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
/**
 * 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 #3
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 #4
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"));
			}
		}
	}
}
/**
 * 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;
}