* Animates the projectile (moves to the next point in its trajectory). * If the animation is finished the projectile sprite is removed from the map, * and this state is finished. */
| 403 | * and this state is finished. |
| 404 | */ |
| 405 | void ProjectileFlyBState::think() |
| 406 | { |
| 407 | _parent->getSave()->getBattleState()->clearMouseScrollingState(); |
| 408 | /* TODO refactoring : store the projectile in this state, instead of getting it from the map each time? */ |
| 409 | if (_parent->getMap()->getProjectile() == 0) |
| 410 | { |
| 411 | Tile *t = _parent->getSave()->getTile(_action.actor->getPosition()); |
| 412 | Tile *bt = _parent->getSave()->getTile(_action.actor->getPosition() + Position(0,0,-1)); |
| 413 | bool hasFloor = t && !t->hasNoFloor(bt); |
| 414 | bool unitCanFly = _action.actor->getArmor()->getMovementType() == MT_FLY; |
| 415 | |
| 416 | if (_action.type == BA_AUTOSHOT |
| 417 | && _action.autoShotCounter < _action.weapon->getRules()->getAutoShots() |
| 418 | && !_action.actor->isOut() |
| 419 | && _ammo->getAmmoQuantity() != 0 |
| 420 | && (hasFloor || unitCanFly)) |
| 421 | { |
| 422 | createNewProjectile(); |
| 423 | if (_action.cameraPosition.z != -1) |
| 424 | { |
| 425 | _parent->getMap()->getCamera()->setMapOffset(_action.cameraPosition); |
| 426 | _parent->getMap()->invalidate(); |
| 427 | } |
| 428 | } |
| 429 | else |
| 430 | { |
| 431 | if (_action.cameraPosition.z != -1) |
| 432 | { |
| 433 | _parent->getMap()->getCamera()->setMapOffset(_action.cameraPosition); |
| 434 | _parent->getMap()->invalidate(); |
| 435 | } |
| 436 | if (_action.type != BA_PANIC && _action.type != BA_MINDCONTROL && !_parent->getSave()->getUnitsFalling()) |
| 437 | { |
| 438 | _parent->getTileEngine()->checkReactionFire(_unit); |
| 439 | } |
| 440 | if (!_unit->isOut()) |
| 441 | { |
| 442 | _unit->abortTurn(); |
| 443 | } |
| 444 | if (_parent->getSave()->getSide() == FACTION_PLAYER || _parent->getSave()->getDebugMode()) |
| 445 | { |
| 446 | _parent->setupCursor(); |
| 447 | } |
| 448 | _parent->popState(); |
| 449 | } |
| 450 | } |
| 451 | else |
| 452 | { |
| 453 | if (_action.type != BA_THROW && _ammo && _ammo->getRules()->getShotgunPellets() != 0) |
| 454 | { |
| 455 | // shotgun pellets move to their terminal location instantly as fast as possible |
| 456 | _parent->getMap()->getProjectile()->skipTrajectory(); |
| 457 | } |
| 458 | if(!_parent->getMap()->getProjectile()->move()) |
| 459 | { |
| 460 | // impact ! |
| 461 | if (_action.type == BA_THROW) |
| 462 | { |
nothing calls this directly
no test coverage detected