* Handles bullet/weapon hits. * * A bullet/weapon hits a voxel. * @param center Center of the explosion in voxelspace. * @param power Power of the explosion. * @param type The damage type of the explosion. * @param unit The unit that caused the explosion. * @return The Unit that got hit. */
| 998 | * @return The Unit that got hit. |
| 999 | */ |
| 1000 | BattleUnit *TileEngine::hit(const Position ¢er, int power, ItemDamageType type, BattleUnit *unit) |
| 1001 | { |
| 1002 | Tile *tile = _save->getTile(Position(center.x/16, center.y/16, center.z/24)); |
| 1003 | if(!tile) |
| 1004 | { |
| 1005 | return 0; |
| 1006 | } |
| 1007 | |
| 1008 | BattleUnit *bu = tile->getUnit(); |
| 1009 | int adjustedDamage = 0; |
| 1010 | const int part = voxelCheck(center, unit); |
| 1011 | if (part >= V_FLOOR && part <= V_OBJECT) |
| 1012 | { |
| 1013 | // power 25% to 75% |
| 1014 | const int rndPower = RNG::generate(power/4, (power*3)/4); //RNG::boxMuller(power, power/6) |
| 1015 | if (part == V_OBJECT && _save->getMissionType() == "STR_BASE_DEFENSE") |
| 1016 | { |
| 1017 | if (rndPower >= tile->getMapData(MapData::O_OBJECT)->getArmor() && tile->getMapData(V_OBJECT)->isBaseModule()) |
| 1018 | { |
| 1019 | _save->getModuleMap()[(center.x/16)/10][(center.y/16)/10].second--; |
| 1020 | } |
| 1021 | } |
| 1022 | if (tile->damage(part, rndPower)) |
| 1023 | _save->setObjectiveDestroyed(true); |
| 1024 | } |
| 1025 | else if (part == V_UNIT) |
| 1026 | { |
| 1027 | int dmgRng = (type == DT_HE || Options::TFTDDamage) ? 50 : 100; |
| 1028 | int min = power * (100 - dmgRng) / 100; |
| 1029 | int max = power * (100 + dmgRng) / 100; |
| 1030 | const int rndPower = RNG::generate(min, max); |
| 1031 | int verticaloffset = 0; |
| 1032 | if (!bu) |
| 1033 | { |
| 1034 | // it's possible we have a unit below the actual tile, when he stands on a stairs and sticks his head out to the next tile |
| 1035 | Tile *below = _save->getTile(Position(center.x/16, center.y/16, (center.z/24)-1)); |
| 1036 | if (below) |
| 1037 | { |
| 1038 | BattleUnit *buBelow = below->getUnit(); |
| 1039 | if (buBelow) |
| 1040 | { |
| 1041 | bu = buBelow; |
| 1042 | verticaloffset = 24; |
| 1043 | } |
| 1044 | } |
| 1045 | } |
| 1046 | if (bu) |
| 1047 | { |
| 1048 | const int sz = bu->getArmor()->getSize() * 8; |
| 1049 | const Position target = bu->getPosition() * Position(16,16,24) + Position(sz,sz, bu->getFloatHeight() - tile->getTerrainLevel()); |
| 1050 | const Position relative = (center - target) - Position(0,0,verticaloffset); |
| 1051 | const int wounds = bu->getFatalWounds(); |
| 1052 | |
| 1053 | adjustedDamage = bu->damage(relative, rndPower, type); |
| 1054 | |
| 1055 | // if it's going to bleed to death and it's not a player, give credit for the kill. |
| 1056 | if (unit && bu->getFaction() != FACTION_PLAYER && wounds < bu->getFatalWounds()) |
| 1057 | { |
no test coverage detected