/Game.h"
#include "../Savegame/BattleUnit.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/Tile.h"
#include "../Resource/ResourcePack.h"
#include "../Engine/SoundSet.h"
#include "../Engine/Sound.h"
#include "../Engine/RNG.h"
#include "../Ruleset/XcomRuleset.h"
#include "../Ruleset/RuleArmor.h"
namespace OpenXcom
{
/**
* Sets up an UnitFallBState.
*/
UnitFallBState::UnitFallBState(BattlescapeState *parent, BattleUnit *unit, ItemDamageType damageType) : BattleState(parent), _unit(unit), _damageType(damageType)
{
}
/**
* Deletes the UnitFallBState.
*/
UnitFallBState::~UnitFallBState()
{
}
void UnitFallBState::init()
{
// don't show the "fall to death" animation when a unit is blasted with explosives or he is already unconscious
if (_damageType == DT_HE || _unit->getStatus() == STATUS_UNCONSCIOUS)
{
_unit->startFalling();
while (_unit->getStatus() == STATUS_FALLING)
{
_unit->keepFalling();
}
}
else
{
_parent->getMap()->centerOnPosition(_unit->getPosition());
_parent->setStateInterval(BattlescapeState::DEFAULT_ANIM_SPEED);
_unit->lookAt(3);
}
if (_unit->getHealth() == 0)
{
// soldiers have 3 screams depending on gender
Soldier *s = dynamic_cast<Soldier*>(_unit->getUnit());
if (s)
{
if (s->getGender() == GENDER_MALE)
{
_parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(RNG::generate(41,43))->play();
}
else
{
_parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(RNG::generate(44,46))->play();
}
}
else
{
// todo get death sound from rulealien
_parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(10)->play();
}
}
think();
}
/*
* Think!
*/
void UnitFallBState::think()
{
if (_unit->getStatus() == STATUS_TURNING)
{
_unit->turn();
}
else if (_unit->getStatus() == STATUS_STANDING)
{
_unit->startFalling();
}
else if (_unit->getStatus() == STATUS_FALLING)
{
_unit->keepFalling();
}
if (_unit->isOut())
{
_unit->keepFalling();
TerrainModifier *terrain = _parent->getGame()->getSavedGame()->getBattleGame()->getTerrainModifier();
convertUnitToCorpse(_unit, terrain);
terrain->calculateUnitLighting();
_parent->popState();
}
_parent->getMap()->cacheUnit(_unit);
}
/*
* Unit falling cannot be cancelled.
*/
void UnitFallBState::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 UnitFallBState::getResult() const
{
return _result;
}
/*
* Convert unit to corpse.
* @param unit
* @param terrain
*/
void UnitFallBState::convertUnitToCorpse(BattleUnit *unit, TerrainModifier *terrain)
{
terrain->spawnItem(_unit->getPosition(), new BattleItem(_parent->getGame()->getRuleset()->getItem(_unit->getUnit()->getArmor()->getCorpseItem())));
// move inventory from unit to the ground
for (std::vector<BattleItem*>::iterator i = _unit->getInventory()->begin(); i != _unit->getInventory()->end(); ++i)
{
_unit->getTile()->addItem(*i);
(*i)->setOwner(0);
}
_unit->getInventory()->clear();
}
}