Example #1
0
/**
 * Equips the weapon on the craft and returns to the previous screen.
 * @param action Pointer to an action.
 */
void CraftWeaponsState::lstWeaponsClick(Action *)
{
	CraftWeapon *current = _base->getCrafts()->at(_craft)->getWeapons()->at(_weapon);
	// Remove current weapon
	if (current != 0)
	{
		_base->getStorageItems()->addItem(current->getRules()->getLauncherItem());
		_base->getStorageItems()->addItem(current->getRules()->getClipItem(), current->getClipsLoaded(_game->getMod()));
		delete current;
		_base->getCrafts()->at(_craft)->getWeapons()->at(_weapon) = 0;
	}

	// Equip new weapon
	if (_weapons[_lstWeapons->getSelectedRow()] != 0)
	{
		CraftWeapon *sel = new CraftWeapon(_weapons[_lstWeapons->getSelectedRow()], 0);
		sel->setRearming(true);
		_base->getStorageItems()->removeItem(sel->getRules()->getLauncherItem());
		_base->getCrafts()->at(_craft)->getWeapons()->at(_weapon) = sel;
		if (_base->getCrafts()->at(_craft)->getStatus() == "STR_READY")
		{
			_base->getCrafts()->at(_craft)->setStatus("STR_REARMING");
		}
	}

	_game->popState();
}
Example #2
0
/**
 * Equips the weapon on the craft and returns to the previous screen.
 * @note Ammo consumption currently disabled for testing purposes.
 * @param action Pointer to an action.
 */
void CraftWeaponsState::lstWeaponsClick(Action *action)
{
	CraftWeapon *current = _base->getCrafts()->at(_craft)->getWeapons()->at(_weapon);
	// Remove current weapon
	if (current != 0)
	{
		_base->getItems()->addItem(current->getRules()->getLauncherItem());
		_base->getItems()->addItem(current->getRules()->getClipItem()), (int)floor((double)current->getAmmo() / current->getRules()->getRearmRate());
		delete current;
		_base->getCrafts()->at(_craft)->getWeapons()->at(_weapon) = 0;
	}

	// Equip new weapon
	if (_weapons[_lstWeapons->getSelectedRow()] != 0)
	{
		CraftWeapon *sel = new CraftWeapon(_weapons[_lstWeapons->getSelectedRow()], 0);
		_base->getItems()->removeItem(sel->getRules()->getLauncherItem());
		_base->getCrafts()->at(_craft)->getWeapons()->at(_weapon) = sel;
		if (_base->getCrafts()->at(_craft)->getStatus() == "STR_READY")
		{
			_base->getCrafts()->at(_craft)->setStatus("STR_REARMING");
		}
	}

	_game->popState();
}
Example #3
0
/**
 * Loads the craft from a YAML file.
 * @param node YAML node.
 * @param mod Mod for the saved game.
 * @param save Pointer to the saved game.
 */
void Craft::load(const YAML::Node &node, const Mod *mod, SavedGame *save)
{
	MovingTarget::load(node);
	_id = node["id"].as<int>(_id);
	_fuel = node["fuel"].as<int>(_fuel);
	_damage = node["damage"].as<int>(_damage);

	size_t j = 0;
	for (YAML::const_iterator i = node["weapons"].begin(); i != node["weapons"].end(); ++i)
	{
		if (_rules->getWeapons() > j)
		{
			std::string type = (*i)["type"].as<std::string>();
			if (type != "0" && mod->getCraftWeapon(type))
			{
				CraftWeapon *w = new CraftWeapon(mod->getCraftWeapon(type), 0);
				w->load(*i);
				_weapons[j] = w;
			}
			else
			{
				_weapons[j] = 0;
			}
			j++;
		}
	}

	_items->load(node["items"]);
	for (std::map<std::string, int>::iterator i = _items->getContents()->begin(); i != _items->getContents()->end();)
	{
		if (std::find(mod->getItemsList().begin(), mod->getItemsList().end(), i->first) == mod->getItemsList().end())
		{
			_items->getContents()->erase(i++);
		}
		else
		{
			++i;
		}
	}
	for (YAML::const_iterator i = node["vehicles"].begin(); i != node["vehicles"].end(); ++i)
	{
		std::string type = (*i)["type"].as<std::string>();
		if (mod->getItem(type))
		{
			Vehicle *v = new Vehicle(mod->getItem(type), 0, 4);
			v->load(*i);
			_vehicles.push_back(v);
		}
	}
	_status = node["status"].as<std::string>(_status);
	_lowFuel = node["lowFuel"].as<bool>(_lowFuel);
	_mission = node["mission"].as<bool>(_mission);
	_interceptionOrder = node["interceptionOrder"].as<int>(_interceptionOrder);
	if (const YAML::Node name = node["name"])
	{
		_name = Language::utf8ToWstr(name.as<std::string>());
	}
	if (const YAML::Node &dest = node["dest"])
	{
		std::string type = dest["type"].as<std::string>();
		int id = dest["id"].as<int>();
		if (type == "STR_BASE")
		{
			returnToBase();
		}
		else if (type == "STR_UFO")
		{
			for (std::vector<Ufo*>::iterator i = save->getUfos()->begin(); i != save->getUfos()->end(); ++i)
			{
				if ((*i)->getId() == id)
				{
					setDestination(*i);
					break;
				}
			}
		}
		else if (type == "STR_WAYPOINT")
		{
			for (std::vector<Waypoint*>::iterator i = save->getWaypoints()->begin(); i != save->getWaypoints()->end(); ++i)
			{
				if ((*i)->getId() == id)
				{
					setDestination(*i);
					break;
				}
			}
		}
		else if (type == "STR_ALIEN_BASE")
		{
			for (std::vector<AlienBase*>::iterator i = save->getAlienBases()->begin(); i != save->getAlienBases()->end(); ++i)
			{
				if ((*i)->getId() == id)
				{
					setDestination(*i);
					break;
				}
			}
		}
		else
		{
			// Backwards compatibility
			if (type == "STR_ALIEN_TERROR")
				type = "STR_TERROR_SITE";
			for (std::vector<MissionSite*>::iterator i = save->getMissionSites()->begin(); i != save->getMissionSites()->end(); ++i)
			{
				if ((*i)->getId() == id && (*i)->getDeployment()->getMarkerName() == type)
				{
					setDestination(*i);
					break;
				}
			}
		}
	}
	_takeoff = node["takeoff"].as<int>(_takeoff);
	_inBattlescape = node["inBattlescape"].as<bool>(_inBattlescape);
	if (_inBattlescape)
		setSpeed(0);
}