void OutfitInfoDisplay::UpdateRequirements(const Outfit &outfit)
{
	requirementLabels.clear();
	requirementValues.clear();
	requirementsHeight = 20;
	
	requirementLabels.push_back("cost:");
	requirementValues.push_back(Format::Number(outfit.Cost()));
	requirementsHeight += 20;
	
	static const string names[] = {
		"outfit space needed:", "outfit space",
		"weapon capacity needed:", "weapon capacity",
		"engine capacity needed:", "engine capacity",
		"gun ports needed:", "gun ports",
		"turret mounts needed:", "turret mounts"
	};
	static const int NAMES =  sizeof(names) / sizeof(names[0]);
	for(int i = 0; i + 1 < NAMES; i += 2)
		if(outfit.Get(names[i + 1]))
		{
			requirementLabels.push_back(string());
			requirementValues.push_back(string());
			requirementsHeight += 10;
		
			requirementLabels.push_back(names[i]);
			requirementValues.push_back(Format::Number(-outfit.Get(names[i + 1])));
			requirementsHeight += 20;
		}
}
void OutfitInfoDisplay::UpdateRequirements(const Outfit &outfit, const PlayerInfo &player, bool canSell)
{
	requirementLabels.clear();
	requirementValues.clear();
	requirementsHeight = 20;
	
	int day = player.GetDate().DaysSinceEpoch();
	int64_t cost = outfit.Cost();
	int64_t buyValue = player.StockDepreciation().Value(&outfit, day);
	int64_t sellValue = player.FleetDepreciation().Value(&outfit, day);
	
	if(buyValue == cost)
		requirementLabels.push_back("cost:");
	else
	{
		ostringstream out;
		out << "cost (" << (100 * buyValue) / cost << "%):";
		requirementLabels.push_back(out.str());
	}
	requirementValues.push_back(Format::Number(buyValue));
	requirementsHeight += 20;
	
	if(canSell && sellValue != buyValue)
	{
		if(sellValue == cost)
			requirementLabels.push_back("sells for:");
		else
		{
			ostringstream out;
			out << "sells for (" << (100 * sellValue) / cost << "%):";
			requirementLabels.push_back(out.str());
		}
		requirementValues.push_back(Format::Number(sellValue));
		requirementsHeight += 20;
	}
	
	static const string names[] = {
		"outfit space needed:", "outfit space",
		"weapon capacity needed:", "weapon capacity",
		"engine capacity needed:", "engine capacity",
		"gun ports needed:", "gun ports",
		"turret mounts needed:", "turret mounts"
	};
	static const int NAMES =  sizeof(names) / sizeof(names[0]);
	for(int i = 0; i + 1 < NAMES; i += 2)
		if(outfit.Get(names[i + 1]))
		{
			requirementLabels.push_back(string());
			requirementValues.push_back(string());
			requirementsHeight += 10;
		
			requirementLabels.push_back(names[i]);
			requirementValues.push_back(Format::Number(-outfit.Get(names[i + 1])));
			requirementsHeight += 20;
		}
}
Beispiel #3
0
int push_luavalue(const Outfit& outfit)
{
    g_lua.createTable(0, 8);
    g_lua.pushInteger(outfit.getId());
    g_lua.setField("type");
    g_lua.pushInteger(outfit.getAuxId());
    g_lua.setField("auxType");
    if(g_game.getFeature(Otc::GamePlayerAddons)) {
        g_lua.pushInteger(outfit.getAddons());
        g_lua.setField("addons");
    }
    g_lua.pushInteger(outfit.getHead());
    g_lua.setField("head");
    g_lua.pushInteger(outfit.getBody());
    g_lua.setField("body");
    g_lua.pushInteger(outfit.getLegs());
    g_lua.setField("legs");
    g_lua.pushInteger(outfit.getFeet());
    g_lua.setField("feet");
    if(g_game.getFeature(Otc::GamePlayerMounts)) {
        g_lua.pushInteger(outfit.getMount());
        g_lua.setField("mount");
    }
    return 1;
}
Beispiel #4
0
void OutfitterPanel::DrawOutfit(const Outfit &outfit, const Point &center, bool isSelected, bool isOwned)
{
	const Sprite *thumbnail = outfit.Thumbnail();
	const Sprite *back = SpriteSet::Get(
		isSelected ? "ui/outfitter selected" : "ui/outfitter unselected");
	SpriteShader::Draw(back, center);
	SpriteShader::Draw(thumbnail, center);
	
	// Draw the outfit name.
	const string &name = outfit.Name();
	const Font &font = FontSet::Get(14);
	Point offset(-.5f * font.Width(name), -.5f * OUTFIT_SIZE + 10.f);
	font.Draw(name, center + offset, Color((isSelected | isOwned) ? .8 : .5, 0.));
}
Beispiel #5
0
bool luavalue_cast(int index, Outfit& outfit)
{
    if(g_lua.isTable(index)) {
        g_lua.getField("type", index);
        outfit.setId(g_lua.popInteger());
        g_lua.getField("auxType", index);
        outfit.setAuxId(g_lua.popInteger());
        if(g_game.getFeature(Otc::GamePlayerAddons)) {
            g_lua.getField("addons", index);
            outfit.setAddons(g_lua.popInteger());
        }
        g_lua.getField("head", index);
        outfit.setHead(g_lua.popInteger());
        g_lua.getField("body", index);
        outfit.setBody(g_lua.popInteger());
        g_lua.getField("legs", index);
        outfit.setLegs(g_lua.popInteger());
        g_lua.getField("feet", index);
        outfit.setFeet(g_lua.popInteger());
        if(g_game.getFeature(Otc::GamePlayerMounts)) {
            g_lua.getField("mount", index);
            outfit.setMount(g_lua.popInteger());
        }
        return true;
    }
    return false;
}
// Call this every time the ship changes.
void OutfitInfoDisplay::Update(const Outfit &outfit)
{
	UpdateDescription(outfit.Description());
	UpdateRequirements(outfit);
	UpdateAttributes(outfit);
	
	maximumHeight = max(descriptionHeight, max(requirementsHeight, attributesHeight));
}
// Call this every time the ship changes.
void OutfitInfoDisplay::Update(const Outfit &outfit, const PlayerInfo &player, bool canSell)
{
	UpdateDescription(outfit.Description());
	UpdateRequirements(outfit, player, canSell);
	UpdateAttributes(outfit);
	
	maximumHeight = max(descriptionHeight, max(requirementsHeight, attributesHeight));
}
Beispiel #8
0
bool OutfitterPanel::ShipCanSell(const Ship *ship, const Outfit *outfit)
{
	if(!ship->OutfitCount(outfit))
		return false;
	
	// If this outfit requires ammo, check if we could sell it if we sold all
	// the ammo for it first.
	const Outfit *ammo = outfit->Ammo();
	if(ammo && ship->OutfitCount(ammo))
	{
		Outfit attributes = ship->Attributes();
		attributes.Add(*ammo, -ship->OutfitCount(ammo));
		return attributes.CanAdd(*outfit, -1);
	}
	
	// Now, check whether this ship can sell this outfit.
	return ship->Attributes().CanAdd(*outfit, -1);
}
void OutfitInfoDisplay::UpdateDescription(const Outfit &outfit)
{
	description.SetAlignment(WrappedText::JUSTIFIED);
	description.SetWrapWidth(WIDTH - 20);
	description.SetFont(FontSet::Get(14));
	
	description.Wrap(outfit.Description());
	
	// Pad by 10 pixels on the top and bottom.
	descriptionHeight = description.Height() + 20;
}
Beispiel #10
0
void Game::processOpenOutfitWindow(const Outfit& currentOufit, const std::vector<std::tuple<int, std::string, int> >& outfitList,
                                   const std::vector<std::tuple<int, std::string> >& mountList)
{
    // create virtual creature outfit
    CreaturePtr virtualOutfitCreature = CreaturePtr(new Creature);
    virtualOutfitCreature->setDirection(Otc::South);

    Outfit outfit = currentOufit;
    outfit.setMount(0);
    virtualOutfitCreature->setOutfit(outfit);

    // creature virtual mount outfit
    CreaturePtr virtualMountCreature = nullptr;
    if(getFeature(Otc::GamePlayerMounts))
    {
        virtualMountCreature = CreaturePtr(new Creature);
        virtualMountCreature->setDirection(Otc::South);
        if(currentOufit.getMount() > 0) {
            Outfit mountOutfit;
            mountOutfit.setId(currentOufit.getMount());
            virtualMountCreature->setOutfit(mountOutfit);
        }
    }

    g_lua.callGlobalField("g_game", "onOpenOutfitWindow", virtualOutfitCreature, outfitList, virtualMountCreature, mountList);
}
Beispiel #11
0
void ProtocolGame::sendChangeOutfit(const Outfit& outfit)
{
    OutputMessagePtr msg(new OutputMessage);
    msg->addU8(Proto::ClientChangeOutfit);
    msg->addU16(outfit.getId());
    msg->addU8(outfit.getHead());
    msg->addU8(outfit.getBody());
    msg->addU8(outfit.getLegs());
    msg->addU8(outfit.getFeet());
    msg->addU8(outfit.getAddons());
    if(g_game.getFeature(Otc::GamePlayerMounts))
        msg->addU16(outfit.getMount());
    send(msg);
}
Beispiel #12
0
void Creature::setOutfit(const Outfit& outfit)
{
    if(outfit.getCategory() != ThingCategoryCreature) {
        if(!g_things.isValidDatId(outfit.getAuxId(), outfit.getCategory()))
            return;
        m_outfit.setAuxId(outfit.getAuxId());
        m_outfit.setCategory(outfit.getCategory());
    } else {
        if(outfit.getId() > 0 && !g_things.isValidDatId(outfit.getId(), ThingCategoryCreature))
            return;
        m_outfit = outfit;
    }
    m_walkAnimationPhase = 0; // might happen when player is walking and outfit is changed.
}
Beispiel #13
0
void ProtocolGame::sendChangeOutfit(const Outfit& outfit)
{
    OutputMessage msg;
    msg.addU8(Proto::ClientChangeOutfit);

    msg.addU16(outfit.getId());
    msg.addU8(outfit.getHead());
    msg.addU8(outfit.getBody());
    msg.addU8(outfit.getLegs());
    msg.addU8(outfit.getFeet());
    msg.addU8(outfit.getAddons());

    send(msg);
}
void ProtocolGame::sendSetOutfit(const Outfit& outfit)
{
    OutputMessage oMsg;
    oMsg.addU8(Proto::ClientSetOutfit);

    oMsg.addU16(outfit.getId());
    oMsg.addU8(outfit.getHead());
    oMsg.addU8(outfit.getBody());
    oMsg.addU8(outfit.getLegs());
    oMsg.addU8(outfit.getFeet());
    oMsg.addU8(outfit.getAddons());

    send(oMsg);
}
Beispiel #15
0
void testNames()
{
    Dweller *d = new Dweller("Pip-Boy", 2222222);
    Outfit *o = new Outfit("Minuteman", 10, 2200220);
    Weapon *w = new Weapon("Gauss", 16, 16);
    Vec2D currentPos (3.54, 6.32 );

    // hold a list of game objects that was instantiated.
    vector<GameObject *> gameObjectList;
    gameObjectList.push_back(d);
    gameObjectList.push_back(o);
    gameObjectList.push_back(w);

    // test Dweller public functions
	d->getSPECIAL();
    d->getCurrentHealth();
    d->getCurrentRadDamage(); 
    d->getAttackDmg(); 
    d->setPosition(currentPos); 
    d->getPosition() ; 
    d->receiveHealthDamage(13); 
    d->receiveRadDamage(15); 
    d->receiveEquipmentDamage(4);
    d->addStimpak(2); 
    d->addRadAway(5); 
    d->useStimpak(); 
    d->useRadAway(); 
    d->assignOutfit(o);
    d->assignWeapon(w); 
    d->isDead() ; 

    // test Outfit public functions
    o->getSPECIAL();
    o->receiveDamage(1);

    // test Weapon public functions
    w->getAttackDmg();
    w->receiveDamage(1);

    // test Item inheritance
    Item *i = o;
    i->getDurability();
    i->receiveDamage(1);

    i = w;
    i->getDurability();
    i->receiveDamage(1);

    // test game object inheritance
    for (auto go : gameObjectList)
    {
        go->getName();
    }
    GameObject::getCount();

    // release the memory
    for (auto go : gameObjectList)
    {
       delete go;
    }
}
void OutfitInfoDisplay::UpdateAttributes(const Outfit &outfit)
{
	attributeLabels.clear();
	attributeValues.clear();
	attributesHeight = 20;
	
	map<string, map<string, int>> listing;
	for(const auto &it : outfit.Attributes())
	{
		if(it.first == "outfit space"
				|| it.first == "weapon capacity" || it.first == "engine capacity"
				|| it.first == "gun ports" || it.first == "turret mounts")
			continue;
		
		string value;
		double scale = 1.;
		if(it.first == "thrust" || it.first == "reverse thrust" || it.first == "afterburner thrust")
			scale = 60. * 60.;
		else if(ATTRIBUTES_TO_SCALE.count(it.first))
			scale = 60.;
		
		if(BOOLEAN_ATTRIBUTES.count(it.first)) 
		{
			attributeLabels.push_back("This outfit is " + it.first + ".");
			attributeValues.push_back(" ");
			attributesHeight += 20;
		}
		else
		{
			attributeLabels.push_back(it.first + ':');
			attributeValues.push_back(Format::Number(it.second * scale));
			attributesHeight += 20;
		}
	}
	
	if(!outfit.IsWeapon())
		return;
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	
	if(outfit.Ammo())
	{
		attributeLabels.push_back("ammo:");
		attributeValues.push_back(outfit.Ammo()->Name());
		attributesHeight += 20;
	}
	
	attributeLabels.push_back("range:");
	attributeValues.push_back(Format::Number(outfit.Range()));
	attributesHeight += 20;
	
	if(outfit.ShieldDamage() && outfit.Reload())
	{
		attributeLabels.push_back("shield damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.ShieldDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.HullDamage() && outfit.Reload())
	{
		attributeLabels.push_back("hull damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.HullDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.HeatDamage() && outfit.Reload())
	{
		attributeLabels.push_back("heat damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.HeatDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.IonDamage() && outfit.Reload())
	{
		attributeLabels.push_back("ion damage / second:");
		attributeValues.push_back(Format::Number(6000. * outfit.IonDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.SlowingDamage() && outfit.Reload())
	{
		attributeLabels.push_back("slowing damage / second:");
		attributeValues.push_back(Format::Number(6000. * outfit.SlowingDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.DisruptionDamage() && outfit.Reload())
	{
		attributeLabels.push_back("disruption damage / second:");
		attributeValues.push_back(Format::Number(6000. * outfit.DisruptionDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.FiringEnergy() && outfit.Reload())
	{
		attributeLabels.push_back("firing energy / second:");
		attributeValues.push_back(Format::Number(60. * outfit.FiringEnergy() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.FiringHeat() && outfit.Reload())
	{
		attributeLabels.push_back("firing heat / second:");
		attributeValues.push_back(Format::Number(60. * outfit.FiringHeat() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.FiringFuel() && outfit.Reload())
	{
		attributeLabels.push_back("firing fuel / second:");
		attributeValues.push_back(Format::Number(60. * outfit.FiringFuel() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	bool isContinuous = (outfit.Reload() <= 1);
	attributeLabels.push_back("shots / second:");
	if(isContinuous)
		attributeValues.push_back("continuous");
	else
		attributeValues.push_back(Format::Number(60. / outfit.Reload()));
	attributesHeight += 20;
	
	int homing = outfit.Homing();
	if(homing)
	{
		static const string skill[] = {
			"no",
			"poor",
			"fair",
			"good",
			"excellent"
		};
		attributeLabels.push_back("homing:");
		attributeValues.push_back(skill[max(0, min(4, homing))]);
		attributesHeight += 20;
	}
	static const string percentNames[] = {
		"tracking:",
		"optical tracking:",
		"infrared tracking:",
		"radar tracking:",
		"piercing:"
	};
	double percentValues[] = {
		outfit.Tracking(),
		outfit.OpticalTracking(),
		outfit.InfraredTracking(),
		outfit.RadarTracking(),
		outfit.Piercing()
	};
	for(unsigned i = 0; i < sizeof(percentValues) / sizeof(percentValues[0]); ++i)
		if(percentValues[i])
		{
			int percent = 100. * percentValues[i] + .5;
			attributeLabels.push_back(percentNames[i]);
			attributeValues.push_back(Format::Number(percent) + "%");
			attributesHeight += 20;
		}
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	
	static const string names[] = {
		"shield damage / shot:",
		"hull damage / shot:",
		"heat damage / shot:",
		"ion damage / shot:",
		"slowing damage / shot:",
		"disruption damage / shot:",
		"firing energy / shot:",
		"firing heat / shot:",
		"firing fuel / shot:",
		"inaccuracy:",
		"blast radius:",
		"missile strength:",
		"anti-missile:",
	};
	double values[] = {
		outfit.ShieldDamage(),
		outfit.HullDamage(),
		outfit.HeatDamage(),
		outfit.IonDamage() * 100.,
		outfit.SlowingDamage() * 100.,
		outfit.DisruptionDamage() * 100.,
		outfit.FiringEnergy(),
		outfit.FiringHeat(),
		outfit.FiringFuel(),
		outfit.Inaccuracy(),
		outfit.BlastRadius(),
		static_cast<double>(outfit.MissileStrength()),
		static_cast<double>(outfit.AntiMissile())
	};
	static const int NAMES = sizeof(names) / sizeof(names[0]);
	for(int i = (isContinuous ? 9 : 0); i < NAMES; ++i)
		if(values[i])
		{
			attributeLabels.push_back(names[i]);
			attributeValues.push_back(Format::Number(values[i]));
			attributesHeight += 20;
		}
}
Outfit ProtocolGame::internalGetOutfit(InputMessage& msg)
{
    Outfit outfit;

    int id = msg.getU16();
    if(id != 0) {
        outfit.setCategory(ThingsType::Creature);
        int head = msg.getU8();
        int body = msg.getU8();
        int legs = msg.getU8();
        int feet = msg.getU8();
        int addons = msg.getU8();

        outfit.setId(id);
        outfit.setHead(head);
        outfit.setBody(body);
        outfit.setLegs(legs);
        outfit.setFeet(feet);
        outfit.setAddons(addons);
    }
    else {
        int id = msg.getU16();
        if(id == 0) {
            outfit.setCategory(ThingsType::Effect);
            outfit.setId(13);
        }
        else {
            outfit.setCategory(ThingsType::Item);
            outfit.setId(id);
        }
    }

    return outfit;
}
Beispiel #18
0
void CreatureManager::internalLoadCreatureBuffer(TiXmlElement* attrib, const CreatureTypePtr& m)
{
    if(std::find(m_creatures.begin(), m_creatures.end(), m) != m_creatures.end())
        return;

    Outfit out;

    int32 type = attrib->readType<int32>("type");
    if(type > 0) {
        out.setCategory(ThingCategoryCreature);
        out.setId(type);
    } else {
        out.setCategory(ThingCategoryItem);
        out.setAuxId(attrib->readType<int32>("typeex"));
    }

    {
        out.setHead(attrib->readType<int>(("head")));
        out.setBody(attrib->readType<int>(("body")));
        out.setLegs(attrib->readType<int>(("legs")));
        out.setFeet(attrib->readType<int>(("feet")));
        out.setAddons(attrib->readType<int>(("addons")));
        out.setMount(attrib->readType<int>(("mount")));
    }

    m->setOutfit(out);
    m_creatures.push_back(m);
}
void OutfitInfoDisplay::UpdateAttributes(const Outfit &outfit)
{
	attributeLabels.clear();
	attributeValues.clear();
	attributesHeight = 20;
	
	map<string, map<string, int>> listing;
	for(const auto &it : outfit.Attributes())
	{
		if(it.first == "cost" || it.first == "outfit space"
				|| it.first == "weapon capacity" || it.first == "engine capacity"
				|| it.first == "gun ports" || it.first == "turret mounts")
			continue;
		
		attributeLabels.push_back(it.first + ':');
		attributeValues.push_back(Format::Number(it.second));
		attributesHeight += 20;
	}
	
	if(!outfit.IsWeapon())
		return;
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	
	if(outfit.Ammo())
	{
		attributeLabels.push_back("ammo:");
		attributeValues.push_back(outfit.Ammo()->Name());
		attributesHeight += 20;
	}
	
	attributeLabels.push_back("range:");
	attributeValues.push_back(Format::Number(outfit.Range()));
	attributesHeight += 20;
	
	if(outfit.ShieldDamage() && outfit.Reload())
	{
		attributeLabels.push_back("shield damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.ShieldDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.HullDamage() && outfit.Reload())
	{
		attributeLabels.push_back("hull damage / second:");
		attributeValues.push_back(Format::Number(60. * outfit.HullDamage() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.FiringEnergy() && outfit.Reload())
	{
		attributeLabels.push_back("firing energy / second:");
		attributeValues.push_back(Format::Number(60. * outfit.FiringEnergy() / outfit.Reload()));
		attributesHeight += 20;
	}
	
	if(outfit.Reload() > 1)
	{
		attributeLabels.push_back("shots / second:");
		attributeValues.push_back(Format::Number(60. / outfit.Reload()));
		attributesHeight += 20;
	}
	
	int homing = outfit.Homing();
	if(homing)
	{
		static const string skill[] = {
			"no",
			"poor",
			"fair",
			"good",
			"excellent"
		};
		attributeLabels.push_back("homing:");
		attributeValues.push_back(skill[max(0, min(4, homing))]);
		attributesHeight += 20;
	}
	
	attributeLabels.push_back(string());
	attributeValues.push_back(string());
	attributesHeight += 10;
	
	static const string names[] = {
		"inaccuracy:",
		"firing energy:",
		"firing heat:",
		"blast radius:",
		"missile strength:",
		"anti-missile:",
	};
	double values[] = {
		outfit.Inaccuracy(),
		outfit.FiringEnergy(),
		outfit.FiringHeat(),
		outfit.BlastRadius(),
		static_cast<double>(outfit.MissileStrength()),
		static_cast<double>(outfit.AntiMissile())
	};
	static const int NAMES = sizeof(names) / sizeof(names[0]);
	for(int i = 0; i < NAMES; ++i)
		if(values[i])
		{
			attributeLabels.push_back(names[i]);
			attributeValues.push_back(Format::Number(values[i]));
			attributesHeight += 20;
		}
}