Example #1
0
/**
 * Generates a brand new saved game with starting data.
 * @return A new saved game.
 */
SavedGame *Ruleset::newSave() const
{
	SavedGame *save = new SavedGame();

	// Add countries
	for (std::vector<std::string>::const_iterator i = _countriesIndex.begin(); i != _countriesIndex.end(); ++i)
	{
		save->getCountries()->push_back(new Country(getCountry(*i)));
	}
	// Adjust funding to total $6M
	int missing = ((6000 - save->getCountryFunding()/1000) / (int)save->getCountries()->size()) * 1000;
	for (std::vector<Country*>::iterator i = save->getCountries()->begin(); i != save->getCountries()->end(); ++i)
	{
		(*i)->setFunding((*i)->getFunding().back() + missing);
	}
	save->setFunds(save->getCountryFunding());

	// Add regions
	for (std::vector<std::string>::const_iterator i = _regionsIndex.begin(); i != _regionsIndex.end(); ++i)
	{
		save->getRegions()->push_back(new Region(getRegion(*i)));
	}

	// Set up IDs
	std::map<std::string, int> ids;
	for (std::vector<std::string>::const_iterator i = _craftsIndex.begin(); i != _craftsIndex.end(); ++i)
	{
		ids[*i] = 1;
	}
	save->initIds(ids);

	// Set up starting base
	Base *base = new Base(this);
	base->load(_startingBase, save, true);

	// Correct IDs
	for (std::vector<Craft*>::const_iterator i = base->getCrafts()->begin(); i != base->getCrafts()->end(); ++i)
	{
		save->getId((*i)->getRules()->getType());
	}

	// Generate soldiers
	int soldiers = _startingBase["randomSoldiers"].as<int>(0);
	for (int i = 0; i < soldiers; ++i)
	{
		Soldier *soldier = new Soldier(getSoldier("XCOM"), getArmor("STR_NONE_UC"), &_names, save->getId("STR_SOLDIER"));
		soldier->setCraft(base->getCrafts()->front());
		base->getSoldiers()->push_back(soldier);
	}

	save->getBases()->push_back(base);
	// Setup alien strategy
	save->getAlienStrategy().init(this);
	save->setTime(_startingTime);

	return save;
}
Example #2
0
/**
 * Loads new battle data from a YAML file.
 * @param filename YAML filename.
 */
void NewBattleState::load(const std::string &filename)
{
	std::string s = Options::getMasterUserFolder() + filename + ".cfg";
	if (!CrossPlatform::fileExists(s))
	{
		initSave();
	}
	else
	{
		try
		{
			YAML::Node doc = YAML::LoadFile(s);
			_cbxMission->setSelected(std::min(doc["mission"].as<size_t>(0), _missionTypes.size() - 1));
			cbxMissionChange(0);
			_cbxCraft->setSelected(std::min(doc["craft"].as<size_t>(0), _crafts.size() - 1));
			_slrDarkness->setValue(doc["darkness"].as<size_t>(0));
			_cbxTerrain->setSelected(std::min(doc["terrain"].as<size_t>(0), _terrainTypes.size() - 1));
			cbxTerrainChange(0);
			_cbxAlienRace->setSelected(std::min(doc["alienRace"].as<size_t>(0), _alienRaces.size() - 1));
			_cbxDifficulty->setSelected(doc["difficulty"].as<size_t>(0));
			_slrAlienTech->setValue(doc["alienTech"].as<size_t>(0));

			if (doc["base"])
			{
				const Mod *mod = _game->getMod();
				SavedGame *save = new SavedGame();

				Base *base = new Base(mod);
				base->load(doc["base"], save, false);
				save->getBases()->push_back(base);

				// Add research
				const std::vector<std::string> &research = mod->getResearchList();
				for (std::vector<std::string>::const_iterator i = research.begin(); i != research.end(); ++i)
				{
					save->addFinishedResearchSimple(mod->getResearch(*i));
				}

				// Generate items
				base->getStorageItems()->getContents()->clear();
				const std::vector<std::string> &items = mod->getItemsList();
				for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
				{
					RuleItem *rule = _game->getMod()->getItem(*i);
					if (rule->getBattleType() != BT_CORPSE && rule->isRecoverable())
					{
						base->getStorageItems()->addItem(*i, 1);
					}
				}

				// Fix invalid contents
				if (base->getCrafts()->empty())
				{
					std::string craftType = _crafts[_cbxCraft->getSelected()];
					_craft = new Craft(_game->getMod()->getCraft(craftType), base, save->getId(craftType));
					base->getCrafts()->push_back(_craft);
				}
				else
				{
					_craft = base->getCrafts()->front();
					for (std::map<std::string, int>::iterator i = _craft->getItems()->getContents()->begin(); i != _craft->getItems()->getContents()->end(); ++i)
					{
						RuleItem *rule = _game->getMod()->getItem(i->first);
						if (!rule)
						{
							i->second = 0;
						}
					}
				}

				_game->setSavedGame(save);
			}
			else
			{
				initSave();
			}
		}
		catch (YAML::Exception &e)
		{
			Log(LOG_WARNING) << e.what();
			initSave();
		}
	}
}