/**
 * Enters the mission.
 * @param action Pointer to an action.
 */
void ConfirmLandingState::btnYesClick(Action *action)
{
	_game->popState();
	Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
	TerrorSite* t = dynamic_cast<TerrorSite*>(_craft->getDestination());
	AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());
	if (u != 0)
	{
		SavedBattleGame *bgame = new SavedBattleGame();
		_game->getSavedGame()->setBattleGame(bgame);
		if(u->getStatus() == Ufo::CRASHED)
			bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
		else
			bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
		BattlescapeGenerator bgen = BattlescapeGenerator(_game);
		bgen.setWorldTexture(_texture);
		bgen.setWorldShade(_shade);
		bgen.setCraft(_craft);
		bgen.setUfo(u);
		bgen.setAlienRace(u->getAlienRace());
		bgen.setAlienItemlevel(0);
		bgen.run();

		_game->pushState(new BriefingState(_game, _craft));
	}
	else if (t != 0)
	{
		SavedBattleGame *bgame = new SavedBattleGame();
		_game->getSavedGame()->setBattleGame(bgame);
		bgame->setMissionType("STR_TERROR_MISSION");
		BattlescapeGenerator bgen = BattlescapeGenerator(_game);
		bgen.setWorldTexture(_texture);
		bgen.setWorldShade(_shade);
		bgen.setCraft(_craft);
		bgen.setTerrorSite(t);
		bgen.setAlienRace(t->getAlienRace());
		bgen.setAlienItemlevel(0);
		bgen.run();

		_game->pushState(new BriefingState(_game, _craft));
	}
	else if (b != 0)
	{
		SavedBattleGame *bgame = new SavedBattleGame();
		_game->getSavedGame()->setBattleGame(bgame);
		bgame->setMissionType("STR_ALIEN_BASE_ASSAULT");
		BattlescapeGenerator bgen = BattlescapeGenerator(_game);
		bgen.setWorldTexture(_texture);
		bgen.setWorldShade(_shade);
		bgen.setCraft(_craft);
		bgen.setAlienBase(b);
		bgen.setAlienRace(b->getAlienRace());
		bgen.setAlienItemlevel(0);
		bgen.run();

		_game->pushState(new BriefingState(_game, _craft));
	}
}
Esempio n. 2
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/**
 * Returns to the previous screen.
 * @param action Pointer to an action.
 */
void BaseDefenseState::btnOkClick(Action *)
{
	_timer->stop();
	_game->setPalette(_game->getResourcePack()->getPalette("PALETTES.DAT_0")->getColors());
	_game->popState();
	if(_ufo->getStatus() != Ufo::DESTROYED)
	{
		if (_base->getAvailableSoldiers(true) > 0)
		{
			size_t month = _game->getSavedGame()->getMonthsPassed();
			if (month > _game->getRuleset()->getAlienItemLevels().size()-1)
				month = _game->getRuleset()->getAlienItemLevels().size()-1;
			SavedBattleGame *bgame = new SavedBattleGame();
			_game->getSavedGame()->setBattleGame(bgame);
			bgame->setMissionType("STR_BASE_DEFENSE");
			BattlescapeGenerator bgen = BattlescapeGenerator(_game);
			bgen.setBase(_base);
			bgen.setAlienRace(_ufo->getAlienRace());
			bgen.setAlienItemlevel(_game->getRuleset()->getAlienItemLevels().at(month).at(RNG::generate(0,9)));
			bgen.run();
			_state->musicStop();
			_game->pushState(new BriefingState(_game, 0, _base));
		}
		else
		{
			_game->pushState(new BaseDestroyedState(_game, _base));
		}
	}
	// Whatever happens in the base defense, the UFO has finished its duty
	_ufo->setStatus(Ufo::DESTROYED);
}
Esempio n. 3
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/**
 * Enters the mission.
 * @param action Pointer to an action.
 */
void ConfirmLandingState::btnYesClick(Action *)
{
	_game->popState();
	_state->musicStop();
	Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
	TerrorSite* t = dynamic_cast<TerrorSite*>(_craft->getDestination());
	AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());
	size_t month = _game->getSavedGame()->getMonthsPassed();
	if (month > _game->getRuleset()->getAlienItemLevels().size()-1)
		month = _game->getRuleset()->getAlienItemLevels().size()-1;

	SavedBattleGame *bgame = new SavedBattleGame();
	_game->getSavedGame()->setBattleGame(bgame);
	BattlescapeGenerator bgen = BattlescapeGenerator(_game);
	bgen.setWorldTexture(_texture);
	bgen.setWorldShade(_shade);
	bgen.setCraft(_craft);
	if (u != 0)
	{
		if(u->getStatus() == Ufo::CRASHED)
			bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
		else
			bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
		bgen.setUfo(u);
		bgen.setAlienRace(u->getAlienRace());
	}
	else if (t != 0)
	{
		bgame->setMissionType("STR_TERROR_MISSION");
		bgen.setTerrorSite(t);
		bgen.setAlienRace(t->getAlienRace());
	}
	else if (b != 0)
	{
		bgame->setMissionType("STR_ALIEN_BASE_ASSAULT");
		bgen.setAlienBase(b);
		bgen.setAlienRace(b->getAlienRace());
	}
	else
	{
		throw Exception("No mission available!");
	}
	bgen.setAlienItemlevel(_game->getRuleset()->getAlienItemLevels().at(month).at(RNG::generate(0,9)));
	bgen.run();
	_game->pushState(new BriefingState(_game, _craft));
}
Esempio n. 4
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/**
 * Enters the mission.
 * @param action Pointer to an action.
 */
void ConfirmLandingState::btnYesClick(Action *)
{
	_game->popState();
	Ufo* u = dynamic_cast<Ufo*>(_craft->getDestination());
	MissionSite* m = dynamic_cast<MissionSite*>(_craft->getDestination());
	AlienBase* b = dynamic_cast<AlienBase*>(_craft->getDestination());

	SavedBattleGame *bgame = new SavedBattleGame();
	_game->getSavedGame()->setBattleGame(bgame);
	BattlescapeGenerator bgen(_game);
	bgen.setWorldTexture(_texture);
	bgen.setWorldShade(_shade);
	bgen.setCraft(_craft);
	if (u != 0)
	{
		if (u->getStatus() == Ufo::CRASHED)
			bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
		else
			bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
		bgen.setUfo(u);
		bgen.setAlienRace(u->getAlienRace());
	}
	else if (m != 0)
	{
		bgame->setMissionType(m->getDeployment()->getType());
		bgen.setMissionSite(m);
		bgen.setAlienRace(m->getAlienRace());
	}
	else if (b != 0)
	{
		bgame->setMissionType(b->getDeployment()->getType());
		bgen.setAlienBase(b);
		bgen.setAlienRace(b->getAlienRace());
		bgen.setWorldTexture(0);
	}
	else
	{
		throw Exception("No mission available!");
	}
	bgen.run();
	_game->pushState(new BriefingState(_craft));
}
Esempio n. 5
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/**
 * Returns to the previous screen.
 * @param action Pointer to an action.
 */
void ConfirmCydoniaState::btnYesClick(Action *)
{
	_game->popState();
	_game->popState();
	
	SavedBattleGame *bgame = new SavedBattleGame();
	_game->getSavedGame()->setBattleGame(bgame);
	bgame->setMissionType("STR_MARS_CYDONIA_LANDING");
	BattlescapeGenerator bgen = BattlescapeGenerator(_game);
	bgen.setCraft(_craft);
	bgen.setAlienRace("STR_SECTOID");
	bgen.setWorldShade(15);
	bgen.run();

	_game->pushState(new BriefingState(_game, _craft));

}
Esempio n. 6
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/**
 * Returns to the previous screen.
 * @param action Pointer to an action.
 */
void ConfirmCydoniaState::btnYesClick(Action *)
{
	_game->popState();
	_game->popState();
	
	SavedBattleGame *bgame = new SavedBattleGame();
	_game->getSavedGame()->setBattleGame(bgame);
	BattlescapeGenerator bgen = BattlescapeGenerator(_game);
	for (std::vector<std::string>::const_iterator i = _game->getRuleset()->getDeploymentsList().begin(); i != _game->getRuleset()->getDeploymentsList().end(); ++i)
	{
		AlienDeployment *deployment = _game->getRuleset()->getDeployment(*i);
		if (deployment->isFinalDestination())
		{
			bgame->setMissionType(*i);
			bgen.setAlienRace(deployment->getRace());
			break;
		}
	}
	bgen.setCraft(_craft);
	bgen.run();

	_game->pushState(new BriefingState(_craft));

}
Esempio n. 7
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/**
 * Starts the battle.
 * @param action Pointer to an action.
 */
void NewBattleState::btnOkClick(Action *)
{
	save();
	if (_missionTypes[_cbxMission->getSelected()] != "STR_BASE_DEFENSE" && _craft->getNumSoldiers() == 0 && _craft->getNumVehicles() == 0)
	{
		return;
	}

	SavedBattleGame *bgame = new SavedBattleGame();
	_game->getSavedGame()->setBattleGame(bgame);
	bgame->setMissionType(_missionTypes[_cbxMission->getSelected()]);
	BattlescapeGenerator bgen = BattlescapeGenerator(_game);
	Base *base = 0;

	bgen.setTerrain(_game->getMod()->getTerrain(_terrainTypes[_cbxTerrain->getSelected()]));

	// base defense
	if (_missionTypes[_cbxMission->getSelected()] == "STR_BASE_DEFENSE")
	{
		base = _craft->getBase();
		bgen.setBase(base);
		_craft = 0;
	}
	// alien base
	else if (_game->getMod()->getDeployment(bgame->getMissionType())->isAlienBase())
	{
		AlienBase *b = new AlienBase(_game->getMod()->getDeployment(bgame->getMissionType()));
		b->setId(1);
		b->setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
		_craft->setDestination(b);
		bgen.setAlienBase(b);
		_game->getSavedGame()->getAlienBases()->push_back(b);
	}
	// ufo assault
	else if (_craft && _game->getMod()->getUfo(_missionTypes[_cbxMission->getSelected()]))
	{
		Ufo *u = new Ufo(_game->getMod()->getUfo(_missionTypes[_cbxMission->getSelected()]));
		u->setId(1);
		_craft->setDestination(u);
		bgen.setUfo(u);
		// either ground assault or ufo crash
		if (RNG::generate(0,1) == 1)
		{
			u->setStatus(Ufo::LANDED);
			bgame->setMissionType("STR_UFO_GROUND_ASSAULT");
		}
		else
		{
			u->setStatus(Ufo::CRASHED);
			bgame->setMissionType("STR_UFO_CRASH_RECOVERY");
		}
		_game->getSavedGame()->getUfos()->push_back(u);
	}
	// mission site
	else
	{
		const AlienDeployment *deployment = _game->getMod()->getDeployment(bgame->getMissionType());
		const RuleAlienMission *mission = _game->getMod()->getAlienMission(_game->getMod()->getAlienMissionList().front()); // doesn't matter
		MissionSite *m = new MissionSite(mission, deployment);
		m->setId(1);
		m->setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
		_craft->setDestination(m);
		bgen.setMissionSite(m);
		_game->getSavedGame()->getMissionSites()->push_back(m);
	}

	if (_craft)
	{
		_craft->setSpeed(0);
		bgen.setCraft(_craft);
	}

	_game->getSavedGame()->setDifficulty((GameDifficulty)_cbxDifficulty->getSelected());

	bgen.setWorldShade(_slrDarkness->getValue());
	bgen.setAlienRace(_alienRaces[_cbxAlienRace->getSelected()]);
	bgen.setAlienItemlevel(_slrAlienTech->getValue());
	bgame->setDepth(_slrDepth->getValue());

	bgen.run();

	_game->popState();
	_game->popState();
	_game->pushState(new BriefingState(_craft, base));
	_craft = 0;
}