/*
* 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 "UnitPanicBState.h"
#include "UnitTurnBState.h"
#include "ProjectileFlyBState.h"
#include "TileEngine.h"
#include "../Savegame/BattleUnit.h"
#include "../Engine/RNG.h"
#include "BattlescapeGame.h"
#include "../Savegame/SavedBattleGame.h"
namespace OpenXcom
{
/**
* Sets up an UnitPanicBState.
* @param parent Pointer to the Battlescape.
* @param unit Panicking unit.
*/
UnitPanicBState::UnitPanicBState(BattlescapeGame *parent, BattleUnit *unit) : BattleState(parent), _unit(unit), _shotsFired(0)
{
_berserking = _unit->getStatus() == STATUS_BERSERK;
unit->abortTurn(); //makes the unit go to status STANDING :p
}
/**
* Deletes the UnitPanicBState.
*/
UnitPanicBState::~UnitPanicBState()
{
}
void UnitPanicBState::init()
{
}
/**
* Runs state functionality every cycle.
* Ends the panicking when done.
*/
void UnitPanicBState::think()
{
if (_unit)
{
// berserking requires handling here, as the target selection isn't completely random
// and needs updating between shots.
if (!_unit->isOut() && _shotsFired < 10 && _berserking)
{
_shotsFired++;
BattleAction ba;
ba.actor = _unit;
ba.weapon = _unit->getMainHandWeapon();
if (ba.weapon && (ba.weapon->getRules()->getTUSnap() || ba.weapon->getRules()->getTUAuto())
&& _parent->getSave()->isItemUsable(ba.weapon))
{
// make autoshots if possible.
if (ba.weapon->getRules()->getTUAuto())
ba.type = BA_AUTOSHOT;
else
ba.type = BA_SNAPSHOT;
ba.TU = _unit->getActionTUs(ba.type, ba.weapon);
if (_unit->getTimeUnits() >= ba.TU)
{
// if we see enemies, shoot at the closest living one.
if (!_unit->getVisibleUnits()->empty())
{
int dist = 255;
for (std::vector<BattleUnit*>::const_iterator i = _unit->getVisibleUnits()->begin(); i != _unit->getVisibleUnits()->end(); ++i)
{
int newDist = _parent->getTileEngine()->distance(_unit->getPosition(), (*i)->getPosition());
if (newDist < dist)
{
ba.target = (*i)->getPosition();
dist = newDist;
}
}
}
else // otherwise shoot randomly
{
ba.target = Position(_unit->getPosition().x + RNG::generate(-6,6), _unit->getPosition().y + RNG::generate(-6,6), _unit->getPosition().z);
}
// include the cost for facing our target
int turnCost = std::abs(_unit->getDirection() - _unit->directionTo(ba.target));
if (turnCost > 4)
{
turnCost = 8-turnCost;
}
_parent->statePushFront(new UnitTurnBState(_parent, ba, false));
// even if we don't have enough TUs to turn AND shoot, we still want to turn.
if (_unit->spendTimeUnits(ba.TU + turnCost))
{
_parent->statePushNext(new ProjectileFlyBState(_parent, ba));
}
else
{
_unit->spendTimeUnits(turnCost);
}
}
}
return;
}
if (!_unit->isOut())
{
_unit->abortTurn(); // set the unit status to standing in case it wasn't otherwise changed from berserk/panicked
}
// reset the unit's time units when all panicking is done
_unit->setTimeUnits(0);
}
_parent->popState();
_parent->setupCursor();
}
/**
* Panicking cannot be cancelled.
*/
void UnitPanicBState::cancel()
{
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the 'ba.weapon->getRules()' expression repeatedly.
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_unit->getVisibleUnits()' expression repeatedly.
↑ V807 Decreased performance. Consider creating a reference to avoid using the '_unit->getPosition()' expression repeatedly.