Esempio n. 1
0
/**
 * Select next soldier.
 * @param action Pointer to an action.
 */
void BattlescapeState::btnNextSoldierClick(Action *action)
{
	if (_popup) return;
	BattleUnit *unit = _battleGame->selectNextPlayerUnit();
	updateSoldierInfo(unit);
	if (unit) _map->centerOnPosition(unit->getPosition());
}
Esempio n. 2
0
/**
 * Updates all soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	State::init();
	BattleUnit *unit = _battleGame->getSelectedUnit();

	// no selected unit, close inventory
	if (unit == 0)
	{
		btnOkClick(0);
		return;
	}
	// skip to the first unit with inventory
	if (!unit->hasInventory())
	{
		if (_parent)
		{
			_parent->selectNextPlayerUnit(false, false, true);
		}
		else
		{
			_battleGame->selectNextPlayerUnit(false, false, true);
		}
		// no available unit, close inventory
		if (_battleGame->getSelectedUnit() == 0 || !_battleGame->getSelectedUnit()->hasInventory())
		{
			// starting a mission with just vehicles
			btnOkClick(0);
			return;
		}
		else
		{
			unit = _battleGame->getSelectedUnit();
		}
	}

	if (_parent)
		_parent->getMap()->getCamera()->centerOnPosition(unit->getPosition(), false);

	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setBig();
	_txtName->setText(unit->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
	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 = s->getArmor()->getSpriteInventory();
		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";
		if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)) && !_game->getResourcePack()->getSurface(look))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	else
	{
		Surface *armorSurface = _game->getResourcePack()->getSurface(unit->getArmor()->getSpriteInventory());
		if (armorSurface)
		{
			armorSurface->blit(_soldier);
		}
	}

	updateStats();
}
Esempio n. 3
0
/**
 * Updates all soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();

	// no selected unit, close inventory
	if (unit == 0)
	{
		btnOkClick(0);
		return;
	}
	// skip to the first unit with inventory
	if (!unit->hasInventory())
	{
		if (_parent)
		{
			_parent->selectNextPlayerUnit(false, false, true);
		}
		else
		{
			_battleGame->selectNextPlayerUnit(false, false, true);
		}
		// no available unit, close inventory
		if (_battleGame->getSelectedUnit() == 0)
		{
			// starting a mission with just vehicles
			btnOkClick(0);
			return;
		}
		else
		{
			unit = _battleGame->getSelectedUnit();
		}
	}

	if (_parent)
		_parent->getMap()->getCamera()->centerOnPosition(unit->getPosition());

	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setBig();
	_txtName->setText(unit->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = _game->getSavedGame()->getSoldier(unit->getId());
	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 = s->getArmor()->getSpriteInventory();
		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";
		if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)) && !_game->getResourcePack()->getSurface(look))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	else
	{
		Surface *armorSurface = _game->getResourcePack()->getSurface(unit->getArmor()->getSpriteInventory());
		if (armorSurface)
		{
			armorSurface->blit(_soldier);
		}
	}

	if (_showMoreStatsInInventoryView && !_tu)
	{
		std::wstringstream ss2;
		ss2 << tr("STR_FACCURACY") << L'\x01' << (int)(unit->getStats()->firing * unit->getAccuracyModifier());
		_txtFAcc->setText(ss2.str());

		std::wstringstream ss3;
		ss3 << tr("STR_REACT") << L'\x01' << unit->getStats()->reactions;
		_txtReact->setText(ss3.str());

		if (unit->getStats()->psiSkill > 0)
		{
			std::wstringstream ss4;
			ss4 << tr("STR_PSKILL") << L'\x01' << unit->getStats()->psiSkill;
			_txtPSkill->setText(ss4.str());

			std::wstringstream ss5;
			ss5 << tr("STR_PSTRENGTH") << L'\x01' << unit->getStats()->psiStrength;
			_txtPStr->setText(ss5.str());
		}
		else
		{
			_txtPSkill->setText(L"");
			_txtPStr->setText(L"");
		}
	}
	updateStats();
}
Esempio n. 4
0
/**
 * Runs state functionality every cycle.
 * Progresses the fall, updates the battlescape, ...
 */
void UnitFallBState::think()
{
	for (std::list<BattleUnit*>::iterator unit = _parent->getSave()->getFallingUnits()->begin(); unit != _parent->getSave()->getFallingUnits()->end();)
	{
		if ((*unit)->getStatus() == STATUS_TURNING)
		{
			(*unit)->abortTurn();
		}
		bool largeCheck = true;
		bool falling = true;
		int size = (*unit)->getArmor()->getSize() - 1;
		if ((*unit)->getHealth() == 0 || (*unit)->getStunlevel() >= (*unit)->getHealth())
		{
			unit = _parent->getSave()->getFallingUnits()->erase(unit);
			continue;
		}
		bool onScreen = ((*unit)->getVisible() && _parent->getMap()->getCamera()->isOnScreen((*unit)->getPosition(), true, size, false));
		Tile *tileBelow = _parent->getSave()->getTile((*unit)->getPosition() + Position(0,0,-1));
		for (int x = size; x >= 0; x--)
		{
			for (int y = size; y >= 0; y--)
			{
				Tile *otherTileBelow = _parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,-1));
				if (!_parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,0))->hasNoFloor(otherTileBelow) || (*unit)->getMovementType() == MT_FLY)
				{
					largeCheck = false;
				}
			}
		}

		if ((*unit)->getStatus() == STATUS_WALKING || (*unit)->getStatus() == STATUS_FLYING)
		{
			(*unit)->keepWalking(tileBelow, true); 	// advances the phase
			_parent->getMap()->cacheUnit(*unit);	// make sure the unit sprites are up to date
			
			if ((*unit)->getPosition() != (*unit)->getLastPosition())
			{
				// Reset tiles moved from.
				for (int x = size; x >= 0; x--)
				{
					for (int y = size; y >= 0; y--)
					{
						// A falling unit might have already taken up this position so check that this unit is still here.
						if (_parent->getSave()->getTile((*unit)->getLastPosition() + Position(x,y,0))->getUnit() == (*unit))
						{
							_parent->getSave()->getTile((*unit)->getLastPosition() + Position(x,y,0))->setUnit(0);
						}
					}
				}
				// Update tiles moved to.
				for (int x = size; x >= 0; x--)
				{
					for (int y = size; y >= 0; y--)
					{
						_parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,0))->setUnit((*unit), _parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,-1)));
					}
				}
			}

			++unit;
			continue;
		}

		falling = largeCheck
			&& (*unit)->getPosition().z != 0
			&& (*unit)->getTile()->hasNoFloor(tileBelow)
			&& (*unit)->getMovementType() != MT_FLY
			&& (*unit)->getWalkingPhase() == 0;

		if (falling)
		{
			// Tile(s) unit is falling into.
			for (int x = (*unit)->getArmor()->getSize() - 1; x >= 0; --x)
			{
				for (int y = (*unit)->getArmor()->getSize() - 1; y >= 0; --y)
				{
					Tile *tileTarget = _parent->getSave()->getTile((*unit)->getPosition() + Position(x,y,-1));
					tilesToFallInto.push_back(tileTarget);
				}
			}

			// Check each tile for units that need moving out of the way.
			for (std::vector<Tile*>::iterator i = tilesToFallInto.begin(); i < tilesToFallInto.end(); ++i)
			{
				BattleUnit *unitBelow = (*i)->getUnit();
				if (unitBelow
					&& (*unit) != unitBelow                                                                     // falling units do not fall on themselves
					&& !(std::find(unitsToMove.begin(), unitsToMove.end(), unitBelow) != unitsToMove.end()))    // already added
				{
					unitsToMove.push_back(unitBelow);
				}
			}
		}
		
		falling = largeCheck
			&& (*unit)->getPosition().z != 0
			&& (*unit)->getTile()->hasNoFloor(tileBelow)
			&& (*unit)->getMovementType() != MT_FLY
			&& (*unit)->getWalkingPhase() == 0;

		// Find somewhere to move the unit(s) endanger of being squashed.
		if (!unitsToMove.empty())
		{
			std::vector<Tile*> escapeTiles;
			for (std::vector<BattleUnit*>::iterator ub = unitsToMove.begin(); ub < unitsToMove.end(); )
			{
				BattleUnit *unitBelow = (*ub);
				bool escapeFound = false;

				// We need to move all sections of the unit out of the way.
				std::vector<Position> bodySections;
				for (int x = unitBelow->getArmor()->getSize() - 1; x >= 0; --x)
				{
					for (int y = unitBelow->getArmor()->getSize() - 1; y >= 0; --y)
					{
						Position bs = unitBelow->getPosition() + Position(x, y, 0);
						bodySections.push_back(bs);
					}
				}

				// Check in each compass direction.
				for (int dir = 0; dir < Pathfinding::DIR_UP && !escapeFound; dir++)
				{
					Position offset;
					Pathfinding::directionToVector(dir, &offset);

					for (std::vector<Position>::iterator bs = bodySections.begin(); bs < bodySections.end(); )
					{
						Position originalPosition = (*bs);
						Position endPosition = originalPosition + offset;
						Tile *t = _parent->getSave()->getTile(endPosition);
						Tile *bt = _parent->getSave()->getTile(endPosition + Position(0,0,-1));

						bool aboutToBeOccupiedFromAbove = t && std::find(tilesToFallInto.begin(), tilesToFallInto.end(), t) != tilesToFallInto.end();
						bool alreadyTaken = t && std::find(escapeTiles.begin(), escapeTiles.end(), t) != escapeTiles.end();
						bool alreadyOccupied = t && t->getUnit() && (t->getUnit() != unitBelow);
						bool movementBlocked = _parent->getSave()->getPathfinding()->getTUCost(originalPosition, dir, &endPosition, *ub, 0, false) == 255;
						bool hasFloor = t && !t->hasNoFloor(bt);
						bool unitCanFly = unitBelow->getMovementType() == MT_FLY;

						bool canMoveToTile = t && !alreadyOccupied && !alreadyTaken && !aboutToBeOccupiedFromAbove && !movementBlocked && (hasFloor || unitCanFly);
						if (canMoveToTile)
						{
							// Check next section of the unit.
							++bs;
						}
						else
						{
							// Try next direction.
							break;
						}

						// If all sections of the fallen onto unit can be moved, then we move it.
						if (bs == bodySections.end())
						{
							if (_parent->getSave()->addFallingUnit(unitBelow))
							{
								escapeFound = true;
								// Now ensure no other unit escapes to here too.
								for (int x = unitBelow->getArmor()->getSize() - 1; x >= 0; --x)
								{
									for (int y = unitBelow->getArmor()->getSize() - 1; y >= 0; --y)
									{
										Tile *et = _parent->getSave()->getTile(t->getPosition() + Position(x,y,0));
										escapeTiles.push_back(et);
									}
								}

								Tile *bu = _parent->getSave()->getTile(originalPosition + Position(0,0,-1));
								unitBelow->startWalking(dir, unitBelow->getPosition() + offset, bu, onScreen);
								ub = unitsToMove.erase(ub);
							}
						}
					}
				}
				if (!escapeFound)
				{
					unitBelow->knockOut(_parent);
					ub = unitsToMove.erase(ub);
				}
			}
			_parent->checkForCasualties(0,*unit);
		}
		// we are just standing around, we are done falling.
		if ((*unit)->getStatus() == STATUS_STANDING)
		{
			if (falling)
			{
				Position destination = (*unit)->getPosition() + Position(0,0,-1);
				Tile *tileDest = _parent->getSave()->getTile(destination);
				(*unit)->startWalking(Pathfinding::DIR_DOWN, destination, tileDest, onScreen);
				(*unit)->setCache(0);
				_parent->getMap()->cacheUnit(*unit);
				++unit;
			}
			else
			{
				// if the unit burns floortiles, burn floortiles
				if ((*unit)->getSpecialAbility() == SPECAB_BURNFLOOR || (*unit)->getSpecialAbility() == SPECAB_BURN_AND_EXPLODE)
				{
					(*unit)->getTile()->ignite(1);
					Position groundVoxel = ((*unit)->getPosition() * Position(16,16,24)) + Position(8,8,-((*unit)->getTile()->getTerrainLevel()));
					_parent->getTileEngine()->hit(groundVoxel, (*unit)->getBaseStats()->strength, DT_IN, (*unit));

					if ((*unit)->getStatus() != STATUS_STANDING) // ie: we burned a hole in the floor and fell through it
					{
						_parent->getPathfinding()->abortPath();
					}
				}
				// move our personal lighting with us
				_terrain->calculateUnitLighting();
				_parent->getMap()->cacheUnit(*unit);
				(*unit)->setCache(0);
				_terrain->calculateFOV(*unit);
				_parent->checkForProximityGrenades(*unit);
				if ((*unit)->getStatus() == STATUS_STANDING)
				{
					if (_parent->getTileEngine()->checkReactionFire(*unit))
						_parent->getPathfinding()->abortPath();
					unit = _parent->getSave()->getFallingUnits()->erase(unit);
				}
			}
		}
		else
		{
			++unit;
		}
	}

	if (_parent->getSave()->getFallingUnits()->empty())
	{
		tilesToFallInto.clear();
		unitsToMove.clear();
		_parent->popState();
		return;
	}
}