Exemple #1
0
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void BasescapeState::viewClick(Action *action)
{
	BaseFacility *fac = _view->getSelectedFacility();
	if (fac != 0)
	{
		// Pre-calculate values to ensure base stays connected
		int x = -1, y = -1, squares = 0;
		for (std::vector<BaseFacility*>::iterator i = _base->getFacilities()->begin(); i != _base->getFacilities()->end(); i++)
		{
			if ((*i)->getRules()->getLift())
			{
				x = (*i)->getX();
				y = (*i)->getY();
			}
			squares += (*i)->getRules()->getSize() * (*i)->getRules()->getSize();
		}
		squares -= fac->getRules()->getSize() * fac->getRules()->getSize();

		// Is facility in use?
		if (fac->inUse())
		{
			_game->pushState(new BasescapeErrorState(_game, "STR_FACILITY_IN_USE"));
		}
		// Would base become disconnected? (ocuppied squares connected to Access Lift < total squares occupied by base)
		else if (_view->countConnected(x, y, 0, fac) < squares)
		{
			_game->pushState(new BasescapeErrorState(_game, "STR_CANNOT_DISMANTLE_FACILITY"));
		}
		else
		{
			_game->pushState(new DismantleFacilityState(_game, _base, fac));
		}
	}
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceFacilityState::viewClick(Action *)
{
	if (!_view->isPlaceable(_rule))
	{
		_game->pushState(new ErrorMessageState(tr("STR_CANNOT_BUILD_HERE"), _palette, _game->getRuleset()->getInterface("placeFacility")->getElement("errorMessage")->color, "BACK01.SCR", _game->getRuleset()->getInterface("placeFacility")->getElement("errorPalette")->color));
	}
	else if (_game->getSavedGame()->getFunds() < _rule->getBuildCost())
	{
		_game->popState();
		_game->pushState(new ErrorMessageState(tr("STR_NOT_ENOUGH_MONEY"), _palette, _game->getRuleset()->getInterface("placeFacility")->getElement("errorMessage")->color, "BACK01.SCR", _game->getRuleset()->getInterface("placeFacility")->getElement("errorPalette")->color));
	}
	else
	{
		BaseFacility *fac = new BaseFacility(_rule, _base);
		fac->setX(_view->getGridX());
		fac->setY(_view->getGridY());
		fac->setBuildTime(_rule->getBuildTime());
		_base->getFacilities()->push_back(fac);
		if (Options::allowBuildingQueue)
		{
			if (_view->isQueuedBuilding(_rule)) fac->setBuildTime(std::numeric_limits<int>::max());
			_view->reCalcQueuedBuildings();
		}
		_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() - _rule->getBuildCost());
		_game->popState();
	}
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceLiftState::viewClick(Action *action)
{
	BaseFacility *fac = new BaseFacility(_game->getRuleset()->getBaseFacility("STR_ACCESS_LIFT"), _base, _view->getGridX(), _view->getGridY());
	fac->setBuildTime(0);
	_base->getFacilities()->push_back(fac);
	_game->popState();
	_game->pushState(new BasescapeState(_game, _base, _globe));
}
Exemple #4
0
/**
 * Displays the name of the facility the mouse is over.
 * @param action Pointer to an action.
 */
void BasescapeState::viewMouseOver(Action *action)
{
	BaseFacility *f = _view->getSelectedFacility();
	if (f == 0)
		_txtFacility->setText(L"");
	else
		_txtFacility->setText(_game->getLanguage()->getString(f->getRules()->getType()));
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceLiftState::viewClick(Action *)
{
	BaseFacility *fac = new BaseFacility(_game->getRuleset()->getBaseFacility("STR_ACCESS_LIFT"), _base);
	fac->setX(_view->getGridX());
	fac->setY(_view->getGridY());
	_base->getFacilities()->push_back(fac);
	_game->popState();
	BasescapeState *bState = new BasescapeState(_game, _base, _globe);
	_game->pushState(bState);
	if (_first)
	{
		_game->pushState(new SelectStartFacilityState(_game, _base, bState, _globe));
	}
}
Exemple #6
0
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void BasescapeState::viewLeftClick(Action *)
{
	BaseFacility *fac = _view->getSelectedFacility();
	if (fac != 0)
	{
		// Is facility in use?
		if (fac->inUse())
		{
			_game->pushState(new ErrorMessageState(_game, "STR_FACILITY_IN_USE", Palette::blockOffset(15)+1, "BACK13.SCR", 6));
		}
		// Would base become disconnected?
		else if (!_base->getDisconnectedFacilities(fac).empty())
		{
			_game->pushState(new ErrorMessageState(_game, "STR_CANNOT_DISMANTLE_FACILITY", Palette::blockOffset(15)+1, "BACK13.SCR", 6));
		}
		else
		{
			_game->pushState(new DismantleFacilityState(_game, _base, _view, fac));
		}
	}
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void BasescapeState::viewLeftClick(Action *)
{
	BaseFacility *fac = _view->getSelectedFacility();
	if (fac != 0)
	{
		// Is facility in use?
		if (fac->inUse())
		{
			_game->pushState(new ErrorMessageState(tr("STR_FACILITY_IN_USE"), _palette, _game->getMod()->getInterface("basescape")->getElement("errorMessage")->color, "BACK13.SCR", _game->getMod()->getInterface("basescape")->getElement("errorPalette")->color));
		}
		// Would base become disconnected?
		else if (!_base->getDisconnectedFacilities(fac).empty())
		{
			_game->pushState(new ErrorMessageState(tr("STR_CANNOT_DISMANTLE_FACILITY"), _palette, _game->getMod()->getInterface("basescape")->getElement("errorMessage")->color, "BACK13.SCR", _game->getMod()->getInterface("basescape")->getElement("errorPalette")->color));
		}
		else
		{
			_game->pushState(new DismantleFacilityState(_base, _view, fac));
		}
	}
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceFacilityState::viewClick(Action *action)
{
	if (!_view->isPlaceable(_rule))
	{
		_game->popState();
		_game->pushState(new BasescapeErrorState(_game, "STR_CANNOT_BUILD_HERE"));
	}
	else if (_game->getSavedGame()->getFunds() < _rule->getBuildCost())
	{
		_game->popState();
		_game->pushState(new BasescapeErrorState(_game, "STR_NOT_ENOUGH_MONEY"));
	}
	else
	{
		BaseFacility *fac = new BaseFacility(_rule, _base, _view->getGridX(), _view->getGridY());
		fac->setBuildTime(_rule->getBuildTime());
		_base->getFacilities()->push_back(fac);
		_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() - _rule->getBuildCost());
		_game->popState();
	}
}
/**
 * Processes clicking on facilities.
 * @param action Pointer to an action.
 */
void PlaceFacilityState::viewClick(Action *action)
{
	if (!_view->isPlaceable(_rule))
	{
		_game->popState();
		_game->pushState(new ErrorMessageState(_game, "STR_CANNOT_BUILD_HERE", Palette::blockOffset(15)+1, "BACK01.SCR", 6));
	}
	else if (_game->getSavedGame()->getFunds() < _rule->getBuildCost())
	{
		_game->popState();
		_game->pushState(new ErrorMessageState(_game, "STR_NOT_ENOUGH_MONEY", Palette::blockOffset(15)+1, "BACK01.SCR", 6));
	}
	else
	{
		BaseFacility *fac = new BaseFacility(_rule, _base);
		fac->setX(_view->getGridX());
		fac->setY(_view->getGridY());
		fac->setBuildTime(_rule->getBuildTime());
		_base->getFacilities()->push_back(fac);
		_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() - _rule->getBuildCost());
		_game->popState();
	}
}
Exemple #10
0
/**
 * Displays the name of the facility the mouse is over.
 * @param action Pointer to an action.
 */
void BasescapeState::viewMouseOver(Action *)
{
	BaseFacility *f = _view->getSelectedFacility();
	std::wostringstream ss;
	if (f != 0)
	{
		if (f->getRules()->getCrafts() == 0 || f->getBuildTime() > 0)
		{
			ss << tr(f->getRules()->getType());
		}
		else
		{
			ss << tr(f->getRules()->getType());
			if (f->getCraft() != 0)
			{
				ss << L" " << tr("STR_CRAFT_").arg(f->getCraft()->getName(_game->getLanguage()));
			}
		}
	}
	_txtFacility->setText(ss.str());
}
Exemple #11
0
/**
 * Processes right clicking on facilities.
 * @param action Pointer to an action.
 */
void BasescapeState::viewRightClick(Action *)
{
	BaseFacility *f = _view->getSelectedFacility();
	if (f == 0)
	{
		_game->pushState(new BaseInfoState(_game, _base, this));
	}
	else if (f->getRules()->getCrafts() > 0)
	{
		if (f->getCraft() == 0)
		{
			_game->pushState(new CraftsState(_game, _base));
		}
		else
			for (size_t craft = 0; craft < _base->getCrafts()->size(); ++craft)
			{
				if (f->getCraft() == _base->getCrafts()->at(craft))
				{
					_game->pushState(new CraftInfoState(_game, _base, craft));
					break;
				}
			}
	}
	else if (f->getRules()->getStorage() > 0)
	{
		_game->pushState(new SellState(_game, _base));
	}
	else if (f->getRules()->getPersonnel() > 0)
	{
		_game->pushState(new SoldiersState(_game, _base));
	}
	else if (f->getRules()->getPsiLaboratories() > 0 && Options::anytimePsiTraining && _base->getAvailablePsiLabs() > 0)
	{
		_game->pushState(new AllocatePsiTrainingState(_game, _base));
	}
	else if (f->getRules()->getLaboratories() > 0)
	{
		_game->pushState(new ResearchState(_game, _base));
	}
	else if (f->getRules()->getWorkshops() > 0)
	{
		_game->pushState(new ManufactureState(_game, _base));
	}
	else if (f->getRules()->getAliens() > 0)
	{
		_game->pushState(new ManageAlienContainmentState(_game, _base, OPT_GEOSCAPE));
	}
	else if (f->getRules()->isLift() || f->getRules()->getRadarRange() > 0)
	{
		_game->popState();
	}
}
Exemple #12
0
/**
 * Loads the base from a YAML file.
 * @param node YAML node.
 * @param save Pointer to saved game.
 */
void Base::load(const YAML::Node &node, SavedGame *save, bool newGame, bool newBattleGame)
{
	Target::load(node);
	_name = Language::utf8ToWstr(node["name"].as<std::string>(""));

	if (!newGame || !Options::getBool("customInitialBase") || newBattleGame)
	{
		for (YAML::const_iterator i = node["facilities"].begin(); i != node["facilities"].end(); ++i)
		{
			std::string type = (*i)["type"].as<std::string>();
			BaseFacility *f = new BaseFacility(_rule->getBaseFacility(type), this);
			f->load(*i);
			_facilities.push_back(f);
		}
	}

	for (YAML::const_iterator i = node["crafts"].begin(); i != node["crafts"].end(); ++i)
	{
		std::string type = (*i)["type"].as<std::string>();
		Craft *c = new Craft(_rule->getCraft(type), this);
		c->load(*i, _rule, save);		
		_crafts.push_back(c);
	}

	for (YAML::const_iterator i = node["soldiers"].begin(); i != node["soldiers"].end(); ++i)
	{
		Soldier *s = new Soldier(_rule->getSoldier("XCOM"), _rule->getArmor("STR_NONE_UC"));
		s->load(*i, _rule);
		if (const YAML::Node &craft = (*i)["craft"])
		{
			std::string type = craft["type"].as<std::string>();
			int id = craft["id"].as<int>();
			for (std::vector<Craft*>::iterator j = _crafts.begin(); j != _crafts.end(); ++j)
			{
				if ((*j)->getRules()->getType() == type && (*j)->getId() == id)
				{
					s->setCraft(*j);
					break;
				}
			}
		}
		else
		{
			s->setCraft(0);
		}
		_soldiers.push_back(s);
	}

	_items->load(node["items"]);
	// Some old saves have bad items, better get rid of them to avoid further bugs
	for (std::map<std::string, int>::iterator i = _items->getContents()->begin(); i != _items->getContents()->end();)
	{
		if (std::find(_rule->getItemsList().begin(), _rule->getItemsList().end(), i->first) == _rule->getItemsList().end())
		{
			_items->getContents()->erase(i++);
		}
		else
		{
			++i;
		}
	}

	_scientists = node["scientists"].as<int>(_scientists);
	_engineers = node["engineers"].as<int>(_engineers);
	_inBattlescape = node["inBattlescape"].as<bool>(_inBattlescape);

	for (YAML::const_iterator i = node["transfers"].begin(); i != node["transfers"].end(); ++i)
	{
		int hours = (*i)["hours"].as<int>();
		Transfer *t = new Transfer(hours);
		t->load(*i, this, _rule);
		_transfers.push_back(t);
	}

	for (YAML::const_iterator i = node["research"].begin(); i != node["research"].end(); ++i)
	{
		std::string research = (*i)["project"].as<std::string>();
		ResearchProject *r = new ResearchProject(_rule->getResearch(research));
		r->load(*i);
		_research.push_back(r);
	}

	for (YAML::const_iterator i = node["productions"].begin(); i != node["productions"].end(); ++i)
	{
		std::string item = (*i)["item"].as<std::string>();
		Production *p = new Production(_rule->getManufacture(item), 0);
		p->load(*i);
		_productions.push_back(p);
	}

	_retaliationTarget = node["retaliationTarget"].as<bool>(_retaliationTarget);
}