Beispiel #1
0
/**
 * This function is called when one of the mission's UFOs has finished it's time on the ground.
 * It takes care of sending the UFO to the next waypoint and marking them for removal as required.
 * It must set the game data in a way that the rest of the code understands what to do.
 * @param ufo The UFO that reached it's waypoint.
 * @param game The saved game information.
 * @param globe The earth globe, required to get access to land checks.
 */
void AlienMission::ufoLifting(Ufo &ufo, SavedGame &game, const Globe &globe)
{
	switch (ufo.getStatus())
	{
	case Ufo::FLYING:
		assert(0 && "Ufo is already on the air!");
		break;
	case Ufo::LANDED:
		{
			// base missions only get points when they are completed.
			if (_rule.getPoints() > 0 && _rule.getObjective() != OBJECTIVE_BASE)
			{
				addScore(ufo.getLongitude(), ufo.getLatitude(), game);
			}
			ufo.setAltitude("STR_VERY_LOW");
			ufo.setSpeed((int)(ufo.getRules()->getMaxSpeed() * ufo.getTrajectory().getSpeedPercentage(ufo.getTrajectoryPoint())));
		}
		break;
	case Ufo::CRASHED:
		// Mission expired
		ufo.setDetected(false);
		ufo.setStatus(Ufo::DESTROYED);
		break;
	case Ufo::DESTROYED:
		assert(0 && "UFO can't fly!");
		break;
	}
}
Beispiel #2
0
/**
 * Returns the current altitude of the craft.
 * @return Altitude.
 */
std::string Craft::getAltitude() const
{
	Ufo *u = dynamic_cast<Ufo*>(_dest);
	if (u && u->getAltitude() != "STR_GROUND")
	{
		return u->getAltitude();
	}
	else
	{
		return "STR_VERY_LOW";
	}
}
Beispiel #3
0
/**
 * Returns if a certain target is detected by the craft's
 * radar, taking in account the range and chance.
 * @param target Pointer to target to compare.
 * @return True if it's detected, False otherwise.
 */
bool Craft::detect(Target *target) const
{
	if (_rules->getRadarRange() == 0 || !insideRadarRange(target))
		return false;

	// backward compatibility with vanilla
	if (_rules->getRadarChance() == 100)
		return true;

	Ufo *u = dynamic_cast<Ufo*>(target);
	int chance = _rules->getRadarChance() * (100 + u->getVisibility()) / 100;
	return RNG::percent(chance);
}
Beispiel #4
0
/**
 * Enters the mission.
 * @param action Pointer to an action.
 */
void ConfirmLandingState::btnYesClick(Action *)
{
	_game->popState();
	_state->musicStop();
	Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
	TerrorSite* t = dynamic_cast<TerrorSite*>(_craft->getDestination());
	AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());
	size_t month = _game->getSavedGame()->getMonthsPassed();
	if (month > _game->getRuleset()->getAlienItemLevels().size()-1)
		month = _game->getRuleset()->getAlienItemLevels().size()-1;

	SavedBattleGame *bgame = new SavedBattleGame();
	_game->getSavedGame()->setBattleGame(bgame);
	BattlescapeGenerator bgen = BattlescapeGenerator(_game);
	bgen.setWorldTexture(_texture);
	bgen.setWorldShade(_shade);
	bgen.setCraft(_craft);
	if (u != 0)
	{
		if(u->getStatus() == Ufo::CRASHED)
			bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
		else
			bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
		bgen.setUfo(u);
		bgen.setAlienRace(u->getAlienRace());
	}
	else if (t != 0)
	{
		bgame->setMissionType("STR_TERROR_MISSION");
		bgen.setTerrorSite(t);
		bgen.setAlienRace(t->getAlienRace());
	}
	else if (b != 0)
	{
		bgame->setMissionType("STR_ALIEN_BASE_ASSAULT");
		bgen.setAlienBase(b);
		bgen.setAlienRace(b->getAlienRace());
	}
	else
	{
		throw Exception("No mission available!");
	}
	bgen.setAlienItemlevel(_game->getRuleset()->getAlienItemLevels().at(month).at(RNG::generate(0,9)));
	bgen.run();
	_game->pushState(new BriefingState(_game, _craft));
}
/**
 * Enters the mission.
 * @param action Pointer to an action.
 */
void ConfirmLandingState::btnYesClick(Action *)
{
	_game->popState();
	Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
	MissionSite* m = dynamic_cast<MissionSite*>(_craft->getDestination());
	AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());

	SavedBattleGame *bgame = new SavedBattleGame();
	_game->getSavedGame()->setBattleGame(bgame);
	BattlescapeGenerator bgen(_game);
	bgen.setWorldTexture(_texture);
	bgen.setWorldShade(_shade);
	bgen.setCraft(_craft);
	if (u != 0)
	{
		if (u->getStatus() == Ufo::CRASHED)
			bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
		else
			bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
		bgen.setUfo(u);
		bgen.setAlienRace(u->getAlienRace());
	}
	else if (m != 0)
	{
		bgame->setMissionType(m->getDeployment()->getType());
		bgen.setMissionSite(m);
		bgen.setAlienRace(m->getAlienRace());
	}
	else if (b != 0)
	{
		bgame->setMissionType(b->getDeployment()->getType());
		bgen.setAlienBase(b);
		bgen.setAlienRace(b->getAlienRace());
		bgen.setWorldTexture(0);
	}
	else
	{
		throw Exception("No mission available!");
	}
	bgen.run();
	_game->pushState(new BriefingState(_craft));
}
Beispiel #6
0
/**
 * This function is called when one of the mission's UFOs is shot down (crashed or destroyed).
 * Currently the only thing that happens is delaying the next UFO in the mission sequence.
 * @param ufo The UFO that was shot down.
 * @param engine The game engine, unused for now.
 * @param globe The earth globe, unused for now.
 */
void AlienMission::ufoShotDown(Ufo &ufo, Game &, const Globe &)
{
	switch (ufo.getStatus())
	{
	case Ufo::FLYING:
	case Ufo::LANDED:
		assert(0 && "Ufo seems ok!");
		break;
	case Ufo::CRASHED:
	case Ufo::DESTROYED:
		if (_nextWave != _rule.getWaveCount())
		{
			// Delay next wave
			_spawnCountdown += 30 * (RNG::generate(0, 48) + 400);
		}
		break;
	}
}
Beispiel #7
0
/**
 * This function is called when one of the mission's UFOs arrives at it's current destination.
 * It takes care of sending the UFO to the next waypoint, landing UFOs and
 * marking them for removal as required. It must set the game data in a way that the rest of the code
 * understands what to do.
 * @param ufo The UFO that reached it's waypoint.
 * @param engine The game engine, required to get access to game data and game rules.
 * @param globe The earth globe, required to get access to land checks.
 */
void AlienMission::ufoReachedWaypoint(Ufo &ufo, Game &engine, const Globe &globe)
{
	const Ruleset &rules = *engine.getRuleset();
	SavedGame &game = *engine.getSavedGame();
	if (ufo.getTrajectoryPoint() == ufo.getTrajectory().getWaypointCount() - 1)
	{
		ufo.setDetected(false);
		ufo.setStatus(Ufo::DESTROYED);
		return;
	}
	ufo.setAltitude(ufo.getTrajectory().getAltitude(ufo.getTrajectoryPoint() + 1));
	if (ufo.getAltitude() != "STR_GROUND")
	{
		if (ufo.getLandId() != 0)
		{
			ufo.setLandId(0);
		}
		ufo.setTrajectoryPoint(ufo.getTrajectoryPoint() + 1);
		// Set next waypoint.
		Waypoint *wp = new Waypoint();
		RuleRegion *region = rules.getRegion(_region);
		ufo.setSpeed((int)(ufo.getRules()->getMaxSpeed() * ufo.getTrajectory().getSpeedPercentage(ufo.getTrajectoryPoint())));
		std::pair<double, double> pos;
		if (ufo.getTrajectory().getAltitude(ufo.getTrajectoryPoint()) == "STR_GROUND")
		{
			pos = getLandPoint(globe, *region, ufo.getTrajectory().getZone(ufo.getTrajectoryPoint()));
		}
		else
		{
			pos = region->getRandomPoint(ufo.getTrajectory().getZone(ufo.getTrajectoryPoint()));
		}
		wp->setLongitude(pos.first);
		wp->setLatitude(pos.second);
		ufo.setDestination(wp);
	}
	else
	{
		// UFO landed.

		if (ufo.getRules()->getType() == "STR_TERROR_SHIP" && _rule.getType() == "STR_ALIEN_TERROR" && ufo.getTrajectory().getZone(ufo.getTrajectoryPoint()) == 0)
		{
			// Specialized: STR_ALIEN_TERROR
			// Remove UFO, replace with TerrorSite.
			addScore(ufo.getLongitude(), ufo.getLatitude(), engine);
			ufo.setStatus(Ufo::DESTROYED);
			TerrorSite *terrorSite = new TerrorSite();
			terrorSite->setLongitude(ufo.getLongitude());
			terrorSite->setLatitude(ufo.getLatitude());
			terrorSite->setId(game.getId("STR_TERROR_SITE"));
			terrorSite->setSecondsRemaining(4 * 3600 + RNG::generate(0, 6) * 3600);
			terrorSite->setAlienRace(_race);
			const City *city = rules.locateCity(ufo.getLongitude(), ufo.getLatitude());
			assert(city);
			game.getTerrorSites()->push_back(terrorSite);
			for (std::vector<Target*>::iterator t = ufo.getFollowers()->begin(); t != ufo.getFollowers()->end();)
			{
				Craft* c = dynamic_cast<Craft*>(*t);
				if (c && c->getNumSoldiers() != 0)
				{
					c->setDestination(terrorSite);
					t = ufo.getFollowers()->begin();
				}
				else
				{
					++t;
				}
			}
		}
		else if (_rule.getType() == "STR_ALIEN_RETALIATION" && ufo.getTrajectory().getID() == "__RETALIATION_ASSAULT_RUN")
		{
			// Ignore what the trajectory might say, this is a base assault.
			// Remove UFO, replace with Base defense.
			ufo.setDetected(false);
			std::vector<Base *>::const_iterator found =
			    std::find_if(game.getBases()->begin(), game.getBases()->end(),
					 MatchBaseCoordinates(ufo.getLongitude(), ufo.getLatitude()));
			if (found == game.getBases()->end())
			{
				ufo.setStatus(Ufo::DESTROYED);
				// Only spawn mission if the base is still there.
				return;
			}
			ufo.setDestination(*found);
		}
		else
		{
			// Set timer for UFO on the ground.
			ufo.setSecondsRemaining(ufo.getTrajectory().groundTimer());
			if (ufo.getDetected() && ufo.getLandId() == 0)
			{
				ufo.setLandId(engine.getSavedGame()->getId("STR_LANDING_SITE"));
			}
		}
	}
}
Beispiel #8
0
/**
 * This function will spawn a UFO according the the mission rules.
 * Some code is duplicated between cases, that's ok for now. It's on different
 * code paths and the function is MUCH easier to read written this way.
 * @param game The saved game information.
 * @param ruleset The ruleset.
 * @param globe The globe, for land checks.
 * @param ufoRule The rule for the desired UFO.
 * @param trajectory The rule for the desired trajectory.
 * @return Pointer to the spawned UFO. If the mission does not desire to spawn a UFO, 0 is returned.
 */
Ufo *AlienMission::spawnUfo(const SavedGame &game, const Ruleset &ruleset, const Globe &globe, const RuleUfo &ufoRule, const UfoTrajectory &trajectory)
{
	if (_rule.getType() == "STR_ALIEN_RETALIATION")
	{
		const RuleRegion &regionRules = *ruleset.getRegion(_region);
		std::vector<Base *>::const_iterator found =
		    std::find_if(game.getBases()->begin(), game.getBases()->end(),
				 FindMarkedXCOMBase(regionRules));
		if (found != game.getBases()->end())
		{
			// Spawn a battleship straight for the XCOM base.
			const RuleUfo &battleshipRule = *ruleset.getUfo("STR_BATTLESHIP");
			const UfoTrajectory &assaultTrajectory = *ruleset.getUfoTrajectory("__RETALIATION_ASSAULT_RUN");
			Ufo *ufo = new Ufo(const_cast<RuleUfo*>(&battleshipRule));
			ufo->setMissionInfo(this, &assaultTrajectory);
			std::pair<double, double> pos;
			if (trajectory.getAltitude(0) == "STR_GROUND")
			{
				pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
			}
			else
			{
				pos = regionRules.getRandomPoint(trajectory.getZone(0));
			}
			ufo->setAltitude(assaultTrajectory.getAltitude(0));
			ufo->setSpeed(assaultTrajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
			ufo->setLongitude(pos.first);
			ufo->setLatitude(pos.second);
			Waypoint *wp = new Waypoint();
			wp->setLongitude((*found)->getLongitude());
			wp->setLatitude((*found)->getLatitude());
			ufo->setDestination(wp);
			return ufo;
		}
	}
	else if (_rule.getType() == "STR_ALIEN_SUPPLY")
	{
		Log(LOG_DEBUG) << __FILE__ << ':' << __LINE__ << ' ' << _base;
		if (ufoRule.getType() == "STR_SUPPLY_SHIP" && !_base)
		{
			// No base to supply!
			return 0;
		}
		// Our destination is always an alien base.
		Ufo *ufo = new Ufo(const_cast<RuleUfo*>(&ufoRule));
		ufo->setMissionInfo(this, &trajectory);
		const RuleRegion &regionRules = *ruleset.getRegion(_region);
		std::pair<double, double> pos;
		if (trajectory.getAltitude(0) == "STR_GROUND")
		{
			pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(0));
		}
		ufo->setAltitude(trajectory.getAltitude(0));
		ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
		ufo->setLongitude(pos.first);
		ufo->setLatitude(pos.second);
		Waypoint *wp = new Waypoint();
		if (trajectory.getAltitude(1) == "STR_GROUND")
		{
			if (ufoRule.getType() == "STR_SUPPLY_SHIP")
			{
				// Supply ships on supply missions land on bases, ignore trajectory zone.
				pos.first = _base->getLongitude();
				pos.second = _base->getLatitude();
			}
			else
			{
				// Other ships can land where they want.
				pos = getLandPoint(globe, regionRules, trajectory.getZone(1));
			}
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(1));
		}
		wp->setLongitude(pos.first);
		wp->setLatitude(pos.second);
		ufo->setDestination(wp);
		return ufo;
	}
	// Spawn according to sequence.
	Ufo *ufo = new Ufo(const_cast<RuleUfo*>(&ufoRule));
	ufo->setMissionInfo(this, &trajectory);
	const RuleRegion &regionRules = *ruleset.getRegion(_region);
	std::pair<double, double> pos;
	if (trajectory.getAltitude(0) == "STR_GROUND")
	{
		pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
	}
	else
	{
		pos = regionRules.getRandomPoint(trajectory.getZone(0));
	}
	ufo->setAltitude(trajectory.getAltitude(0));
	ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
	ufo->setLongitude(pos.first);
	ufo->setLatitude(pos.second);
	Waypoint *wp = new Waypoint();
	if (trajectory.getAltitude(1) == "STR_GROUND")
	{
		pos = getLandPoint(globe, regionRules, trajectory.getZone(1));
	}
	else
	{
		pos = regionRules.getRandomPoint(trajectory.getZone(1));
	}
	wp->setLongitude(pos.first);
	wp->setLatitude(pos.second);
		ufo->setDestination(wp);
	return ufo;
}
Beispiel #9
0
/**
 * Loads a saved game's contents from a YAML file.
 * @note Assumes the saved game is blank.
 * @param filename YAML filename.
 * @param rule Ruleset for the saved game.
 */
void SavedGame::load(const std::string &filename, Ruleset *rule)
{
	std::string s = Options::getUserFolder() + filename + ".sav";
	std::ifstream fin(s.c_str());
	if (!fin)
	{
		throw Exception("Failed to load savegame");
	}
    YAML::Parser parser(fin);
	YAML::Node doc;

	// Get brief save info
    parser.GetNextDocument(doc);
	std::string v;
	doc["version"] >> v;
	if (v != Options::getVersion())
	{
		throw Exception("Version mismatch");
	}
	_time->load(doc["time"]);

	// Get full save data
	parser.GetNextDocument(doc);
	int a = 0;
	doc["difficulty"] >> a;
	_difficulty = (GameDifficulty)a;
	doc["funds"] >> _funds;

	for (YAML::Iterator i = doc["countries"].begin(); i != doc["countries"].end(); ++i)
	{
		std::string type;
		(*i)["type"] >> type;
		Country *c = new Country(rule->getCountry(type), false);
		c->load(*i);
		_countries.push_back(c);
	}

	for (YAML::Iterator i = doc["regions"].begin(); i != doc["regions"].end(); ++i)
	{
		std::string type;
		(*i)["type"] >> type;
		Region *r = new Region(rule->getRegion(type));
		r->load(*i);
		_regions.push_back(r);
	}

	for (YAML::Iterator i = doc["ufos"].begin(); i != doc["ufos"].end(); ++i)
	{
		std::string type;
		(*i)["type"] >> type;
		Ufo *u = new Ufo(rule->getUfo(type));
		u->load(*i);
		_ufos.push_back(u);
	}

	doc["craftId"] >> _craftId;

	for (YAML::Iterator i = doc["waypoints"].begin(); i != doc["waypoints"].end(); ++i)
	{
		Waypoint *w = new Waypoint();
		w->load(*i);
		_waypoints.push_back(w);
	}

	doc["ufoId"] >> _ufoId;
	doc["waypointId"] >> _waypointId;
	doc["soldierId"] >> _soldierId;

	for (YAML::Iterator i = doc["bases"].begin(); i != doc["bases"].end(); ++i)
	{
		Base *b = new Base(rule);
		b->load(*i, this);
		_bases.push_back(b);
	}

	for(YAML::Iterator it=doc["discovered"].begin();it!=doc["discovered"].end();++it)
	{
		std::string research;
		*it >> research;
		_discovered.push_back(rule->getResearchProject(research));
	}

	if (const YAML::Node *pName = doc.FindValue("battleGame"))
	{
		_battleGame = new SavedBattleGame();
		_battleGame->load(*pName, rule, this);
	}

	fin.close();
}
Beispiel #10
0
/**
 * Initializes all the elements in the Geoscape Craft window.
 * @param game Pointer to the core game.
 * @param craft Pointer to the craft to display.
 * @param globe Pointer to the Geoscape globe.
 * @param waypoint Pointer to the last UFO position (if redirecting the craft).
 */
GeoscapeCraftState::GeoscapeCraftState(Game *game, Craft *craft, Globe *globe, Waypoint *waypoint) : State(game), _craft(craft), _globe(globe), _waypoint(waypoint)
{
	_screen = false;

	// Create objects
	_window = new Window(this, 240, 184, 8, 8, POPUP_BOTH);
	_btnBase = new TextButton(192, 12, 32, 124);
	_btnTarget = new TextButton(192, 12, 32, 140);
	_btnPatrol = new TextButton(192, 12, 32, 156);
	_btnCancel = new TextButton(192, 12, 32, 172);
	_txtTitle = new Text(200, 16, 32, 20);
	_txtStatus = new Text(200, 9, 32, 36);
	_txtBase = new Text(200, 9, 32, 52);
	_txtSpeed = new Text(200, 9, 32, 60);
	_txtMaxSpeed = new Text(200, 9, 32, 68);
	_txtAltitude = new Text(200, 9, 32, 76);
	_txtFuel = new Text(200, 9, 32, 84);
	_txtW1Name = new Text(120, 9, 32, 92);
	_txtW1Ammo = new Text(60, 9, 164, 92);
	_txtW2Name = new Text(120, 9, 32, 100);
	_txtW2Ammo = new Text(60, 9, 164, 100);
	_txtRedirect = new Text(230, 16, 13, 108);

	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(4)), Palette::backPos, 16);

	add(_window);
	add(_btnBase);
	add(_btnTarget);
	add(_btnPatrol);
	add(_btnCancel);
	add(_txtTitle);
	add(_txtStatus);
	add(_txtBase);
	add(_txtSpeed);
	add(_txtMaxSpeed);
	add(_txtAltitude);
	add(_txtFuel);
	add(_txtW1Name);
	add(_txtW1Ammo);
	add(_txtW2Name);
	add(_txtW2Ammo);
	add(_txtRedirect);

	// Set up objects
	_window->setColor(Palette::blockOffset(15)-1);
	_window->setBackground(_game->getResourcePack()->getSurface("BACK12.SCR"));

	_btnBase->setColor(Palette::blockOffset(8)+5);
	_btnBase->setText(_game->getLanguage()->getString("STR_RETURN_TO_BASE"));
	_btnBase->onMouseClick((ActionHandler)&GeoscapeCraftState::btnBaseClick);

	_btnTarget->setColor(Palette::blockOffset(8)+5);
	_btnTarget->setText(_game->getLanguage()->getString("STR_SELECT_NEW_TARGET"));
	_btnTarget->onMouseClick((ActionHandler)&GeoscapeCraftState::btnTargetClick);

	_btnPatrol->setColor(Palette::blockOffset(8)+5);
	_btnPatrol->setText(_game->getLanguage()->getString("STR_PATROL"));
	_btnPatrol->onMouseClick((ActionHandler)&GeoscapeCraftState::btnPatrolClick);

	_btnCancel->setColor(Palette::blockOffset(8)+5);
	_btnCancel->setText(_game->getLanguage()->getString("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&GeoscapeCraftState::btnCancelClick);

	_txtTitle->setColor(Palette::blockOffset(15)-1);
	_txtTitle->setBig();
	_txtTitle->setText(_craft->getName(_game->getLanguage()));

	_txtStatus->setColor(Palette::blockOffset(15)-1);
	_txtStatus->setSecondaryColor(Palette::blockOffset(8)+10);
	std::wstringstream ss;
	ss << _game->getLanguage()->getString("STR_STATUS_") << L'\x01';
	if (_waypoint != 0)
	{
		ss << _game->getLanguage()->getString("STR_INTERCEPTING_UFO") << _waypoint->getId();
	}
	else if (_craft->getLowFuel())
	{
		ss << _game->getLanguage()->getString("STR_LOW_FUEL_RETURNING_TO_BASE");
	}
	else if (_craft->getDestination() == 0)
	{
		ss << _game->getLanguage()->getString("STR_PATROLLING");
	}
	else if (_craft->getDestination() == (Target*)_craft->getBase())
	{
		ss << _game->getLanguage()->getString("STR_RETURNING_TO_BASE");
	}
	else
	{
		Ufo *u = dynamic_cast<Ufo*>(_craft->getDestination());
		if (u != 0)
		{
			if (!u->isCrashed())
			{
				ss << _game->getLanguage()->getString("STR_INTERCEPTING_UFO") << u->getId();
			}
			else
			{
				ss << _game->getLanguage()->getString("STR_DESTINATION_UC") << u->getName(_game->getLanguage());
			}
		}
		else
		{
			ss << _game->getLanguage()->getString("STR_DESTINATION_UC") << _craft->getDestination()->getName(_game->getLanguage());
		}
	}
	_txtStatus->setText(ss.str());

	_txtBase->setColor(Palette::blockOffset(15)-1);
	_txtBase->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss2;
	ss2 << _game->getLanguage()->getString("STR_BASE_UC_") << L'\x01' << _craft->getBase()->getName();
	_txtBase->setText(ss2.str());

	_txtSpeed->setColor(Palette::blockOffset(15)-1);
	_txtSpeed->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss3;
	ss3 << _game->getLanguage()->getString("STR_SPEED_") << L'\x01' << _craft->getSpeed();
	_txtSpeed->setText(ss3.str());

	_txtMaxSpeed->setColor(Palette::blockOffset(15)-1);
	_txtMaxSpeed->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss4;
	ss4 << _game->getLanguage()->getString("STR_MAXIMUM_SPEED_UC") << L'\x01' << _craft->getRules()->getMaxSpeed();
	_txtMaxSpeed->setText(ss4.str());

	_txtAltitude->setColor(Palette::blockOffset(15)-1);
	_txtAltitude->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss5;
	ss5 << _game->getLanguage()->getString("STR_ALTITUDE_") << L'\x01' << _game->getLanguage()->getString(_craft->getAltitude());
	_txtAltitude->setText(ss5.str());

	_txtFuel->setColor(Palette::blockOffset(15)-1);
	_txtFuel->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss6;
	ss6 << _game->getLanguage()->getString("STR_FUEL") << L'\x01' << _craft->getFuelPercentage() << "%";
	_txtFuel->setText(ss6.str());

	_txtW1Name->setColor(Palette::blockOffset(15)-1);
	_txtW1Name->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss7;
	ss7 << _game->getLanguage()->getString("STR_WEAPON_1") << L'\x01';

	_txtW1Ammo->setColor(Palette::blockOffset(15)-1);
	_txtW1Ammo->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss8;
	ss8 << _game->getLanguage()->getString("STR_ROUNDS_") << L'\x01';

	if (_craft->getRules()->getWeapons() > 0 && _craft->getWeapons()->at(0) != 0)
	{
		CraftWeapon *w1 = _craft->getWeapons()->at(0);

		ss7 << _game->getLanguage()->getString(w1->getRules()->getType());
		_txtW1Name->setText(ss7.str());

		ss8 << w1->getAmmo();
		_txtW1Ammo->setText(ss8.str());
	}
	else
	{
		ss7 << _game->getLanguage()->getString("STR_NONE_UC");
		_txtW1Name->setText(ss7.str());
		_txtW1Ammo->setVisible(false);
	}

	_txtW2Name->setColor(Palette::blockOffset(15)-1);
	_txtW2Name->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss9;
	ss9 << _game->getLanguage()->getString("STR_WEAPON_2") << L'\x01';

	_txtW2Ammo->setColor(Palette::blockOffset(15)-1);
	_txtW2Ammo->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss10;
	ss10 << _game->getLanguage()->getString("STR_ROUNDS_") << L'\x01';

	if (_craft->getRules()->getWeapons() > 1 && _craft->getWeapons()->at(1) != 0)
	{
		CraftWeapon *w2 = _craft->getWeapons()->at(1);

		ss9 << _game->getLanguage()->getString(w2->getRules()->getType());
		_txtW2Name->setText(ss9.str());

		ss10 << w2->getAmmo();
		_txtW2Ammo->setText(ss10.str());
	}
	else
	{
		ss9 << _game->getLanguage()->getString("STR_NONE_UC");
		_txtW2Name->setText(ss9.str());
		_txtW2Ammo->setVisible(false);
	}

	_txtRedirect->setColor(Palette::blockOffset(15)-1);
	_txtRedirect->setBig();
	_txtRedirect->setAlign(ALIGN_CENTER);
	_txtRedirect->setText(_game->getLanguage()->getString("STR_REDIRECT_CRAFT"));

	if (_waypoint == 0)
	{
		_txtRedirect->setVisible(false);
	}
	else
	{
		_btnCancel->setText(_game->getLanguage()->getString("STR_GO_TO_LAST_KNOWN_UFO_POSITION"));
	}

	if (_craft->getLowFuel())
	{
		_btnBase->setVisible(false);
		_btnTarget->setVisible(false);
		_btnPatrol->setVisible(false);
	}
}
Beispiel #11
0
/**
 * Starts the battle.
 * @param action Pointer to an action.
 */
void NewBattleState::btnOkClick(Action *)
{
	save();
	if (_missionTypes[_cbxMission->getSelected()] != "STR_BASE_DEFENSE" && _craft->getNumSoldiers() == 0 && _craft->getNumVehicles() == 0)
	{
		return;
	}

	SavedBattleGame *bgame = new SavedBattleGame();
	_game->getSavedGame()->setBattleGame(bgame);
	bgame->setMissionType(_missionTypes[_cbxMission->getSelected()]);
	BattlescapeGenerator bgen = BattlescapeGenerator(_game);
	Base *base = 0;

	bgen.setTerrain(_game->getMod()->getTerrain(_terrainTypes[_cbxTerrain->getSelected()]));

	// base defense
	if (_missionTypes[_cbxMission->getSelected()] == "STR_BASE_DEFENSE")
	{
		base = _craft->getBase();
		bgen.setBase(base);
		_craft = 0;
	}
	// alien base
	else if (_game->getMod()->getDeployment(bgame->getMissionType())->isAlienBase())
	{
		AlienBase *b = new AlienBase(_game->getMod()->getDeployment(bgame->getMissionType()));
		b->setId(1);
		b->setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
		_craft->setDestination(b);
		bgen.setAlienBase(b);
		_game->getSavedGame()->getAlienBases()->push_back(b);
	}
	// ufo assault
	else if (_craft && _game->getMod()->getUfo(_missionTypes[_cbxMission->getSelected()]))
	{
		Ufo *u = new Ufo(_game->getMod()->getUfo(_missionTypes[_cbxMission->getSelected()]));
		u->setId(1);
		_craft->setDestination(u);
		bgen.setUfo(u);
		// either ground assault or ufo crash
		if (RNG::generate(0,1) == 1)
		{
			u->setStatus(Ufo::LANDED);
			bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
		}
		else
		{
			u->setStatus(Ufo::CRASHED);
			bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
		}
		_game->getSavedGame()->getUfos()->push_back(u);
	}
	// mission site
	else
	{
		const AlienDeployment *deployment = _game->getMod()->getDeployment(bgame->getMissionType());
		const RuleAlienMission *mission = _game->getMod()->getAlienMission(_game->getMod()->getAlienMissionList().front()); // doesn't matter
		MissionSite *m = new MissionSite(mission, deployment);
		m->setId(1);
		m->setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
		_craft->setDestination(m);
		bgen.setMissionSite(m);
		_game->getSavedGame()->getMissionSites()->push_back(m);
	}

	if (_craft)
	{
		_craft->setSpeed(0);
		bgen.setCraft(_craft);
	}

	_game->getSavedGame()->setDifficulty((GameDifficulty)_cbxDifficulty->getSelected());

	bgen.setWorldShade(_slrDarkness->getValue());
	bgen.setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
	bgen.setAlienItemlevel(_slrAlienTech->getValue());
	bgame->setDepth(_slrDepth->getValue());

	bgen.run();

	_game->popState();
	_game->popState();
	_game->pushState(new BriefingState(_craft, base));
	_craft = 0;
}
/**
 * Initializes all the elements in the Geoscape Craft window.
 * @param game Pointer to the core game.
 * @param craft Pointer to the craft to display.
 * @param globe Pointer to the Geoscape globe.
 * @param waypoint Pointer to the last UFO position (if redirecting the craft).
 */
GeoscapeCraftState::GeoscapeCraftState(Game *game, Craft *craft, Globe *globe, Waypoint *waypoint) : State(game), _craft(craft), _globe(globe), _waypoint(waypoint)
{
	_screen = false;

	// Create objects
	_window = new Window(this, 240, 184, 8, 8, POPUP_BOTH);
	_btnBase = new TextButton(192, 12, 32, 124);
	_btnTarget = new TextButton(192, 12, 32, 140);
	_btnPatrol = new TextButton(192, 12, 32, 156);
	_btnCancel = new TextButton(192, 12, 32, 172);
	_txtTitle = new Text(200, 17, 32, 20);
	_txtStatus = new Text(210, 17, 32, 36);
	_txtBase = new Text(200, 9, 32, 52);
	_txtSpeed = new Text(200, 9, 32, 60);
	_txtMaxSpeed = new Text(200, 9, 32, 68);
	_txtAltitude = new Text(200, 9, 32, 76);
	_txtFuel = new Text(120, 9, 32, 84);
	_txtDamage = new Text(75, 9, 164, 84);
	_txtW1Name = new Text(120, 9, 32, 92);
	_txtW1Ammo = new Text(80, 9, 164, 92);
	_txtW2Name = new Text(120, 9, 32, 100);
	_txtW2Ammo = new Text(80, 9, 164, 100);
	_txtRedirect = new Text(230, 17, 13, 108);
	_txtSoldier = new Text(60, 9, 164, 68);
	_txtHWP = new Text(80, 9, 164, 76);

	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(4)), Palette::backPos, 16);

	add(_window);
	add(_btnBase);
	add(_btnTarget);
	add(_btnPatrol);
	add(_btnCancel);
	add(_txtTitle);
	add(_txtStatus);
	add(_txtBase);
	add(_txtSpeed);
	add(_txtMaxSpeed);
	add(_txtAltitude);
	add(_txtFuel);
	add(_txtDamage);
	add(_txtW1Name);
	add(_txtW1Ammo);
	add(_txtW2Name);
	add(_txtW2Ammo);
	add(_txtRedirect);
	add(_txtSoldier);
	add(_txtHWP);

	centerAllSurfaces();

	// Set up objects
	_window->setColor(Palette::blockOffset(15)-1);
	_window->setBackground(_game->getResourcePack()->getSurface("BACK12.SCR"));

	_btnBase->setColor(Palette::blockOffset(8)+5);
	_btnBase->setText(tr("STR_RETURN_TO_BASE"));
	_btnBase->onMouseClick((ActionHandler)&GeoscapeCraftState::btnBaseClick);

	_btnTarget->setColor(Palette::blockOffset(8)+5);
	_btnTarget->setText(tr("STR_SELECT_NEW_TARGET"));
	_btnTarget->onMouseClick((ActionHandler)&GeoscapeCraftState::btnTargetClick);

	_btnPatrol->setColor(Palette::blockOffset(8)+5);
	_btnPatrol->setText(tr("STR_PATROL"));
	_btnPatrol->onMouseClick((ActionHandler)&GeoscapeCraftState::btnPatrolClick);

	_btnCancel->setColor(Palette::blockOffset(8)+5);
	_btnCancel->setText(tr("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&GeoscapeCraftState::btnCancelClick);
	_btnCancel->onKeyboardPress((ActionHandler)&GeoscapeCraftState::btnCancelClick, (SDLKey)Options::getInt("keyCancel"));

	_txtTitle->setColor(Palette::blockOffset(15)-1);
	_txtTitle->setBig();
	_txtTitle->setText(_craft->getName(_game->getLanguage()));

	_txtStatus->setColor(Palette::blockOffset(15)-1);
	_txtStatus->setSecondaryColor(Palette::blockOffset(8)+10);
	_txtStatus->setWordWrap(true);
	std::wstring status;
	if (_waypoint != 0)
	{
		status = tr("STR_INTERCEPTING_UFO").arg(_waypoint->getId());
	}
	else if (_craft->getLowFuel())
	{
		status = tr("STR_LOW_FUEL_RETURNING_TO_BASE");
	}
	else if (_craft->getDestination() == 0)
	{
		status = tr("STR_PATROLLING");
	}
	else if (_craft->getDestination() == (Target*)_craft->getBase())
	{
		status = tr("STR_RETURNING_TO_BASE");
	}
	else
	{
		Ufo *u = dynamic_cast<Ufo*>(_craft->getDestination());
		if (u != 0)
		{
			if (_craft->isInDogfight())
			{
				status = tr("STR_TAILING_UFO");
			}
			else if (u->getStatus() == Ufo::FLYING)
			{
				status = tr("STR_INTERCEPTING_UFO").arg(u->getId());
			}
			else
			{
				status = tr("STR_DESTINATION_UC_").arg(u->getName(_game->getLanguage()));
			}
		}
		else
		{
			status = tr("STR_DESTINATION_UC_").arg(_craft->getDestination()->getName(_game->getLanguage()));
		}
	}
	_txtStatus->setText(tr("STR_STATUS_").arg(status));

	_txtBase->setColor(Palette::blockOffset(15)-1);
	_txtBase->setSecondaryColor(Palette::blockOffset(8)+5);
	_txtBase->setText(tr("STR_BASE_UC").arg(_craft->getBase()->getName()));

	_txtSpeed->setColor(Palette::blockOffset(15)-1);
	_txtSpeed->setSecondaryColor(Palette::blockOffset(8)+5);
	_txtSpeed->setText(tr("STR_SPEED_").arg(Text::formatNumber(_craft->getSpeed())));

	_txtMaxSpeed->setColor(Palette::blockOffset(15)-1);
	_txtMaxSpeed->setSecondaryColor(Palette::blockOffset(8)+5);
	_txtMaxSpeed->setText(tr("STR_MAXIMUM_SPEED_UC").arg(Text::formatNumber(_craft->getRules()->getMaxSpeed())));

	_txtAltitude->setColor(Palette::blockOffset(15)-1);
	_txtAltitude->setSecondaryColor(Palette::blockOffset(8)+5);
	std::string altitude = _craft->getAltitude() == "STR_GROUND" ? "STR_GROUNDED" : _craft->getAltitude();
	_txtAltitude->setText(tr("STR_ALTITUDE_").arg(tr(altitude)));

	_txtFuel->setColor(Palette::blockOffset(15)-1);
	_txtFuel->setSecondaryColor(Palette::blockOffset(8)+5);
	_txtFuel->setText(tr("STR_FUEL").arg(Text::formatPercentage(_craft->getFuelPercentage())));

	_txtDamage->setColor(Palette::blockOffset(15)-1);
	_txtDamage->setSecondaryColor(Palette::blockOffset(8)+5);
	_txtDamage->setText(tr("STR_DAMAGE_UC_").arg(Text::formatPercentage(_craft->getDamagePercentage())));

	_txtW1Name->setColor(Palette::blockOffset(15)-1);
	_txtW1Name->setSecondaryColor(Palette::blockOffset(8)+5);

	_txtW1Ammo->setColor(Palette::blockOffset(15)-1);
	_txtW1Ammo->setSecondaryColor(Palette::blockOffset(8)+5);

	if (_craft->getRules()->getWeapons() > 0 && _craft->getWeapons()->at(0) != 0)
	{
		CraftWeapon *w1 = _craft->getWeapons()->at(0);
		_txtW1Name->setText(tr("STR_WEAPON_ONE").arg(tr(w1->getRules()->getType())));
		_txtW1Ammo->setText(tr("STR_ROUNDS_").arg(w1->getAmmo()));
	}
	else
	{
		_txtW1Name->setText(tr("STR_WEAPON_ONE").arg(tr("STR_NONE_UC")));
		_txtW1Ammo->setVisible(false);
	}

	_txtW2Name->setColor(Palette::blockOffset(15)-1);
	_txtW2Name->setSecondaryColor(Palette::blockOffset(8)+5);

	_txtW2Ammo->setColor(Palette::blockOffset(15)-1);
	_txtW2Ammo->setSecondaryColor(Palette::blockOffset(8)+5);

	if (_craft->getRules()->getWeapons() > 1 && _craft->getWeapons()->at(1) != 0)
	{
		CraftWeapon *w2 = _craft->getWeapons()->at(1);
		_txtW2Name->setText(tr("STR_WEAPON_TWO").arg(tr(w2->getRules()->getType())));
		_txtW2Ammo->setText(tr("STR_ROUNDS_").arg(w2->getAmmo()));
	}
	else
	{
		_txtW2Name->setText(tr("STR_WEAPON_TWO").arg(tr("STR_NONE_UC")));
		_txtW2Ammo->setVisible(false);
	}

	_txtRedirect->setColor(Palette::blockOffset(15)-1);
	_txtRedirect->setBig();
	_txtRedirect->setAlign(ALIGN_CENTER);
	_txtRedirect->setText(tr("STR_REDIRECT_CRAFT"));

	_txtSoldier->setColor(Palette::blockOffset(15)-1);
	_txtSoldier->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss11;
	ss11 << tr("STR_SOLDIERS_UC") << ">" << L'\x01' << _craft->getNumSoldiers();
	_txtSoldier->setText(ss11.str());

	_txtHWP->setColor(Palette::blockOffset(15)-1);
	_txtHWP->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss12;
	ss12 << tr("STR_HWPS") << ">" << L'\x01' << _craft->getNumVehicles();
	_txtHWP->setText(ss12.str());

	if (_waypoint == 0)
	{
		_txtRedirect->setVisible(false);
	}
	else
	{
		_btnCancel->setText(tr("STR_GO_TO_LAST_KNOWN_UFO_POSITION"));
	}

	if (_craft->getLowFuel())
	{
		_btnBase->setVisible(false);
		_btnTarget->setVisible(false);
		_btnPatrol->setVisible(false);
	}

	if (_craft->getRules()->getSoldiers() == 0)
		_txtSoldier->setVisible(false);
	if (_craft->getRules()->getVehicles() == 0)
		_txtHWP->setVisible(false);
}
/**
 * Initializes all the elements in the Geoscape Craft window.
 * @param game Pointer to the core game.
 * @param craft Pointer to the craft to display.
 * @param globe Pointer to the Geoscape globe.
 * @param waypoint Pointer to the last UFO position (if redirecting the craft).
 */
GeoscapeCraftState::GeoscapeCraftState(Craft *craft, Globe *globe, Waypoint *waypoint) : _craft(craft), _globe(globe), _waypoint(waypoint)
{
	_screen = false;

	// Create objects
	_window = new Window(this, 240, 184, 8, 8, POPUP_BOTH);
	_btnBase = new TextButton(212, 12, 22, 124);
	_btnTarget = new TextButton(212, 12, 22, 140);
	_btnPatrol = new TextButton(212, 12, 22, 156);
	_btnCancel = new TextButton(212, 12, 22, 172);
	_txtTitle = new Text(210, 17, 32, 20);
	_txtStatus = new Text(210, 17, 32, 36);
	_txtBase = new Text(210, 9, 32, 52);
	_txtSpeed = new Text(210, 9, 32, 60);
	_txtMaxSpeed = new Text(210, 9, 32, 68);
	_txtAltitude = new Text(210, 9, 32, 76);
	_txtFuel = new Text(130, 9, 32, 84);
	_txtDamage = new Text(80, 9, 164, 84);
	_txtW1Name = new Text(130, 9, 32, 92);
	_txtW1Ammo = new Text(80, 9, 164, 92);
	_txtW2Name = new Text(130, 9, 32, 100);
	_txtW2Ammo = new Text(80, 9, 164, 100);
	_txtRedirect = new Text(230, 17, 13, 108);
	_txtSoldier = new Text(60, 9, 164, 68);
	_txtHWP = new Text(80, 9, 164, 76);

	// Set palette
	setInterface("geoCraft");

	add(_window, "window", "geoCraft");
	add(_btnBase, "button", "geoCraft");
	add(_btnTarget, "button", "geoCraft");
	add(_btnPatrol, "button", "geoCraft");
	add(_btnCancel, "button", "geoCraft");
	add(_txtTitle, "text1", "geoCraft");
	add(_txtStatus, "text1", "geoCraft");
	add(_txtBase, "text3", "geoCraft");
	add(_txtSpeed, "text3", "geoCraft");
	add(_txtMaxSpeed, "text3", "geoCraft");
	add(_txtAltitude, "text3", "geoCraft");
	add(_txtFuel, "text3", "geoCraft");
	add(_txtDamage, "text3", "geoCraft");
	add(_txtW1Name, "text3", "geoCraft");
	add(_txtW1Ammo, "text3", "geoCraft");
	add(_txtW2Name, "text3", "geoCraft");
	add(_txtW2Ammo, "text3", "geoCraft");
	add(_txtRedirect, "text3", "geoCraft");
	add(_txtSoldier, "text3", "geoCraft");
	add(_txtHWP, "text3", "geoCraft");

	centerAllSurfaces();

	// Set up objects
	_window->setBackground(_game->getMod()->getSurface("BACK12.SCR"));

	_btnBase->setText(tr("STR_RETURN_TO_BASE"));
	_btnBase->onMouseClick((ActionHandler)&GeoscapeCraftState::btnBaseClick);

	_btnTarget->setText(tr("STR_SELECT_NEW_TARGET"));
	_btnTarget->onMouseClick((ActionHandler)&GeoscapeCraftState::btnTargetClick);

	_btnPatrol->setText(tr("STR_PATROL"));
	_btnPatrol->onMouseClick((ActionHandler)&GeoscapeCraftState::btnPatrolClick);

	_btnCancel->setText(tr("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&GeoscapeCraftState::btnCancelClick);
	_btnCancel->onKeyboardPress((ActionHandler)&GeoscapeCraftState::btnCancelClick, Options::keyCancel);

	_txtTitle->setBig();
	_txtTitle->setText(_craft->getName(_game->getLanguage()));

	_txtStatus->setWordWrap(true);
	std::wstring status;
	if (_waypoint != 0)
	{
		status = tr("STR_INTERCEPTING_UFO").arg(_waypoint->getId());
	}
	else if (_craft->getLowFuel())
	{
		status = tr("STR_LOW_FUEL_RETURNING_TO_BASE");
	}
	else if (_craft->getMissionComplete())
	{
		status = tr("STR_MISSION_COMPLETE_RETURNING_TO_BASE");
	}
	else if (_craft->getDestination() == 0)
	{
		status = tr("STR_PATROLLING");
	}
	else if (_craft->getDestination() == (Target*)_craft->getBase())
	{
		status = tr("STR_RETURNING_TO_BASE");
	}
	else
	{
		Ufo *u = dynamic_cast<Ufo*>(_craft->getDestination());
		if (u != 0)
		{
			if (_craft->isInDogfight())
			{
				status = tr("STR_TAILING_UFO");
			}
			else if (u->getStatus() == Ufo::FLYING)
			{
				status = tr("STR_INTERCEPTING_UFO").arg(u->getId());
			}
			else
			{
				status = tr("STR_DESTINATION_UC_").arg(u->getName(_game->getLanguage()));
			}
		}
		else
		{
			status = tr("STR_DESTINATION_UC_").arg(_craft->getDestination()->getName(_game->getLanguage()));
		}
	}
	_txtStatus->setText(tr("STR_STATUS_").arg(status));

	_txtBase->setText(tr("STR_BASE_UC").arg(_craft->getBase()->getName()));

	int speed = _craft->getSpeed();
	if (_craft->isInDogfight())
	{
		Ufo *ufo = dynamic_cast<Ufo*>(_craft->getDestination());
		if (ufo)
		{
			speed = ufo->getSpeed();
		}
	}
	_txtSpeed->setText(tr("STR_SPEED_").arg(Text::formatNumber(speed)));

	_txtMaxSpeed->setText(tr("STR_MAXIMUM_SPEED_UC").arg(Text::formatNumber(_craft->getRules()->getMaxSpeed())));

	std::string altitude = _craft->getAltitude() == "STR_GROUND" ? "STR_GROUNDED" : _craft->getAltitude();
	if (_craft->getRules()->isWaterOnly() && !_globe->insideLand(_craft->getLongitude(), _craft->getLatitude()))
	{
		altitude = "STR_AIRBORNE";
	}
	_txtAltitude->setText(tr("STR_ALTITUDE_").arg(tr(altitude)));

	_txtFuel->setText(tr("STR_FUEL").arg(Text::formatPercentage(_craft->getFuelPercentage())));

	_txtDamage->setText(tr("STR_DAMAGE_UC_").arg(Text::formatPercentage(_craft->getDamagePercentage())));

	if (_craft->getRules()->getWeapons() > 0 && _craft->getWeapons()->at(0) != 0)
	{
		CraftWeapon *w1 = _craft->getWeapons()->at(0);
		_txtW1Name->setText(tr("STR_WEAPON_ONE").arg(tr(w1->getRules()->getType())));
		_txtW1Ammo->setText(tr("STR_ROUNDS_").arg(w1->getAmmo()));
	}
	else
	{
		_txtW1Name->setText(tr("STR_WEAPON_ONE").arg(tr("STR_NONE_UC")));
		_txtW1Ammo->setVisible(false);
	}

	if (_craft->getRules()->getWeapons() > 1 && _craft->getWeapons()->at(1) != 0)
	{
		CraftWeapon *w2 = _craft->getWeapons()->at(1);
		_txtW2Name->setText(tr("STR_WEAPON_TWO").arg(tr(w2->getRules()->getType())));
		_txtW2Ammo->setText(tr("STR_ROUNDS_").arg(w2->getAmmo()));
	}
	else
	{
		_txtW2Name->setText(tr("STR_WEAPON_TWO").arg(tr("STR_NONE_UC")));
		_txtW2Ammo->setVisible(false);
	}

	_txtRedirect->setBig();
	_txtRedirect->setAlign(ALIGN_CENTER);
	_txtRedirect->setText(tr("STR_REDIRECT_CRAFT"));

	std::wostringstream ss11;
	ss11 << tr("STR_SOLDIERS_UC") << ">" << L'\x01' << _craft->getNumSoldiers();
	_txtSoldier->setText(ss11.str());

	std::wostringstream ss12;
	ss12 << tr("STR_HWPS") << ">" << L'\x01' << _craft->getNumVehicles();
	_txtHWP->setText(ss12.str());

	if (_waypoint == 0)
	{
		_txtRedirect->setVisible(false);
	}
	else
	{
		_btnCancel->setText(tr("STR_GO_TO_LAST_KNOWN_UFO_POSITION"));
	}

	if (_craft->getLowFuel() || _craft->getMissionComplete())
	{
		_btnBase->setVisible(false);
		_btnTarget->setVisible(false);
		_btnPatrol->setVisible(false);
	}

	if (_craft->getRules()->getSoldiers() == 0)
		_txtSoldier->setVisible(false);
	if (_craft->getRules()->getVehicles() == 0)
		_txtHWP->setVisible(false);
}
Beispiel #14
0
/**
 * This function is called when one of the mission's UFOs arrives at it's current destination.
 * It takes care of sending the UFO to the next waypoint, landing UFOs and
 * marking them for removal as required. It must set the game data in a way that the rest of the code
 * understands what to do.
 * @param ufo The UFO that reached it's waypoint.
 * @param engine The game engine, required to get access to game data and game rules.
 * @param globe The earth globe, required to get access to land checks.
 */
void AlienMission::ufoReachedWaypoint(Ufo &ufo, Game &engine, const Globe &globe)
{
	const Ruleset &rules = *engine.getRuleset();
	SavedGame &game = *engine.getSavedGame();
	const size_t curWaypoint = ufo.getTrajectoryPoint();
	const size_t nextWaypoint = curWaypoint + 1;
	const UfoTrajectory &trajectory = ufo.getTrajectory();
	int waveNumber = _nextWave - 1;
	if (waveNumber < 0)
	{
		waveNumber = _rule.getWaveCount() - 1;
	}

	const MissionWave &wave = _rule.getWave(waveNumber);
	if (nextWaypoint >= trajectory.getWaypointCount())
	{
		ufo.setDetected(false);
		ufo.setStatus(Ufo::DESTROYED);
		return;
	}
	ufo.setAltitude(trajectory.getAltitude(nextWaypoint));
	ufo.setTrajectoryPoint(nextWaypoint);
	const RuleRegion &regionRules = *rules.getRegion(_region);
	std::pair<double, double> pos = getWaypoint(trajectory, nextWaypoint, globe, regionRules);

	Waypoint *wp = new Waypoint();
	wp->setLongitude(pos.first);
	wp->setLatitude(pos.second);
	ufo.setDestination(wp);
	if (ufo.getAltitude() != "STR_GROUND")
	{
		if (ufo.getLandId() != 0)
		{
			ufo.setLandId(0);
		}
		// Set next waypoint.
		ufo.setSpeed((int)(ufo.getRules()->getMaxSpeed() * trajectory.getSpeedPercentage(nextWaypoint)));
	}
	else
	{
		// UFO landed.
		if (wave.objective && trajectory.getZone(curWaypoint) == (size_t)(_rule.getSpawnZone()))
		{
			// Remove UFO, replace with MissionSite.
			addScore(ufo.getLongitude(), ufo.getLatitude(), game);
			ufo.setStatus(Ufo::DESTROYED);

			MissionArea area = regionRules.getMissionPoint(trajectory.getZone(curWaypoint), &ufo);
			Texture *texture = rules.getGlobe()->getTexture(area.texture);
			AlienDeployment *deployment = rules.getDeployment(texture->getDeployment());
			
			MissionSite *missionSite = new MissionSite(&_rule, deployment);
			missionSite->setLongitude(ufo.getLongitude());
			missionSite->setLatitude(ufo.getLatitude());
			missionSite->setId(game.getId(deployment->getMarkerName()));
			missionSite->setSecondsRemaining(RNG::generate(deployment->getDurationMin(), deployment->getDurationMax()) * 3600);
			missionSite->setAlienRace(_race);
			missionSite->setTexture(area.texture);
			missionSite->setCity(area.name);
			game.getMissionSites()->push_back(missionSite);
			for (std::vector<Target*>::iterator t = ufo.getFollowers()->begin(); t != ufo.getFollowers()->end();)
			{
				Craft* c = dynamic_cast<Craft*>(*t);
				if (c && c->getNumSoldiers() != 0)
				{
					c->setDestination(missionSite);
					t = ufo.getFollowers()->begin();
				}
				else
				{
					++t;
				}
			}
		}
		else if (trajectory.getID() == "__RETALIATION_ASSAULT_RUN")
		{
			// Ignore what the trajectory might say, this is a base assault.
			// Remove UFO, replace with Base defense.
			ufo.setDetected(false);
			std::vector<Base *>::const_iterator found =
			    std::find_if (game.getBases()->begin(), game.getBases()->end(),
					 MatchBaseCoordinates(ufo.getLongitude(), ufo.getLatitude()));
			if (found == game.getBases()->end())
			{
				ufo.setStatus(Ufo::DESTROYED);
				// Only spawn mission if the base is still there.
				return;
			}
			ufo.setDestination(*found);
		}
		else
		{
			// Set timer for UFO on the ground.
			ufo.setSecondsRemaining(trajectory.groundTimer()*5);
			if (ufo.getDetected() && ufo.getLandId() == 0)
			{
				ufo.setLandId(engine.getSavedGame()->getId("STR_LANDING_SITE"));
			}
		}
	}
}
Beispiel #15
0
/**
 * This function will spawn a UFO according the the mission rules.
 * Some code is duplicated between cases, that's ok for now. It's on different
 * code paths and the function is MUCH easier to read written this way.
 * @param game The saved game information.
 * @param ruleset The ruleset.
 * @param globe The globe, for land checks.
 * @param wave The wave for the desired UFO.
 * @param trajectory The rule for the desired trajectory.
 * @return Pointer to the spawned UFO. If the mission does not desire to spawn a UFO, 0 is returned.
 */
Ufo *AlienMission::spawnUfo(const SavedGame &game, const Ruleset &ruleset, const Globe &globe, const MissionWave &wave, const UfoTrajectory &trajectory)
{
	RuleUfo &ufoRule = *ruleset.getUfo(wave.ufoType);
	if (_rule.getObjective() == OBJECTIVE_RETALIATION)
	{
		const RuleRegion &regionRules = *ruleset.getRegion(_region);
		std::vector<Base *>::const_iterator found =
		    std::find_if (game.getBases()->begin(), game.getBases()->end(),
				 FindMarkedXCOMBase(regionRules));
		if (found != game.getBases()->end())
		{
			// Spawn a battleship straight for the XCOM base.
			const RuleUfo &battleshipRule = *ruleset.getUfo(_rule.getSpawnUfo());
			const UfoTrajectory &assaultTrajectory = *ruleset.getUfoTrajectory("__RETALIATION_ASSAULT_RUN");
			Ufo *ufo = new Ufo(&battleshipRule);
			ufo->setMissionInfo(this, &assaultTrajectory);
			std::pair<double, double> pos;
			if (trajectory.getAltitude(0) == "STR_GROUND")
			{
				pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
			}
			else
			{
				pos = regionRules.getRandomPoint(trajectory.getZone(0));
			}
			ufo->setAltitude(assaultTrajectory.getAltitude(0));
			ufo->setSpeed(assaultTrajectory.getSpeedPercentage(0) * battleshipRule.getMaxSpeed());
			ufo->setLongitude(pos.first);
			ufo->setLatitude(pos.second);
			Waypoint *wp = new Waypoint();
			wp->setLongitude((*found)->getLongitude());
			wp->setLatitude((*found)->getLatitude());
			ufo->setDestination(wp);
			return ufo;
		}
	}
	else if (_rule.getObjective() == OBJECTIVE_SUPPLY)
	{
		if (wave.objective && !_base)
		{
			// No base to supply!
			return 0;
		}
		// Our destination is always an alien base.
		Ufo *ufo = new Ufo(&ufoRule);
		ufo->setMissionInfo(this, &trajectory);
		const RuleRegion &regionRules = *ruleset.getRegion(_region);
		std::pair<double, double> pos;
		if (trajectory.getAltitude(0) == "STR_GROUND")
		{
			pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(0));
		}
		ufo->setAltitude(trajectory.getAltitude(0));
		ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
		ufo->setLongitude(pos.first);
		ufo->setLatitude(pos.second);
		Waypoint *wp = new Waypoint();
		if (trajectory.getAltitude(1) == "STR_GROUND")
		{
			if (wave.objective)
			{
				// Supply ships on supply missions land on bases, ignore trajectory zone.
				pos.first = _base->getLongitude();
				pos.second = _base->getLatitude();
			}
			else
			{
				// Other ships can land where they want.
				pos = getLandPoint(globe, regionRules, trajectory.getZone(1));
			}
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(1));
		}
		wp->setLongitude(pos.first);
		wp->setLatitude(pos.second);
		ufo->setDestination(wp);
		return ufo;
	}
	// Spawn according to sequence.
	Ufo *ufo = new Ufo(&ufoRule);
	ufo->setMissionInfo(this, &trajectory);
	const RuleRegion &regionRules = *ruleset.getRegion(_region);
	std::pair<double, double> pos = getWaypoint(trajectory, 0, globe, regionRules);
	ufo->setAltitude(trajectory.getAltitude(0));
	if (trajectory.getAltitude(0) == "STR_GROUND")
	{
		ufo->setSecondsRemaining(trajectory.groundTimer()*5);
	}
	ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule.getMaxSpeed());
	ufo->setLongitude(pos.first);
	ufo->setLatitude(pos.second);
	Waypoint *wp = new Waypoint();
	pos = getWaypoint(trajectory, 1, globe, regionRules);
	wp->setLongitude(pos.first);
	wp->setLatitude(pos.second);
	ufo->setDestination(wp);
	return ufo;
}
Beispiel #16
0
/**
 * This function is called when one of the mission's UFOs has finished it's time on the ground.
 * It takes care of sending the UFO to the next waypoint and marking them for removal as required.
 * It must set the game data in a way that the rest of the code understands what to do.
 * @param ufo The UFO that reached it's waypoint.
 * @param engine The game engine, required to get access to game data and game rules.
 * @param globe The earth globe, required to get access to land checks.
 */
void AlienMission::ufoLifting(Ufo &ufo, Game &engine, const Globe &globe)
{
	const Ruleset &rules = *engine.getRuleset();
	switch (ufo.getStatus())
	{
	case Ufo::FLYING:
		assert(0 && "Ufo is already on the air!");
		break;
	case Ufo::LANDED:
		{
			if ((ufo.getRules()->getType() == "STR_HARVESTER" && _rule.getType() == "STR_ALIEN_HARVEST") || 
				(ufo.getRules()->getType() == "STR_ABDUCTOR" && _rule.getType() == "STR_ALIEN_ABDUCTION"))
			{
				addScore(ufo.getLongitude(), ufo.getLatitude(), engine);
			}
			assert(ufo.getTrajectoryPoint() != ufo.getTrajectory().getWaypointCount() - 1);
			ufo.setSpeed((int)(ufo.getRules()->getMaxSpeed() * ufo.getTrajectory().getSpeedPercentage(ufo.getTrajectoryPoint())));
			ufo.setAltitude("STR_VERY_LOW");
			// Set next waypoint.
			Waypoint *wp = new Waypoint();
			RuleRegion *region = rules.getRegion(_region);
			std::pair<double, double> pos;
			if (ufo.getTrajectory().getAltitude(ufo.getTrajectoryPoint() + 1) == "STR_GROUND")
			{
				pos = getLandPoint(globe, *region, ufo.getTrajectory().getZone(ufo.getTrajectoryPoint() + 1));
			}
			else
			{
				pos = region->getRandomPoint(ufo.getTrajectory().getZone(ufo.getTrajectoryPoint() + 1));
			}
			wp->setLongitude(pos.first);
			wp->setLatitude(pos.second);
			ufo.setDestination(wp);
			ufo.setTrajectoryPoint(ufo.getTrajectoryPoint() + 1);
		}
		break;
	case Ufo::CRASHED:
		// Mission expired
		ufo.setDetected(false);
		ufo.setStatus(Ufo::DESTROYED);
		break;
	case Ufo::DESTROYED:
		assert(0 && "UFO can't fly!");
		break;
	}
}
Beispiel #17
0
/**
 * Loads the UFO from a YAML file.
 * @param node YAML node.
 * @param mod The game mod. Use to access the trajectory rules.
 * @param game The game data. Used to find the UFO's mission.
 */
void Ufo::load(const YAML::Node &node, const Mod *mod, SavedGame *game, Ufo *escorting)
{
	MovingTarget::load(node);
	_id = node["id"].as<int>(_id);
	_escorting = escorting;
	_escortId = node["escortId"].as<int>(_escortId);
	_escortingId = node["escortingId"].as<int>(_escortingId);
	_crashId = node["crashId"].as<int>(_crashId);
	_landId = node["landId"].as<int>(_landId);
	_damage = node["damage"].as<int>(_damage);
	_shield = node["shield"].as<int>(_shield);
	_shieldRechargeHandle = node["shieldRechargeHandle"].as<int>(_shieldRechargeHandle);
	_altitude = node["altitude"].as<std::string>(_altitude);
	_direction = node["direction"].as<std::string>(_direction);
	_detected = node["detected"].as<bool>(_detected);
	_hyperDetected = node["hyperDetected"].as<bool>(_hyperDetected);
	_secondsRemaining = node["secondsRemaining"].as<size_t>(_secondsRemaining);
	_inBattlescape = node["inBattlescape"].as<bool>(_inBattlescape);
	double lon = _lon;
	double lat = _lat;
	if (const YAML::Node &dest = node["dest"])
	{
		lon = dest["lon"].as<double>();
		lat = dest["lat"].as<double>();
	}
	_dest = new Waypoint();
	_dest->setLongitude(lon);
	_dest->setLatitude(lat);
	if (const YAML::Node &status = node["status"])
	{
		_status = (UfoStatus)status.as<int>();
	}
	else
	{
		if (_damage >= _stats.damageMax)
		{
			_status = DESTROYED;
		}
		else if (_damage >= _stats.damageMax / 2)
		{
			_status = CRASHED;
		}
		else if (_altitude == "STR_GROUND")
		{
			_status = LANDED;
		}
		else
		{
			_status = FLYING;
		}
	}
	if (game->getMonthsPassed() != -1 && node["mission"])
	{
		int missionID = node["mission"].as<int>();
		std::vector<AlienMission *>::const_iterator found = std::find_if (game->getAlienMissions().begin(), game->getAlienMissions().end(), matchMissionID(missionID));
		if (found == game->getAlienMissions().end())
		{
			// Corrupt save file.
			throw Exception("Unknown UFO mission, save file is corrupt.");
		}
		_mission = *found;
		_stats += _rules->getRaceBonus(_mission->getRace());

		std::string tid = node["trajectory"].as<std::string>();
		_trajectory = mod->getUfoTrajectory(tid);
		if (_trajectory == 0)
		{
			// Corrupt save file.
			throw Exception("Unknown UFO trajectory, save file is corrupt.");
		}
		_trajectoryPoint = node["trajectoryPoint"].as<size_t>(_trajectoryPoint);
	}
	_fireCountdown = node["fireCountdown"].as<int>(_fireCountdown);
	_escapeCountdown = node["escapeCountdown"].as<int>(_escapeCountdown);
	_retreating = node["retreating"].as<bool>(_retreating);

	for (YAML::const_iterator ii = node["escorts"].begin(); ii != node["escorts"].end(); ++ii)
	{
		std::string type = (*ii)["type"].as<std::string>();
		if (mod->getUfo(type))
		{
			Ufo *u = new Ufo(mod->getUfo(type), false);
			u->load(*ii, mod, game, this);
			_escorts.push_back(u);
		}
		/*else
		{
			Log(LOG_ERROR) << "Failed to load UFO " << type;
		}*/
	}

	if (_inBattlescape)
		setSpeed(0);
}
/**
 * Initializes all the elements in the Briefing screen.
 * @param game Pointer to the core game.
 * @param craft Pointer to the craft in the mission.
 * @param base Pointer to the base in the mission.
 */
BriefingState::BriefingState(Craft *craft, Base *base)
{
	_screen = true;
	// Create objects
	_window = new Window(this, 320, 200, 0, 0);
	_btnOk = new TextButton(120, 18, 100, 164);
	_txtTitle = new Text(300, 32, 16, 24);
	_txtTarget = new Text(300, 17, 16, 40);
	_txtCraft = new Text(300, 17, 16, 56);
	_txtBriefing = new Text(274, 64, 16, 72);

	std::string mission = _game->getSavedGame()->getSavedBattle()->getMissionType();
	AlienDeployment *deployment = _game->getRuleset()->getDeployment(mission);
	Ufo * ufo = 0;
	if (!deployment && craft)
	{
		ufo = dynamic_cast <Ufo*> (craft->getDestination());
		if (ufo) // landing site or crash site.
		{
			deployment = _game->getRuleset()->getDeployment(ufo->getRules()->getType());
		}
	}

	std::string title = mission;
	std::string desc = title + "_BRIEFING";
	if (!deployment) // none defined - should never happen, but better safe than sorry i guess.
	{
		setPalette("PAL_GEOSCAPE", 0);
		_musicId = "GMDEFEND";
		_window->setBackground(_game->getResourcePack()->getSurface("BACK16.SCR"));
	}
	else
	{
		BriefingData data = deployment->getBriefingData();
		setPalette("PAL_GEOSCAPE", data.palette);
		_window->setBackground(_game->getResourcePack()->getSurface(data.background));
		_txtCraft->setY(56 + data.textOffset);
		_txtBriefing->setY(72 + data.textOffset);
		_txtTarget->setVisible(data.showTarget);
		_txtCraft->setVisible(data.showCraft);
		_cutsceneId = data.cutscene;
		_musicId = data.music;
		if (!data.title.empty())
		{
			title = data.title;
		}
		if (!data.desc.empty())
		{
			desc = data.desc;
		}
	}

	add(_window, "window", "briefing");
	add(_btnOk, "button", "briefing");
	add(_txtTitle, "text", "briefing");
	add(_txtTarget, "text", "briefing");
	add(_txtCraft, "text", "briefing");
	add(_txtBriefing, "text", "briefing");

	centerAllSurfaces();

	// Set up objects
	_btnOk->setText(tr("STR_OK"));
	_btnOk->onMouseClick((ActionHandler)&BriefingState::btnOkClick);
	_btnOk->onKeyboardPress((ActionHandler)&BriefingState::btnOkClick, Options::keyOk);
	_btnOk->onKeyboardPress((ActionHandler)&BriefingState::btnOkClick, Options::keyCancel);

	_txtTitle->setBig();
	_txtTarget->setBig();
	_txtCraft->setBig();

	std::wstring s;
	if (craft)
	{
		if (craft->getDestination())
		{
			_txtTarget->setText(craft->getDestination()->getName(_game->getLanguage()));
		}

		s = tr("STR_CRAFT_").arg(craft->getName(_game->getLanguage()));
	}
	else if (base)
	{
		s = tr("STR_BASE_UC_").arg(base->getName());
	}
	_txtCraft->setText(s);

	_txtTitle->setText(tr(title));

	_txtBriefing->setWordWrap(true);
	_txtBriefing->setText(tr(desc));

	if (mission == "STR_BASE_DEFENSE")
	{
		// And make sure the base is unmarked.
		base->setRetaliationTarget(false);
	}
}
Beispiel #19
0
/**
 * Loads a saved game's contents from a YAML file.
 * @note Assumes the saved game is blank.
 * @param filename YAML filename.
 * @param rule Ruleset for the saved game.
 */
void SavedGame::load(const std::string &filename, Ruleset *rule)
{
	unsigned int size = 0;

	std::string s = USER_DIR + filename + ".sav";
	std::ifstream fin(s.c_str());
	if (!fin)
	{
		throw Exception("Failed to load savegame");
	}
    YAML::Parser parser(fin);
	YAML::Node doc;

	// Get brief save info
    parser.GetNextDocument(doc);
	std::string v;
	doc["version"] >> v;
	if (v != "0.2")
	{
		throw Exception("Version mismatch");
	}
	_time->load(doc["time"]);

	// Get full save data
	parser.GetNextDocument(doc);
	int a;
	doc["difficulty"] >> a;
	_difficulty = (GameDifficulty)a;
	doc["funds"] >> _funds;

	size = doc["countries"].size();
	for (unsigned int i = 0; i < size; i++)
	{
		std::string type;
		doc["countries"][i]["type"] >> type;
		Country *c = new Country(rule->getCountry(type), false);
		c->load(doc["countries"][i]);
		_countries.push_back(c);
	}

	size = doc["regions"].size();
	for (unsigned int i = 0; i < size; i++)
	{
		std::string type;
		doc["regions"][i]["type"] >> type;
		Region *r = new Region(rule->getRegion(type));
		r->load(doc["regions"][i]);
		_regions.push_back(r);
	}
	
	size = doc["ufos"].size();
	for (unsigned int i = 0; i < size; i++)
	{
		std::string type;
		doc["ufos"][i]["type"] >> type;
		Ufo *u = new Ufo(rule->getUfo(type));
		u->load(doc["ufos"][i]);
		_ufos.push_back(u);
	}

	doc["craftId"] >> _craftId;

	size = doc["waypoints"].size();
	for (unsigned int i = 0; i < size; i++)
	{
		Waypoint *w = new Waypoint();
		w->load(doc["waypoints"][i]);
		_waypoints.push_back(w);
	}

	doc["ufoId"] >> _ufoId;
	doc["waypointId"] >> _waypointId;

	size = doc["bases"].size();
	for (unsigned int i = 0; i < size; i++)
	{
		Base *b = new Base(rule);
		b->load(doc["bases"][i], this);
		_bases.push_back(b);
	}

	if (const YAML::Node *pName = doc.FindValue("battleGame"))
	{
		_battleGame = new SavedBattleGame();
		_battleGame->load(*pName);
	}
	
	fin.close();
}