Esempio n. 1
0
void UnitDieBState::init()
{
	// don't show the "fall to death" animation when a unit is blasted with explosives or he is already unconscious
	if (_damageType == DT_HE || _unit->getStatus() == STATUS_UNCONSCIOUS)
	{
		_unit->startFalling();
		while (_unit->getStatus() == STATUS_FALLING)
		{
			_unit->keepFalling();
		}
	}
	else
	{
		_parent->getMap()->getCamera()->centerOnPosition(_unit->getPosition());
		_parent->setStateInterval(BattlescapeState::DEFAULT_ANIM_SPEED);
		_unit->lookAt(3);
	}
	if (_unit->getHealth() == 0 && !_noSound)
	{
		Soldier *s = dynamic_cast<Soldier*>(_unit->getUnit());
		if (s)
		{
			// soldiers have screams depending on gender
			if (s->getGender() == GENDER_MALE)
			{
				_parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(RNG::generate(41,43))->play();
			}
			else
			{
				_parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(RNG::generate(44,46))->play();
			}
		}
		else
		{
			// todo get death sound from RuleGenUnit
			if (_unit->getUnit()->getArmor()->getSize() > 1)
			{
				// HWP destroy sound
				_parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(23)->play();
			}
			else
			{
				_parent->getGame()->getResourcePack()->getSoundSet("BATTLE.CAT")->getSound(10)->play();
			}
		}
	}

	//think();
}
Esempio n. 2
0
/**
 * Update soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();

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

	_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)))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	if (_tu)
	{
		std::wstringstream ss;
		ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << unit->getTimeUnits();
		_txtTus->setText(ss.str());
	}
}
Esempio n. 3
0
/**
 * Update soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();
	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setText(unit->getUnit()->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = dynamic_cast<Soldier*>(unit->getUnit());
	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 = "MAN_0";
		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";
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	if (_tu)
	{
		std::wstringstream ss;
		ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << unit->getTimeUnits();
		_txtTus->setText(ss.str());
	}
}
Esempio n. 4
0
/**
 * Updates all soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();

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

	_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)))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getResourcePack()->getSurface(look)->blit(_soldier);
	}
	if (_showMoreStatsInInventoryView && !_tu)
	{
		std::wstringstream ss2;
		ss2 << _game->getLanguage()->getString("STR_FACCURACY") << L'\x01' << (int)(unit->getStats()->firing * unit->getAccuracyModifier());
		_txtFAcc->setText(ss2.str());

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

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

			std::wstringstream ss5;
			ss5 << _game->getLanguage()->getString("STR_PSTRENGTH") << L'\x01' << unit->getStats()->psiStrength;
			_txtPStr->setText(ss5.str());
		}
		else
		{
			_txtPSkill->setText(L"");
			_txtPStr->setText(L"");
		}
	}
	updateStats();
}
Esempio n. 5
0
/**
 * Draws a unit, using the drawing rules of the unit.
 * This function is called by Map, for each unit on the screen.
 */
void UnitSprite::draw()
{
	Surface *torso = 0, *legs = 0, *leftArm = 0, *rightArm = 0, *item = 0;

	// magic numbers
	const int maleTorso = 32, femaleTorso = 267, legsStand = 16, legsKneel = 24, die = 264;
	const int larmStand = 0, rarmStand = 8, rarm1H = 232, larm2H = 240, ramr2H = 248, rarmShoot = 256;
	const int legsWalk[8] = { 56, 56+24, 56+24*2, 56+24*3, 56+24*4, 56+24*5, 56+24*6, 56+24*7 };
	const int larmWalk[8] = { 40, 40+24, 40+24*2, 40+24*3, 40+24*4, 40+24*5, 40+24*6, 40+24*7 };
	const int rarmWalk[8] = { 48, 48+24, 48+24*2, 48+24*3, 48+24*4, 48+24*5, 48+24*6, 48+24*7 };
	const int yoffWalk[8] = {1, 0, -1, 0, 1, 0, -1, 0};
	const int offX[8] = { 8, 10, 7, 4, -9, -11, -7, -3 };
	const int offY[8] = { -6, -3, 0, 2, 0, -4, -7, -9 };
	const int offYKneel = 4;

	clear();
	Soldier *soldier = dynamic_cast<Soldier*>(_unit->getUnit());

	if (_unit->isOut())
	{
		// unit is drawn as an item
		return;
	}

	if (_unit->getStatus() == STATUS_FALLING)
	{
		torso = _unitSurface->getFrame(die + _unit->getFallingPhase());
		torso->blit(this);
		return;
	}

	if (soldier != 0 && soldier->getGender() == GENDER_FEMALE)
	{
		torso = _unitSurface->getFrame(femaleTorso + _unit->getDirection());
	}
	else
	{
		torso = _unitSurface->getFrame(maleTorso + _unit->getDirection());
	}

	// when walking, torso(fixed sprite) has to be animated up/down
	if (_unit->getStatus() == STATUS_WALKING)
	{
		torso->setY(yoffWalk[_unit->getWalkingPhase()]);
		legs = _unitSurface->getFrame(legsWalk[_unit->getDirection()] + _unit->getWalkingPhase());
		leftArm = _unitSurface->getFrame(larmWalk[_unit->getDirection()] + _unit->getWalkingPhase());
		rightArm = _unitSurface->getFrame(rarmWalk[_unit->getDirection()] + _unit->getWalkingPhase());
	}
	else
	{
		if (_unit->isKneeled())
		{
			legs = _unitSurface->getFrame(legsKneel + _unit->getDirection());
		}
		else
		{
			legs = _unitSurface->getFrame(legsStand + _unit->getDirection());
		}
		leftArm = _unitSurface->getFrame(larmStand + _unit->getDirection());
		rightArm = _unitSurface->getFrame(rarmStand + _unit->getDirection());
	}

	// holding an item
	if (_item)
	{
		// draw handob item
		if (_unit->getStatus() == STATUS_AIMING)
		{
			int dir = (_unit->getDirection() + 2)%8;
			item = _itemSurface->getFrame(_item->getRules()->getHandSprite() + dir);
			item->setX(offX[_unit->getDirection()]);
			item->setY(offY[_unit->getDirection()]);
		}
		else
		{
			item = _itemSurface->getFrame(_item->getRules()->getHandSprite() + _unit->getDirection());
			item->setX(0);
			item->setY(0);
		}

		// draw arms holding the item
		if (_item->getRules()->getTwoHanded())
		{
			leftArm = _unitSurface->getFrame(larm2H + _unit->getDirection());
			if (_unit->getStatus() == STATUS_AIMING)
			{
				rightArm = _unitSurface->getFrame(rarmShoot + _unit->getDirection());
			}
			else
			{
				rightArm = _unitSurface->getFrame(ramr2H + _unit->getDirection());
			}
		}
		else
		{
			rightArm = _unitSurface->getFrame(rarm1H + _unit->getDirection());
		}

		// the fixed arm(s) have to be animated up/down when walking
		if (_unit->getStatus() == STATUS_WALKING)
		{
			item->setY(yoffWalk[_unit->getWalkingPhase()]);
			rightArm->setY(yoffWalk[_unit->getWalkingPhase()]);
			if (_item->getRules()->getTwoHanded())
				leftArm->setY(yoffWalk[_unit->getWalkingPhase()]);
		}
	}

	// offset everything but legs when kneeled
	if (_unit->isKneeled())
	{
		leftArm->setY(offYKneel);
		rightArm->setY(offYKneel);
		torso->setY(offYKneel);
		item?item->setY(item->getY() + offYKneel):void();
	}
	else if (_unit->getStatus() != STATUS_WALKING)
	{
		leftArm->setY(0);
		rightArm->setY(0);
		torso->setY(0);
	}
	
	// blit order depends on unit direction
	switch (_unit->getDirection())
	{
	case 0: leftArm->blit(this); legs->blit(this); item?item->blit(this):void(); torso->blit(this); rightArm->blit(this); break;
	case 1: leftArm->blit(this); legs->blit(this); torso->blit(this); item?item->blit(this):void(); rightArm->blit(this); break;
	case 2: leftArm->blit(this); legs->blit(this); torso->blit(this); item?item->blit(this):void(); rightArm->blit(this); break;
	case 3: legs->blit(this); torso->blit(this); leftArm->blit(this); rightArm->blit(this); item?item->blit(this):void(); break;
	case 4: rightArm->blit(this); legs->blit(this); torso->blit(this); leftArm->blit(this); item?item->blit(this):void(); break;
	case 5: rightArm->blit(this); legs->blit(this); item?item->blit(this):void(); torso->blit(this); leftArm->blit(this); break;
	case 6: rightArm->blit(this); legs->blit(this); item?item->blit(this):void(); torso->blit(this); leftArm->blit(this); break;
	case 7: item?item->blit(this):void(); leftArm->blit(this); rightArm->blit(this); legs->blit(this); torso->blit(this); break;
	}
}
Esempio n. 6
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();
		}
	}

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

	_txtName->setBig();
	_txtName->setText(unit->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = unit->getGeoscapeSoldier();
	if (s)
	{
		SurfaceSet *texture = _game->getMod()->getSurfaceSet("SMOKE.PCK");
		texture->getFrame(20 + s->getRank())->setX(0);
		texture->getFrame(20 + s->getRank())->setY(0);
		texture->getFrame(20 + s->getRank())->blit(_rank);

		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";
		const std::set<std::string> &ufographContents = FileMap::getVFolderContents("UFOGRAPH");
		std::string lcaseLook = look;
		std::transform(lcaseLook.begin(), lcaseLook.end(), lcaseLook.begin(), tolower);
		if (ufographContents.find("lcaseLook") == ufographContents.end() && !_game->getMod()->getSurface(look))
		{
			look = s->getArmor()->getSpriteInventory() + ".SPK";
		}
		_game->getMod()->getSurface(look)->blit(_soldier);
	}
	else
	{
		Surface *armorSurface = _game->getMod()->getSurface(unit->getArmor()->getSpriteInventory());
		if (armorSurface)
		{
			armorSurface->blit(_soldier);
		}
	}

	updateStats();
	_refreshMouse();
}
Esempio n. 7
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. 8
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();
}