/** * 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)); }
/** * 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")); } } } }
/** * 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; }