1 /*
2 * Copyright 2010-2014 OpenXcom Developers.
3 *
4 * This file is part of OpenXcom.
5 *
6 * OpenXcom is free software: you can redistribute it and/or modify
7 * it under the terms of the GNU General Public License as published by
8 * the Free Software Foundation, either version 3 of the License, or
9 * (at your option) any later version.
10 *
11 * OpenXcom is distributed in the hope that it will be useful,
12 * but WITHOUT ANY WARRANTY; without even the implied warranty of
13 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 * GNU General Public License for more details.
15 *
16 * You should have received a copy of the GNU General Public License
17 * along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
18 */
19 #include "BaseDefenseState.h"
20 #include <sstream>
21 #include "../Engine/Game.h"
22 #include "../Resource/ResourcePack.h"
23 #include "../Engine/Language.h"
24 #include "../Engine/Palette.h"
25 #include "../Interface/TextButton.h"
26 #include "../Interface/Window.h"
27 #include "../Interface/Text.h"
28 #include "../Savegame/SavedGame.h"
29 #include "../Savegame/Base.h"
30 #include "../Savegame/BaseFacility.h"
31 #include "../Ruleset/Ruleset.h"
32 #include "../Ruleset/RuleBaseFacility.h"
33 #include "../Savegame/Ufo.h"
34 #include "../Interface/TextList.h"
35 #include "GeoscapeState.h"
36 #include "../Engine/Action.h"
37 #include "../Engine/RNG.h"
38 #include "../Battlescape/BriefingState.h"
39 #include "../Battlescape/BattlescapeGenerator.h"
40 #include "../Engine/Sound.h"
41 #include "BaseDestroyedState.h"
42 #include "../Engine/Timer.h"
43 #include "../Engine/Options.h"
44
45 namespace OpenXcom
46 {
47
48 /**
49 * Initializes all the elements in the Base Defense screen.
50 * @param game Pointer to the core game.
51 * @param base Pointer to the base being attacked.
52 * @param ufo Pointer to the attacking ufo.
53 * @param state Pointer to the Geoscape.
54 */
BaseDefenseState(Game * game,Base * base,Ufo * ufo,GeoscapeState * state)55 BaseDefenseState::BaseDefenseState(Game *game, Base *base, Ufo *ufo, GeoscapeState *state) : State(game), _state(state)
56 {
57 _base = base;
58 _action = BDA_NONE;
59 _row = -1;
60 _passes = 0;
61 _attacks = 0;
62 _thinkcycles = 0;
63 _ufo = ufo;
64 // Create objects
65 _window = new Window(this, 320, 200, 0, 0);
66 _txtTitle = new Text(300, 17, 16, 6);
67 _txtInit = new Text(300, 10, 16, 24);
68 _lstDefenses = new TextList(300, 130, 16, 40);
69 _btnOk = new TextButton(120, 18, 100, 170);
70
71 // Set palette
72 setPalette("PAL_BASESCAPE", 2);
73
74 add(_window);
75 add(_btnOk);
76 add(_txtTitle);
77 add(_txtInit);
78 add(_lstDefenses);
79
80 centerAllSurfaces();
81
82 // Set up objects
83 _window->setColor(Palette::blockOffset(15)+6);
84 _window->setBackground(_game->getResourcePack()->getSurface("BACK04.SCR"));
85
86 _btnOk->setColor(Palette::blockOffset(13)+10);
87 _btnOk->setText(tr("STR_OK"));
88 _btnOk->onMouseClick((ActionHandler)&BaseDefenseState::btnOkClick);
89 _btnOk->onKeyboardPress((ActionHandler)&BaseDefenseState::btnOkClick, Options::keyOk);
90 _btnOk->onKeyboardPress((ActionHandler)&BaseDefenseState::btnOkClick, Options::keyCancel);
91 _btnOk->setVisible(false);
92
93 _txtTitle->setColor(Palette::blockOffset(13)+10);
94 _txtTitle->setBig();
95 _txtTitle->setText(tr("STR_BASE_UNDER_ATTACK").arg(_base->getName()));
96 _txtInit->setVisible(false);
97
98 _txtInit->setColor(Palette::blockOffset(13)+10);
99 _txtInit->setText(tr("STR_BASE_DEFENSES_INITIATED"));
100
101 _lstDefenses->setColor(Palette::blockOffset(13)+10);
102 _lstDefenses->setColumns(3, 134, 70, 50);
103 _gravShields = _base->getGravShields();
104 _defenses = _base->getDefenses()->size();
105 _timer = new Timer(750);
106 _timer->onTimer((StateHandler)&BaseDefenseState::nextStep);
107 _timer->start();
108 }
109 /**
110 *
111 */
~BaseDefenseState()112 BaseDefenseState::~BaseDefenseState()
113 {
114 delete _timer;
115 }
116
think()117 void BaseDefenseState::think()
118 {
119 _timer->think(this, 0);
120 }
121
nextStep()122 void BaseDefenseState::nextStep()
123 {
124 if (_thinkcycles == -1)
125 return;
126
127 ++_thinkcycles;
128
129 if (_thinkcycles == 1)
130 {
131 _txtInit->setVisible(true);
132 return;
133 }
134
135 if (_thinkcycles > 1)
136 {
137 switch (_action)
138 {
139 case BDA_DESTROY:
140 _lstDefenses->addRow(2, tr("STR_UFO_DESTROYED").c_str(),L" ",L" ");
141 _game->getResourcePack()->getSound("GEO.CAT", 11)->play();
142 _action = BDA_END;
143 return;
144 case BDA_END:
145 _btnOk->setVisible(true);
146 _thinkcycles = -1;
147 return;
148 default:
149 break;
150 }
151 if (_attacks == _defenses && _passes == _gravShields)
152 {
153 _action = BDA_END;
154 return;
155 }
156 else if (_attacks == _defenses && _passes < _gravShields)
157 {
158 _lstDefenses->addRow(3, tr("STR_GRAV_SHIELD_REPELS_UFO").c_str(),L" ",L" ");
159 ++_row;
160 ++_passes;
161 _attacks = 0;
162 return;
163 }
164
165
166
167 BaseFacility* def = _base->getDefenses()->at(_attacks);
168
169 switch (_action)
170 {
171 case BDA_NONE:
172 _lstDefenses->addRow(3, tr((def)->getRules()->getType()).c_str(),L" ",L" ");
173 ++_row;
174 _action = BDA_FIRE;
175 return;
176 case BDA_FIRE:
177 _lstDefenses->setCellText(_row, 1, tr("STR_FIRING").c_str());
178 _game->getResourcePack()->getSound("GEO.CAT", (def)->getRules()->getFireSound())->play();
179 _action = BDA_RESOLVE;
180 return;
181 case BDA_RESOLVE:
182 if (!RNG::percent((def)->getRules()->getHitRatio()))
183 {
184 _lstDefenses->setCellText(_row, 2, tr("STR_MISSED").c_str());
185 }
186 else
187 {
188 _lstDefenses->setCellText(_row, 2, tr("STR_HIT").c_str());
189 _game->getResourcePack()->getSound("GEO.CAT", (def)->getRules()->getHitSound())->play();
190 _ufo->setDamage(_ufo->getDamage() + (def)->getRules()->getDefenseValue());
191 }
192 if (_ufo->getStatus() == Ufo::DESTROYED)
193 _action = BDA_DESTROY;
194 else
195 _action = BDA_NONE;
196 ++_attacks;
197 return;
198 default:
199 break;
200 }
201 }
202 }
203 /**
204 * Returns to the previous screen.
205 * @param action Pointer to an action.
206 */
btnOkClick(Action *)207 void BaseDefenseState::btnOkClick(Action *)
208 {
209 _timer->stop();
210 _game->popState();
211 if(_ufo->getStatus() != Ufo::DESTROYED)
212 {
213 // Whatever happens in the base defense, the UFO has finished its duty
214 _ufo->setStatus(Ufo::DESTROYED);
215 _state->handleBaseDefense(_base, _ufo);
216 }
217 }
218 }
219