/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "BriefingState.h"
#include "BattlescapeState.h"
#include "AliensCrashState.h"
#include "../Engine/Game.h"
#include "../Engine/LocalizedText.h"
#include "../Interface/TextButton.h"
#include "../Interface/Text.h"
#include "../Interface/Window.h"
#include "InventoryState.h"
#include "NextTurnState.h"
#include "../Mod/Mod.h"
#include "../Savegame/Base.h"
#include "../Savegame/Craft.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/Ufo.h"
#include "../Mod/AlienDeployment.h"
#include "../Mod/RuleUfo.h"
#include "../Engine/Options.h"
#include "../Engine/Screen.h"
#include "../Menu/CutsceneState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Briefing screen.
* @param game Pointer to the core game.
* @param craft Pointer to the craft in the mission.
* @param base Pointer to the base in the mission.
*/
BriefingState::BriefingState(Craft *craft, Base *base)
{
Options::baseXResolution = Options::baseXGeoscape;
Options::baseYResolution = Options::baseYGeoscape;
_game->getScreen()->resetDisplay(false);
_screen = true;
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnOk = new TextButton(120, 18, 100, 164);
_txtTitle = new Text(300, 32, 16, 24);
_txtTarget = new Text(300, 17, 16, 40);
_txtCraft = new Text(300, 17, 16, 56);
_txtBriefing = new Text(274, 94, 16, 72);
std::string mission = _game->getSavedGame()->getSavedBattle()->getMissionType();
AlienDeployment *deployment = _game->getMod()->getDeployment(mission);
Ufo * ufo = 0;
if (!deployment && craft)
{
ufo = dynamic_cast <Ufo*> (craft->getDestination());
if (ufo) // landing site or crash site.
{
deployment = _game->getMod()->getDeployment(ufo->getRules()->getType());
}
}
std::string title = mission;
std::string desc = title + "_BRIEFING";
if (!deployment) // none defined - should never happen, but better safe than sorry i guess.
{
setPalette("PAL_GEOSCAPE", 0);
_musicId = "GMDEFEND";
_window->setBackground(_game->getMod()->getSurface("BACK16.SCR"));
}
else
{
BriefingData data = deployment->getBriefingData();
setPalette("PAL_GEOSCAPE", data.palette);
_window->setBackground(_game->getMod()->getSurface(data.background));
_txtCraft->setY(56 + data.textOffset);
_txtBriefing->setY(72 + data.textOffset);
_txtTarget->setVisible(data.showTarget);
_txtCraft->setVisible(data.showCraft);
_cutsceneId = data.cutscene;
_musicId = data.music;
if (!data.title.empty())
{
title = data.title;
}
if (!data.desc.empty())
{
desc = data.desc;
}
}
add(_window, "window", "briefing");
add(_btnOk, "button", "briefing");
add(_txtTitle, "text", "briefing");
add(_txtTarget, "text", "briefing");
add(_txtCraft, "text", "briefing");
add(_txtBriefing, "text", "briefing");
centerAllSurfaces();
// Set up objects
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&BriefingState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&BriefingState::btnOkClick, Options::keyOk);
_btnOk->onKeyboardPress((ActionHandler)&BriefingState::btnOkClick, Options::keyCancel);
_txtTitle->setBig();
_txtTarget->setBig();
_txtCraft->setBig();
std::string s;
if (craft)
{
if (craft->getDestination())
{
_txtTarget->setText(craft->getDestination()->getName(_game->getLanguage()));
}
s = tr("STR_CRAFT_").arg(craft->getName(_game->getLanguage()));
}
else if (base)
{
s = tr("STR_BASE_UC_").arg(base->getName());
}
_txtCraft->setText(s);
_txtTitle->setText(tr(title));
_txtBriefing->setWordWrap(true);
_txtBriefing->setText(tr(desc));
if (mission == "STR_BASE_DEFENSE")
{
// And make sure the base is unmarked.
base->setRetaliationTarget(false);
}
}
/**
*
*/
BriefingState::~BriefingState()
{
}
void BriefingState::init()
{
State::init();
if (!_cutsceneId.empty())
{
_game->pushState(new CutsceneState(_cutsceneId));
// don't play the cutscene again when we return to this state
_cutsceneId = "";
}
else
{
_game->getMod()->playMusic(_musicId);
}
}
/**
* Closes the window.
* @param action Pointer to an action.
*/
void BriefingState::btnOkClick(Action *)
{
_game->popState();
Options::baseXResolution = Options::baseXBattlescape;
Options::baseYResolution = Options::baseYBattlescape;
_game->getScreen()->resetDisplay(false);
BattlescapeState *bs = new BattlescapeState;
int liveAliens = 0, liveSoldiers = 0;
bs->getBattleGame()->tallyUnits(liveAliens, liveSoldiers);
if (liveAliens > 0)
{
_game->pushState(bs);
_game->getSavedGame()->getSavedBattle()->setBattleState(bs);
_game->pushState(new NextTurnState(_game->getSavedGame()->getSavedBattle(), bs));
_game->pushState(new InventoryState(false, bs));
}
else
{
Options::baseXResolution = Options::baseXGeoscape;
Options::baseYResolution = Options::baseYGeoscape;
_game->getScreen()->resetDisplay(false);
delete bs;
_game->pushState(new AliensCrashState);
}
}
}
↑ V815 Decreased performance. Consider replacing the expression '_cutsceneId = ""' with '_cutsceneId.clear()'.