Example #1
0
/*
 * This function popups a context sensitive list of actions the user can choose from.
 * Some actions result in a change of gamestate.
 * @param item Item the user clicked on (righthand/lefthand)
 */
void BattlescapeState::handleItemClick(BattleItem *item)
{
	// make sure there is an item, and the battlescape is in an idle state
	if (item && _states.empty())
	{
		BattleUnit *bu = _battleGame->getSelectedUnit();
		// Build up the popup menu
		int id = 0;
		std::wstring strAcc = _game->getLanguage()->getString("STR_ACC");
		std::wstring strTU = _game->getLanguage()->getString("STR_TUS");
		std::wstringstream ss1, ss2;
		ss1 << strAcc.c_str() << (int)floor(bu->getThrowingAccuracy() * 100) << "%";
		ss2 << strTU.c_str() << (int)floor(bu->getUnit()->getTimeUnits() * 0.25);
		_actionMenu[id]->setAction(BA_THROW, _game->getLanguage()->getString("STR_THROW"), ss1.str(), ss2.str());
		_actionMenu[id]->setVisible(true);
		id++;
		ss1.str(L"");
		ss2.str(L"");
		if (item->getRules()->getAccuracyAuto() != 0)
		{
			ss1 << strAcc.c_str() << (int)floor(bu->getFiringAccuracy(item->getRules()->getAccuracyAuto()) * 100) << "%";
			ss2 << strTU.c_str() << 0;
			_actionMenu[id]->setAction(BA_AUTOSHOT, _game->getLanguage()->getString("STR_AUTO_SHOT"), ss1.str(), ss2.str());
			_actionMenu[id]->setVisible(true);
			id++;
			ss1.str(L"");
			ss2.str(L"");
		}
		if (item->getRules()->getAccuracySnap() != 0)
		{
			ss1 << strAcc.c_str() << (int)floor(bu->getFiringAccuracy(item->getRules()->getAccuracySnap()) * 100) << "%";
			ss2 << strTU.c_str() << 0;
			_actionMenu[id]->setAction(BA_SNAPSHOT, _game->getLanguage()->getString("STR_SNAP_SHOT"), ss1.str(), ss2.str());
			_actionMenu[id]->setVisible(true);
			id++;
			ss1.str(L"");
			ss2.str(L"");
		}
		if (item->getRules()->getAccuracyAimed() != 0)
		{
			ss1 << strAcc.c_str() << (int)floor(bu->getFiringAccuracy(item->getRules()->getAccuracyAimed()) * 100) << "%";
			ss2 << strTU.c_str() << 0;
			_actionMenu[id]->setAction(BA_AIMEDSHOT, _game->getLanguage()->getString("STR_AIMED_SHOT"), ss1.str(), ss2.str());
			_actionMenu[id]->setVisible(true);
			id++;
			ss1.str(L"");
			ss2.str(L"");
		}

		_map->setCursorType(CT_NONE);
		_popup = true;

		// TODO other gamestates: scanner/medikit
		// this should be returned by the popup menu, but is now hardcoded to test without popup menu
		_selectedItem = item;
	}
}
Example #2
0
/**
 * Update soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();
	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setText(unit->getUnit()->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = dynamic_cast<Soldier*>(unit->getUnit());
	if (s)
	{
		SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
		texture->getFrame(s->getRankSprite())->setX(0);
		texture->getFrame(s->getRankSprite())->setY(0);
		texture->getFrame(s->getRankSprite())->blit(_btnRank);

		std::string look = "MAN_0";
		if (s->getGender() == GENDER_MALE)
			look += "M";
		else
			look += "F";
		if (s->getLook() == LOOK_BLONDE)
			look += "0";
		if (s->getLook() == LOOK_BROWNHAIR)
			look += "1";
		if (s->getLook() == LOOK_ORIENTAL)
			look += "2";
		if (s->getLook() == LOOK_AFRICAN)
			look += "3";
		look += ".SPK";
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	if (_tu)
	{
		std::wstringstream ss;
		ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << unit->getTimeUnits();
		_txtTus->setText(ss.str());
	}
}
Example #3
0
/**
 * calculateTrajectory.
 * @return true when a trajectory is possible.
 */
bool Projectile::calculateTrajectory(double accuracy)
{
	Position originVoxel, targetVoxel;
	int direction;
	int dirYshift[8] = {1, 1, 8, 15, 15, 15, 8, 1 };
	int dirXshift[8] = {8, 14, 15, 15, 8, 1, 1, 1 };
	// large units : x2

	originVoxel = Position(_origin.x*16, _origin.y*16, _origin.z*24);
	originVoxel.z += -_save->getTile(_origin)->getTerrainLevel();
	BattleUnit *bu = _save->getTile(_origin)->getUnit();
	originVoxel.z += bu->isKneeled()?bu->getUnit()->getKneelHeight():bu->getUnit()->getStandHeight();
	originVoxel.z -= 3;
	if (originVoxel.z >= (_origin.z + 1)*24)
	{
		_origin.z++;
	}
	direction = bu->getDirection();
	originVoxel.x += dirXshift[direction];
	originVoxel.y += 15-dirYshift[direction];

	// determine the target voxel.
	// aim at the center of the unit, the object, the walls or the floor (in that priority)
	// if there is no LOF to the center, try elsewhere (more outward).
	// Store this target voxel.
	Tile *tile = _save->getTile(_target);
	if (tile->getUnit() != 0)
	{
		if (_origin == _target)
		{
			targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24);
		}
		else
		{
			targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24 + tile->getUnit()->getUnit()->getStandHeight()/2);
		}
	}
	else if (tile->getMapData(O_OBJECT) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_NORTHWALL) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 16, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_WESTWALL) != 0)
	{
		targetVoxel = Position(_target.x*16, _target.y*16 + 8, _target.z*24 + 10);
	}
	else if (tile->getMapData(O_FLOOR) != 0)
	{
		targetVoxel = Position(_target.x*16 + 8, _target.y*16 + 8, _target.z*24);
	}
	else
	{
		return false; // no line of fire
	}

	// apply some accuracy modifiers (todo: calculate this)
	// This will results in a new target voxel
	applyAccuracy(originVoxel, &targetVoxel, accuracy);

	// finally do a line calculation and store this trajectory.
	_save->getTerrainModifier()->calculateLine(originVoxel, targetVoxel, true, &_trajectory, bu);

	return true;
}