/**
 * Shows the selected soldier's info.
 * @param action Pointer to an action.
 */
void CraftSoldiersState::lstSoldiersClick(Action *action)
{
	int row = _lstSoldiers->getSelectedRow();
	Craft *c = _base->getCrafts()->at(_craft);
	Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
	Uint8 color = Palette::blockOffset(13)+10;
	if (s->getCraft() == c)
	{
		s->setCraft(0);
		_lstSoldiers->setCellText(row, 2, _game->getLanguage()->getString("STR_NONE_UC"));
		color = Palette::blockOffset(13)+10;
	}
	else if (c->getSpaceAvailable() > 0 && s->getWoundRecovery() == 0)
	{
		s->setCraft(c);
		_lstSoldiers->setCellText(row, 2, c->getName(_game->getLanguage()));
		color = Palette::blockOffset(13);
	}
	_lstSoldiers->setRowColor(row, color);

	std::wstringstream ss;
	ss << _game->getLanguage()->getString("STR_SPACE_AVAILABLE") << L'\x01' << c->getSpaceAvailable();
	_txtAvailable->setText(ss.str());
	std::wstringstream ss2;
	ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01' << c->getSpaceUsed();
	_txtUsed->setText(ss2.str());
}
Esempio n. 2
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/**
 * Generates a brand new saved game with starting data.
 * @return A new saved game.
 */
SavedGame *Ruleset::newSave() const
{
	SavedGame *save = new SavedGame();

	// Add countries
	for (std::vector<std::string>::const_iterator i = _countriesIndex.begin(); i != _countriesIndex.end(); ++i)
	{
		save->getCountries()->push_back(new Country(getCountry(*i)));
	}
	// Adjust funding to total $6M
	int missing = ((6000 - save->getCountryFunding()/1000) / (int)save->getCountries()->size()) * 1000;
	for (std::vector<Country*>::iterator i = save->getCountries()->begin(); i != save->getCountries()->end(); ++i)
	{
		(*i)->setFunding((*i)->getFunding().back() + missing);
	}
	save->setFunds(save->getCountryFunding());

	// Add regions
	for (std::vector<std::string>::const_iterator i = _regionsIndex.begin(); i != _regionsIndex.end(); ++i)
	{
		save->getRegions()->push_back(new Region(getRegion(*i)));
	}

	// Set up IDs
	std::map<std::string, int> ids;
	for (std::vector<std::string>::const_iterator i = _craftsIndex.begin(); i != _craftsIndex.end(); ++i)
	{
		ids[*i] = 1;
	}
	save->initIds(ids);

	// Set up starting base
	Base *base = new Base(this);
	base->load(_startingBase, save, true);

	// Correct IDs
	for (std::vector<Craft*>::const_iterator i = base->getCrafts()->begin(); i != base->getCrafts()->end(); ++i)
	{
		save->getId((*i)->getRules()->getType());
	}

	// Generate soldiers
	int soldiers = _startingBase["randomSoldiers"].as<int>(0);
	for (int i = 0; i < soldiers; ++i)
	{
		Soldier *soldier = new Soldier(getSoldier("XCOM"), getArmor("STR_NONE_UC"), &_names, save->getId("STR_SOLDIER"));
		soldier->setCraft(base->getCrafts()->front());
		base->getSoldiers()->push_back(soldier);
	}

	save->getBases()->push_back(base);
	// Setup alien strategy
	save->getAlienStrategy().init(this);
	save->setTime(_startingTime);

	return save;
}
Esempio n. 3
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/**
 * Shows the selected soldier's info.
 * @param action Pointer to an action.
 */
void CraftSoldiersState::lstSoldiersClick(Action *action)
{
	double mx = action->getAbsoluteXMouse();
	if ( mx >= _lstSoldiers->getArrowsLeftEdge() && mx < _lstSoldiers->getArrowsRightEdge() )
	{
		return;
	}
	int row = _lstSoldiers->getSelectedRow();
	if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
	{
		Craft *c = _base->getCrafts()->at(_craft);
		Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
		Uint8 color = Palette::blockOffset(13)+10;
		if (s->getCraft() == c)
		{
			s->setCraft(0);
			_lstSoldiers->setCellText(row, 2, tr("STR_NONE_UC"));
			color = Palette::blockOffset(13)+10;
		}
		else if (s->getCraft() && s->getCraft()->getStatus() == "STR_OUT")
		{
			color = Palette::blockOffset(15)+6;
		}
		else if (c->getSpaceAvailable() > 0 && s->getWoundRecovery() == 0)
		{
			s->setCraft(c);
			_lstSoldiers->setCellText(row, 2, c->getName(_game->getLanguage()));
			color = Palette::blockOffset(13);
		}
		_lstSoldiers->setRowColor(row, color);

		_txtAvailable->setText(tr("STR_SPACE_AVAILABLE").arg(c->getSpaceAvailable()));
		_txtUsed->setText(tr("STR_SPACE_USED").arg(c->getSpaceUsed()));
	}
	else if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
	{
		_game->pushState(new SoldierInfoState(_game, _base, row));
	}
}
Esempio n. 4
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/**
 * 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);
}
Esempio n. 5
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/**
 * Initializes a new savegame with
 * everything available.
 */
void NewBattleState::initSave()
{
	const Mod *mod = _game->getMod();
	SavedGame *save = new SavedGame();
	Base *base = new Base(mod);
	const YAML::Node &starter = _game->getMod()->getStartingBase();
	base->load(starter, save, true, true);
	save->getBases()->push_back(base);

	// Kill everything we don't want in this base
	for (std::vector<Soldier*>::iterator i = base->getSoldiers()->begin(); i != base->getSoldiers()->end(); ++i) delete (*i);
	base->getSoldiers()->clear();
	for (std::vector<Craft*>::iterator i = base->getCrafts()->begin(); i != base->getCrafts()->end(); ++i) delete (*i);
	base->getCrafts()->clear();
	base->getStorageItems()->getContents()->clear();

	_craft = new Craft(mod->getCraft(_crafts[_cbxCraft->getSelected()]), base, 1);
	base->getCrafts()->push_back(_craft);

	// Generate soldiers
	for (int i = 0; i < 30; ++i)
	{
		int randomType = RNG::generate(0, _game->getMod()->getSoldiersList().size() - 1);
		Soldier *soldier = mod->genSoldier(save, _game->getMod()->getSoldiersList().at(randomType));

		for (int n = 0; n < 5; ++n)
		{
			if (RNG::percent(70))
				continue;
			soldier->promoteRank();

			UnitStats* stats = soldier->getCurrentStats();
			stats->tu 			+= RNG::generate(0, 5);
			stats->stamina		+= RNG::generate(0, 5);
			stats->health		+= RNG::generate(0, 5);
			stats->bravery		+= RNG::generate(0, 5);
			stats->reactions	+= RNG::generate(0, 5);
			stats->firing		+= RNG::generate(0, 5);
			stats->throwing		+= RNG::generate(0, 5);
			stats->strength		+= RNG::generate(0, 5);
			stats->psiStrength	+= RNG::generate(0, 5);
			stats->melee		+= RNG::generate(0, 5);
			stats->psiSkill		+= RNG::generate(0, 20);
		}
		UnitStats* stats = soldier->getCurrentStats();
		stats->bravery = (int)ceil(stats->bravery / 10.0) * 10; // keep it a multiple of 10

		base->getSoldiers()->push_back(soldier);
		if (i < _craft->getRules()->getSoldiers())
			soldier->setCraft(_craft);
	}

	// Generate items
	const std::vector<std::string> &items = mod->getItemsList();
	for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
	{
		RuleItem *rule = _game->getMod()->getItem(*i);
		if (rule->getBattleType() != BT_CORPSE && rule->isRecoverable())
		{
			base->getStorageItems()->addItem(*i, 1);
			if (rule->getBattleType() != BT_NONE && !rule->isFixed() && rule->getBigSprite() > -1)
			{
				_craft->getItems()->addItem(*i, 1);
			}
		}
	}

	// Add research
	const std::vector<std::string> &research = mod->getResearchList();
	for (std::vector<std::string>::const_iterator i = research.begin(); i != research.end(); ++i)
	{
		save->addFinishedResearchSimple(mod->getResearch(*i));
	}

	_game->setSavedGame(save);
	cbxMissionChange(0);
}