/** * This function is called when one of the mission's UFOs arrives at it's current destination. * It takes care of sending the UFO to the next waypoint, landing UFOs and * marking them for removal as required. It must set the game data in a way that the rest of the code * understands what to do. * @param ufo The UFO that reached it's waypoint. * @param engine The game engine, required to get access to game data and game rules. * @param globe The earth globe, required to get access to land checks. */ void AlienMission::ufoReachedWaypoint(Ufo &ufo, Game &engine, const Globe &globe) { const Ruleset &rules = *engine.getRuleset(); SavedGame &game = *engine.getSavedGame(); if (ufo.getTrajectoryPoint() == ufo.getTrajectory().getWaypointCount() - 1) { ufo.setDetected(false); ufo.setStatus(Ufo::DESTROYED); return; } ufo.setAltitude(ufo.getTrajectory().getAltitude(ufo.getTrajectoryPoint() + 1)); if (ufo.getAltitude() != "STR_GROUND") { if (ufo.getLandId() != 0) { ufo.setLandId(0); } ufo.setTrajectoryPoint(ufo.getTrajectoryPoint() + 1); // Set next waypoint. Waypoint *wp = new Waypoint(); RuleRegion *region = rules.getRegion(_region); ufo.setSpeed((int)(ufo.getRules()->getMaxSpeed() * ufo.getTrajectory().getSpeedPercentage(ufo.getTrajectoryPoint()))); std::pair<double, double> pos; if (ufo.getTrajectory().getAltitude(ufo.getTrajectoryPoint()) == "STR_GROUND") { pos = getLandPoint(globe, *region, ufo.getTrajectory().getZone(ufo.getTrajectoryPoint())); } else { pos = region->getRandomPoint(ufo.getTrajectory().getZone(ufo.getTrajectoryPoint())); } wp->setLongitude(pos.first); wp->setLatitude(pos.second); ufo.setDestination(wp); } else { // UFO landed. if (ufo.getRules()->getType() == "STR_TERROR_SHIP" && _rule.getType() == "STR_ALIEN_TERROR" && ufo.getTrajectory().getZone(ufo.getTrajectoryPoint()) == 0) { // Specialized: STR_ALIEN_TERROR // Remove UFO, replace with TerrorSite. addScore(ufo.getLongitude(), ufo.getLatitude(), engine); ufo.setStatus(Ufo::DESTROYED); TerrorSite *terrorSite = new TerrorSite(); terrorSite->setLongitude(ufo.getLongitude()); terrorSite->setLatitude(ufo.getLatitude()); terrorSite->setId(game.getId("STR_TERROR_SITE")); terrorSite->setSecondsRemaining(4 * 3600 + RNG::generate(0, 6) * 3600); terrorSite->setAlienRace(_race); const City *city = rules.locateCity(ufo.getLongitude(), ufo.getLatitude()); assert(city); game.getTerrorSites()->push_back(terrorSite); for (std::vector<Target*>::iterator t = ufo.getFollowers()->begin(); t != ufo.getFollowers()->end();) { Craft* c = dynamic_cast<Craft*>(*t); if (c && c->getNumSoldiers() != 0) { c->setDestination(terrorSite); t = ufo.getFollowers()->begin(); } else { ++t; } } } else if (_rule.getType() == "STR_ALIEN_RETALIATION" && ufo.getTrajectory().getID() == "__RETALIATION_ASSAULT_RUN") { // Ignore what the trajectory might say, this is a base assault. // Remove UFO, replace with Base defense. ufo.setDetected(false); std::vector<Base *>::const_iterator found = std::find_if(game.getBases()->begin(), game.getBases()->end(), MatchBaseCoordinates(ufo.getLongitude(), ufo.getLatitude())); if (found == game.getBases()->end()) { ufo.setStatus(Ufo::DESTROYED); // Only spawn mission if the base is still there. return; } ufo.setDestination(*found); } else { // Set timer for UFO on the ground. ufo.setSecondsRemaining(ufo.getTrajectory().groundTimer()); if (ufo.getDetected() && ufo.getLandId() == 0) { ufo.setLandId(engine.getSavedGame()->getId("STR_LANDING_SITE")); } } } }
/** * This function is called when one of the mission's UFOs arrives at it's current destination. * It takes care of sending the UFO to the next waypoint, landing UFOs and * marking them for removal as required. It must set the game data in a way that the rest of the code * understands what to do. * @param ufo The UFO that reached it's waypoint. * @param engine The game engine, required to get access to game data and game rules. * @param globe The earth globe, required to get access to land checks. */ void AlienMission::ufoReachedWaypoint(Ufo &ufo, Game &engine, const Globe &globe) { const Ruleset &rules = *engine.getRuleset(); SavedGame &game = *engine.getSavedGame(); const size_t curWaypoint = ufo.getTrajectoryPoint(); const size_t nextWaypoint = curWaypoint + 1; const UfoTrajectory &trajectory = ufo.getTrajectory(); int waveNumber = _nextWave - 1; if (waveNumber < 0) { waveNumber = _rule.getWaveCount() - 1; } const MissionWave &wave = _rule.getWave(waveNumber); if (nextWaypoint >= trajectory.getWaypointCount()) { ufo.setDetected(false); ufo.setStatus(Ufo::DESTROYED); return; } ufo.setAltitude(trajectory.getAltitude(nextWaypoint)); ufo.setTrajectoryPoint(nextWaypoint); const RuleRegion ®ionRules = *rules.getRegion(_region); std::pair<double, double> pos = getWaypoint(trajectory, nextWaypoint, globe, regionRules); Waypoint *wp = new Waypoint(); wp->setLongitude(pos.first); wp->setLatitude(pos.second); ufo.setDestination(wp); if (ufo.getAltitude() != "STR_GROUND") { if (ufo.getLandId() != 0) { ufo.setLandId(0); } // Set next waypoint. ufo.setSpeed((int)(ufo.getRules()->getMaxSpeed() * trajectory.getSpeedPercentage(nextWaypoint))); } else { // UFO landed. if (wave.objective && trajectory.getZone(curWaypoint) == (size_t)(_rule.getSpawnZone())) { // Remove UFO, replace with MissionSite. addScore(ufo.getLongitude(), ufo.getLatitude(), game); ufo.setStatus(Ufo::DESTROYED); MissionArea area = regionRules.getMissionPoint(trajectory.getZone(curWaypoint), &ufo); Texture *texture = rules.getGlobe()->getTexture(area.texture); AlienDeployment *deployment = rules.getDeployment(texture->getDeployment()); MissionSite *missionSite = new MissionSite(&_rule, deployment); missionSite->setLongitude(ufo.getLongitude()); missionSite->setLatitude(ufo.getLatitude()); missionSite->setId(game.getId(deployment->getMarkerName())); missionSite->setSecondsRemaining(RNG::generate(deployment->getDurationMin(), deployment->getDurationMax()) * 3600); missionSite->setAlienRace(_race); missionSite->setTexture(area.texture); missionSite->setCity(area.name); game.getMissionSites()->push_back(missionSite); for (std::vector<Target*>::iterator t = ufo.getFollowers()->begin(); t != ufo.getFollowers()->end();) { Craft* c = dynamic_cast<Craft*>(*t); if (c && c->getNumSoldiers() != 0) { c->setDestination(missionSite); t = ufo.getFollowers()->begin(); } else { ++t; } } } else if (trajectory.getID() == "__RETALIATION_ASSAULT_RUN") { // Ignore what the trajectory might say, this is a base assault. // Remove UFO, replace with Base defense. ufo.setDetected(false); std::vector<Base *>::const_iterator found = std::find_if (game.getBases()->begin(), game.getBases()->end(), MatchBaseCoordinates(ufo.getLongitude(), ufo.getLatitude())); if (found == game.getBases()->end()) { ufo.setStatus(Ufo::DESTROYED); // Only spawn mission if the base is still there. return; } ufo.setDestination(*found); } else { // Set timer for UFO on the ground. ufo.setSecondsRemaining(trajectory.groundTimer()*5); if (ufo.getDetected() && ufo.getLandId() == 0) { ufo.setLandId(engine.getSavedGame()->getId("STR_LANDING_SITE")); } } } }