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;
	}
}
/**
 * Enters the mission.
 * @param action Pointer to an action.
 */
void ConfirmLandingState::btnYesClick(Action *action)
{
	_game->popState();
	Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
	TerrorSite* t = dynamic_cast<TerrorSite*>(_craft->getDestination());
	AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());
	if (u != 0)
	{
		SavedBattleGame *bgame = new SavedBattleGame();
		_game->getSavedGame()->setBattleGame(bgame);
		if(u->getStatus() == Ufo::CRASHED)
			bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
		else
			bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
		BattlescapeGenerator bgen = BattlescapeGenerator(_game);
		bgen.setWorldTexture(_texture);
		bgen.setWorldShade(_shade);
		bgen.setCraft(_craft);
		bgen.setUfo(u);
		bgen.setAlienRace(u->getAlienRace());
		bgen.setAlienItemlevel(0);
		bgen.run();

		_game->pushState(new BriefingState(_game, _craft));
	}
	else if (t != 0)
	{
		SavedBattleGame *bgame = new SavedBattleGame();
		_game->getSavedGame()->setBattleGame(bgame);
		bgame->setMissionType("STR_TERROR_MISSION");
		BattlescapeGenerator bgen = BattlescapeGenerator(_game);
		bgen.setWorldTexture(_texture);
		bgen.setWorldShade(_shade);
		bgen.setCraft(_craft);
		bgen.setTerrorSite(t);
		bgen.setAlienRace(t->getAlienRace());
		bgen.setAlienItemlevel(0);
		bgen.run();

		_game->pushState(new BriefingState(_game, _craft));
	}
	else if (b != 0)
	{
		SavedBattleGame *bgame = new SavedBattleGame();
		_game->getSavedGame()->setBattleGame(bgame);
		bgame->setMissionType("STR_ALIEN_BASE_ASSAULT");
		BattlescapeGenerator bgen = BattlescapeGenerator(_game);
		bgen.setWorldTexture(_texture);
		bgen.setWorldShade(_shade);
		bgen.setCraft(_craft);
		bgen.setAlienBase(b);
		bgen.setAlienRace(b->getAlienRace());
		bgen.setAlienItemlevel(0);
		bgen.run();

		_game->pushState(new BriefingState(_game, _craft));
	}
}
Beispiel #3
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 #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));
}
Beispiel #5
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;
	}
}
/**
 * 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));
}
/**
 * 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);
}
/**
 * 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(120, 9, 32, 84);
	_txtDamage = new Text(75, 9, 164, 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(_txtDamage);
	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->getStatus() == Ufo::FLYING)
			{
				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());

	_txtDamage->setColor(Palette::blockOffset(15)-1);
	_txtDamage->setSecondaryColor(Palette::blockOffset(8)+5);
	std::wstringstream ss62;
	ss62 << _game->getLanguage()->getString("STR_DAMAGE_UC_") << L'\x01' << _craft->getDamagePercentage() << "%";
	_txtDamage->setText(ss62.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);
	}
}