/**
 * Closes the window.
 * @param action Pointer to an action.
 */
void BriefingState::btnOkClick(Action *)
{
	_game->popState();
	Options::baseXResolution = Options::baseXBattlescape;
	Options::baseYResolution = Options::baseYBattlescape;
	_game->getScreen()->resetDisplay(false);
	BattlescapeState *bs = new BattlescapeState;
	int liveAliens = 0, liveSoldiers = 0;
	bs->getBattleGame()->tallyUnits(liveAliens, liveSoldiers);
	if (liveAliens > 0)
	{
		_game->pushState(bs);
		_game->getSavedGame()->getSavedBattle()->setBattleState(bs);
		_game->pushState(new NextTurnState(_game->getSavedGame()->getSavedBattle(), bs));
		_game->pushState(new InventoryState(false, bs));
	}
	else
	{
		Options::baseXResolution = Options::baseXGeoscape;
		Options::baseYResolution = Options::baseYGeoscape;
		_game->getScreen()->resetDisplay(false);;
		delete bs;
		_game->pushState(new AliensCrashState);
	}
}
Exemple #2
0
/**
 * Closes the window.
 * @param action Pointer to an action.
 */
void BriefingState::btnOkClick(Action *)
{
	_game->popState();
	BattlescapeState *bs = new BattlescapeState(_game);
	int liveAliens = 0, liveSoldiers = 0;
	bs->getBattleGame()->tallyUnits(liveAliens, liveSoldiers, false);
	if (liveAliens > 0)
	{
		_game->pushState(bs);
		_game->getSavedGame()->getSavedBattle()->setBattleState(bs);
		_game->pushState(new NextTurnState(_game, _game->getSavedGame()->getSavedBattle(), bs));
		_game->pushState(new InventoryState(_game, false, bs));
	}
	else
	{
		delete bs;
		_game->pushState(new AliensCrashState(_game));
	}
}