/**
 * @brief UFO arrived on new base destination: Supply base.
 * @param[in,out] mission Pointer to the mission
 * @note Supply mission -- Stage 2
 */
static void CP_SupplySetStayAtBase (mission_t *mission)
{
	const date_t minSupplyTime = {3, 0};
	const date_t supplyTime = {10, 0};	/**< Max time needed to supply base */

	assert(mission->ufo);
	/* there must be an alien base set */
	assert(mission->data.alienBase);

	mission->stage = STAGE_SUPPLY;

	/* Maybe base has been destroyed since mission creation ? */
	if (!AB_CheckSupplyMissionPossible()) {
		Com_DPrintf(DEBUG_CLIENT, "No base in game: removing supply mission.\n");
		CP_MissionRemove(mission);
		return;
	}

	mission->finalDate = Date_Add(ccs.date, Date_Random(minSupplyTime, supplyTime));

	AB_SupplyBase(mission->data.alienBase, mission->ufo->detected);

	/* ufo becomes invisible on geoscape */
	CP_UFORemoveFromGeoscape(mission, false);
}
Example #2
0
/**
 * @brief Start Terror attack mission.
 * @note Terror attack mission -- Stage 2
 */
void CP_TerrorMissionStart (mission_t *mission)
{
	const date_t minMissionDelay = {2, 0};
	const date_t missionDelay = {3, 0};

	mission->stage = STAGE_TERROR_MISSION;

	mission->finalDate = Date_Add(ccs.date, Date_Random(minMissionDelay, missionDelay));
	/* ufo becomes invisible on geoscape, but don't remove it from ufo global array (may reappear)*/
	if (mission->ufo)
		CP_UFORemoveFromGeoscape(mission, false);
	/* mission appear on geoscape, player can go there */
	CP_MissionAddToGeoscape(mission, false);
}
Example #3
0
/**
 * @brief Start ground mission.
 * @note Recon mission -- Stage 1
 */
static void CP_ReconMissionGround (mission_t *mission)
{
	const date_t minMissionDelay = {2, 0};
	const date_t missionDelay = {3, 0};

	mission->stage = STAGE_RECON_GROUND;
	mission->posAssigned = true;

	mission->finalDate = Date_Add(ccs.date, Date_Random(minMissionDelay, missionDelay));
	/* ufo becomes invisible on geoscape, but don't remove it from ufo global array (may reappear)*/
	if (mission->ufo)
		CP_UFORemoveFromGeoscape(mission, false);
	/* mission appear on geoscape, player can go there */
	CP_MissionAddToGeoscape(mission, false);
}
Example #4
0
/**
 * @brief Start Subverting Mission.
 * @note Build Base mission -- Stage 2
 */
static void CP_BuildBaseSubvertGovernment (mission_t* mission)
{
	const date_t minMissionDelay = {3, 0};
	const date_t missionDelay = {5, 0};

	assert(mission->ufo);

	mission->stage = STAGE_SUBVERT_GOV;

	/* mission appear on geoscape, player can go there */
	CP_MissionAddToGeoscape(mission, false);

	mission->finalDate = Date_Add(ccs.date, Date_Random(minMissionDelay, missionDelay));
	/* ufo becomes invisible on geoscape, but don't remove it from ufo global array (may reappear)*/
	CP_UFORemoveFromGeoscape(mission, false);
}
Example #5
0
/**
 * @brief Start Base Attack.
 * @param[in] mission Pointer to the baseattack mission
 */
void CP_BaseAttackStartMission (mission_t* mission)
{
	base_t* base = mission->data.base;
	int soldiers;

	assert(base);
	mission->stage = STAGE_BASE_ATTACK;
	CP_MissionDisableTimeLimit(mission);
	if (mission->ufo) {
		/* ufo becomes invisible on geoscape, but don't remove it from ufo global array (may reappear)*/
		CP_UFORemoveFromGeoscape(mission, false);
	}

	/* we always need at least one command centre in the base - because the
	 * phalanx soldiers have their starting positions here.
	 * There should also always be an entrance - the aliens start there
	 * but we don't need to check that as entrance can't be destroyed */
	if (!B_GetNumberOfBuildingsInBaseByBuildingType(base, B_COMMAND)) {
		/** @todo handle command centre properly */
		cgi->Com_DPrintf(DEBUG_CLIENT, "CP_BaseAttackStartMission: Base '%s' has no Command Center: it can't defend itself. Destroy base.\n", base->name);
		CP_BaseAttackMissionDestroyBase(mission);
		return;
	}

	MSO_CheckAddNewMessage(NT_BASE_ATTACK, _("Base attack"), va(_("Base '%s' is under attack!"), base->name), MSG_BASEATTACK);

	base->baseStatus = BASE_UNDER_ATTACK;
	ccs.campaignStats.basesAttacked++;

	soldiers = 0;
	E_Foreach(EMPL_SOLDIER, employee) {
		if (!employee->isHiredInBase(base))
			continue;
		if (employee->isAwayFromBase())
			continue;
		soldiers++;
	}
	if (soldiers == 0) {
		cgi->Com_DPrintf(DEBUG_CLIENT, "CP_BaseAttackStartMission: Base '%s' has no soldiers at home: it can't defend itself. Destroy base.\n", base->name);
		CP_BaseAttackMissionDestroyBase(mission);
		return;
	}
	CP_BaseAttackPrepareBattle(mission);
}
Example #6
0
/**
 * @brief Start Harvesting mission.
 * @note Harvesting mission -- Stage 2
 */
static void CP_HarvestMissionStart (mission_t* mission)
{
	const date_t minMissionDelay = {2, 0};
	const date_t missionDelay = {3, 0};

	mission->stage = STAGE_HARVEST;

	if (mission->ufo) {
		mission->finalDate = Date_Add(ccs.date, Date_Random(minMissionDelay, missionDelay));
		/* ufo becomes invisible on geoscape, but don't remove it from ufo global array (may reappear)*/
		CP_UFORemoveFromGeoscape(mission, false);
	} else {
		/* Go to next stage on next frame */
		mission->finalDate = ccs.date;
	}

	/* mission appear on geoscape, player can go there */
	CP_MissionAddToGeoscape(mission, false);
}
Example #7
0
/**
 * @brief UFO arrived on new base destination: build base.
 * @param[in,out] mission Pointer to the mission
 * @note Build Base mission -- Stage 2
 */
static void CP_BuildBaseSetUpBase (mission_t* mission)
{
	alienBase_t* base;
	const date_t minBuildingTime = {5, 0};	/**< Minimum time needed to start a new base construction */
	const date_t buildingTime = {10, 0};	/**< Maximum time needed to start a new base construction */

	assert(mission->ufo);

	mission->stage = STAGE_BUILD_BASE;

	mission->finalDate = Date_Add(ccs.date, Date_Random(minBuildingTime, buildingTime));

	base = AB_BuildBase(mission->pos);
	if (!base) {
		Com_DPrintf(DEBUG_CLIENT, "CP_BuildBaseSetUpBase: could not create alien base\n");
		CP_MissionRemove(mission);
		return;
	}
	mission->data.alienBase = base;

	/* ufo becomes invisible on geoscape */
	CP_UFORemoveFromGeoscape(mission, false);
}
Example #8
0
/**
 * @brief Start Base Attack.
 * @note Base attack mission -- Stage 2
 */
void CP_BaseAttackStartMission (mission_t *mission)
{
	base_t *base = mission->data.base;
	linkedList_t *hiredSoldiersInBase = NULL;
	employee_t *employee;

	assert(base);

	mission->stage = STAGE_BASE_ATTACK;

	CP_MissionDisableTimeLimit(mission);

	if (mission->ufo) {
		/* ufo becomes invisible on geoscape, but don't remove it from ufo global array (may reappear)*/
		CP_UFORemoveFromGeoscape(mission, qfalse);
	}

	/* we always need at least one command centre in the base - because the
	 * phalanx soldiers have their starting positions here.
	 * There should also always be an entrance - the aliens start there
	 * but we don't need to check that as entrance can't be destroyed */
	if (!B_GetNumberOfBuildingsInBaseByBuildingType(base, B_COMMAND)) {
		/** @todo handle command centre properly */
		Com_DPrintf(DEBUG_CLIENT, "CP_BaseAttackStartMission: Base '%s' has no Command Center: it can't defend itself. Destroy base.\n", base->name);
		CP_BaseAttackMissionDestroyBase(mission);
		return;
	}

	base->baseStatus = BASE_UNDER_ATTACK;
	ccs.campaignStats.basesAttacked++;

#if 0
	/** @todo implement onattack: add it to basemanagement.ufo and implement functions */
	if (base->onAttack[0] != '\0')
		/* execute next frame */
		Cbuf_AddText(va("%s %i", base->onAttack, base->id));
#endif

	MAP_SelectMission(mission);
	mission->active = qtrue;
	ccs.mapAction = MA_BASEATTACK;
	Com_DPrintf(DEBUG_CLIENT, "Base attack: %s at %.0f:%.0f\n", mission->id, mission->pos[0], mission->pos[1]);

	/** @todo EMPL_ROBOT */
	E_GetHiredEmployees(base, EMPL_SOLDIER, &hiredSoldiersInBase);

	/* Fill the fake aircraft */
	OBJZERO(baseAttackFakeAircraft);
	baseAttackFakeAircraft.homebase = base;
	/* needed for transfer of alien corpses */
	VectorCopy(base->pos, baseAttackFakeAircraft.pos);
#if 0
	/** @todo active this once more than 8 soldiers are working */
	/* needed to spawn soldiers on map */
	baseAttackFakeAircraft.maxTeamSize = LIST_Count(hiredSoldiersInBase);
#else
	baseAttackFakeAircraft.maxTeamSize = MAX_ACTIVETEAM;
#endif

	if (!hiredSoldiersInBase) {
		Com_DPrintf(DEBUG_CLIENT, "CP_BaseAttackStartMission: Base '%s' has no soldiers: it can't defend itself. Destroy base.\n", base->name);
		CP_BaseAttackMissionDestroyBase(mission);
		return;
	}

	LIST_Foreach(hiredSoldiersInBase, employee_t, employee) {
		if (E_IsAwayFromBase(employee))
			continue;
		AIR_AddToAircraftTeam(&baseAttackFakeAircraft, employee);
	}
	if (AIR_GetTeamSize(&baseAttackFakeAircraft) == 0) {
		Com_DPrintf(DEBUG_CLIENT, "CP_BaseAttackStartMission: Base '%s' has no soldiers at home: it can't defend itself. Destroy base.\n", base->name);
		CP_BaseAttackMissionDestroyBase(mission);
		return;
	}
#if 0
	/** @todo active this once more than 8 soldiers are working */
	/* all soldiers in the base should get used */
	baseAttackFakeAircraft.maxTeamSize = AIR_GetTeamSize(&baseAttackFakeAircraft);
#endif

	LIST_Delete(&hiredSoldiersInBase);
	base->aircraftCurrent = &baseAttackFakeAircraft;
	MAP_SetMissionAircraft(&baseAttackFakeAircraft);
	/** @todo remove me - this is not needed because we are using the base->aircraftCurrent
	 * pointer for resolving the aircraft - only CL_GameAutoGo needs this */
	MAP_SetInterceptorAircraft(&baseAttackFakeAircraft);	/* needed for updating soldier stats sa CL_UpdateCharacterStats*/
	B_SetCurrentSelectedBase(base);						/* needed for equipment menu */

	Com_sprintf(popupText, sizeof(popupText), _("Base '%s' is under attack! What to do ?"), base->name);
	UI_RegisterText(TEXT_POPUP, popupText);

	CL_GameTimeStop();
	UI_PushWindow("popup_baseattack", NULL, NULL);
}