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BattlescapeGenerator.cpp
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BattlescapeGenerator.cpp
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/*
* 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 <assert.h>
#include <fstream>
#include <sstream>
#include "BattlescapeGenerator.h"
#include "TileEngine.h"
#include "Inventory.h"
#include "AIModule.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Savegame/Tile.h"
#include "../Savegame/ItemContainer.h"
#include "../Savegame/Base.h"
#include "../Savegame/BaseFacility.h"
#include "../Savegame/Soldier.h"
#include "../Savegame/BattleUnit.h"
#include "../Savegame/BattleItem.h"
#include "../Savegame/Ufo.h"
#include "../Savegame/Craft.h"
#include "../Savegame/Node.h"
#include "../Savegame/Vehicle.h"
#include "../Savegame/MissionSite.h"
#include "../Savegame/AlienBase.h"
#include "../Savegame/EquipmentLayoutItem.h"
#include "../Engine/Game.h"
#include "../Engine/FileMap.h"
#include "../Engine/Options.h"
#include "../Engine/RNG.h"
#include "../Engine/Exception.h"
#include "../Engine/Logger.h"
#include "../Mod/MapBlock.h"
#include "../Mod/MapDataSet.h"
#include "../Mod/RuleUfo.h"
#include "../Mod/RuleCraft.h"
#include "../Mod/RuleInventory.h"
#include "../Mod/Mod.h"
#include "../Mod/MapData.h"
#include "../Mod/MCDPatch.h"
#include "../Mod/Armor.h"
#include "../Mod/Unit.h"
#include "../Mod/AlienRace.h"
#include "../Mod/AlienDeployment.h"
#include "../Mod/RuleBaseFacility.h"
#include "../Mod/Texture.h"
namespace OpenXcom
{
static bool _addItem(BattleItem *item, BattleUnit *unit, Mod *mod, SavedBattleGame *addToSave, bool allowAutoLoadout, bool allowSecondClip);
/**
* Sets up a BattlescapeGenerator.
* @param game pointer to Game object.
*/
BattlescapeGenerator::BattlescapeGenerator(Game *game) : _game(game), _save(game->getSavedGame()->getSavedBattle()), _mod(game->getMod()), _craft(0), _ufo(0), _base(0), _mission(0), _alienBase(0), _terrain(0), _mapsize_x(0), _mapsize_y(0), _mapsize_z(0),
_worldTexture(0), _worldShade(0), _unitSequence(0), _craftInventoryTile(0), _alienItemLevel(0), _baseInventory(false), _generateFuel(true), _craftDeployed(false), _craftZ(0), _blocksToDo(0), _dummy(0)
{
_allowAutoLoadout = !Options::disableAutoEquip;
}
/**
* Deletes the BattlescapeGenerator.
*/
BattlescapeGenerator::~BattlescapeGenerator()
{
}
/**
* Sets up all our various arrays and whatnot according to the size of the map.
*/
void BattlescapeGenerator::init(bool resetTerrain)
{
_blocks.clear();
_landingzone.clear();
_segments.clear();
_drillMap.clear();
_blocks.resize((_mapsize_x / 10), std::vector<MapBlock*>((_mapsize_y / 10)));
_landingzone.resize((_mapsize_x / 10), std::vector<bool>((_mapsize_y / 10),false));
_segments.resize((_mapsize_x / 10), std::vector<int>((_mapsize_y / 10),0));
_drillMap.resize((_mapsize_x / 10), std::vector<int>((_mapsize_y / 10),MD_NONE));
_blocksToDo = (_mapsize_x / 10) * (_mapsize_y / 10);
// creates the tile objects
_save->initMap(_mapsize_x, _mapsize_y, _mapsize_z, resetTerrain);
_save->initUtilities(_mod);
}
/**
* Sets the XCom craft involved in the battle.
* @param craft Pointer to XCom craft.
*/
void BattlescapeGenerator::setCraft(Craft *craft)
{
_craft = craft;
_craft->setInBattlescape(true);
}
/**
* Sets the ufo involved in the battle.
* @param ufo Pointer to UFO.
*/
void BattlescapeGenerator::setUfo(Ufo *ufo)
{
_ufo = ufo;
_ufo->setInBattlescape(true);
}
/**
* Sets the world texture where a ufo crashed. This is used to determine the terrain.
* @param texture Texture id of the polygon on the globe.
*/
void BattlescapeGenerator::setWorldTexture(Texture *texture)
{
_worldTexture = texture;
}
/**
* Sets the world shade where a ufo crashed. This is used to determine the battlescape light level.
* @param shade Shade of the polygon on the globe.
*/
void BattlescapeGenerator::setWorldShade(int shade)
{
if (shade > 15) shade = 15;
if (shade < 0) shade = 0;
_worldShade = shade;
}
/**
* Sets the alien race on the mission. This is used to determine the various alien types to spawn.
* @param alienRace Alien (main) race.
*/
void BattlescapeGenerator::setAlienRace(const std::string &alienRace)
{
_alienRace = alienRace;
}
/**
* Sets the alien item level. This is used to determine how advanced the equipment of the aliens will be.
* note: this only applies to "New Battle" type games. we intentionally don't alter the month for those,
* because we're using monthsPassed -1 for new battle in other sections of code.
* - this value should be from 0 to the size of the itemLevel array in the ruleset (default 9).
* - at a certain number of months higher item levels appear more and more and lower ones will gradually disappear
* @param alienItemLevel AlienItemLevel.
*/
void BattlescapeGenerator::setAlienItemlevel(int alienItemLevel)
{
_alienItemLevel = alienItemLevel;
}
/**
* Sets the XCom base involved in the battle.
* @param base Pointer to XCom base.
*/
void BattlescapeGenerator::setBase(Base *base)
{
_base = base;
_base->setInBattlescape(true);
}
/**
* Sets the mission site involved in the battle.
* @param mission Pointer to mission site.
*/
void BattlescapeGenerator::setMissionSite(MissionSite *mission)
{
_mission = mission;
_mission->setInBattlescape(true);
}
/**
* Switches an existing battlescapesavegame to a new stage.
*/
void BattlescapeGenerator::nextStage()
{
int aliensAlive = 0;
// send all enemy units, or those not in endpoint area (if aborted) to time out
for (std::vector<BattleUnit*>::iterator i = _save->getUnits()->begin(); i != _save->getUnits()->end(); ++i)
{
(*i)->clearVisibleUnits();
(*i)->clearVisibleTiles();
if ((*i)->getStatus() != STATUS_DEAD // if they're not dead
&& (((*i)->getOriginalFaction() == FACTION_PLAYER // and they're a soldier
&& _save->isAborted() // and you aborted
&& !(*i)->isInExitArea(END_POINT)) // and they're not on the exit
|| (*i)->getOriginalFaction() != FACTION_PLAYER)) // or they're not a soldier
{
if ((*i)->getOriginalFaction() == FACTION_HOSTILE && !(*i)->isOut())
{
if ((*i)->getOriginalFaction() == (*i)->getFaction())
{
aliensAlive++;
}
else if ((*i)->getTile())
{
for (std::vector<BattleItem*>::iterator j = (*i)->getInventory()->begin(); j != (*i)->getInventory()->end();)
{
if (!(*j)->getRules()->isFixed())
{
(*i)->getTile()->addItem(*j, _game->getMod()->getInventory("STR_GROUND", true));
j = (*i)->getInventory()->erase(j);
}
else
{
++j;
}
}
}
}
(*i)->goToTimeOut();
if ((*i)->getAIModule())
{
(*i)->setAIModule(0);
}
}
if ((*i)->getTile())
{
const Position pos = (*i)->getPosition();
const int size = (*i)->getArmor()->getSize();
for (int x = 0; x != size; ++x)
{
for (int y = 0; y != size; ++y)
{
_save->getTile(pos + Position(x,y,0))->setUnit(0);
}
}
}
(*i)->setFire(0);
(*i)->setTile(0);
(*i)->setPosition(Position(-1,-1,-1), false);
}
// remove all items not belonging to our soldiers from the map.
// sort items into two categories:
// the ones that we are guaranteed to be able to take home, barring complete failure (ie: stuff on the ship)
// and the ones that are scattered about on the ground, that will be recovered ONLY on success.
// this does not include items in your soldier's hands.
std::vector<BattleItem*> *takeHomeGuaranteed = _save->getGuaranteedRecoveredItems();
std::vector<BattleItem*> *takeHomeConditional = _save->getConditionalRecoveredItems();
std::vector<BattleItem*> takeToNextStage, carryToNextStage, removeFromGame;
_save->resetTurnCounter();
for (std::vector<BattleItem*>::iterator i = _save->getItems()->begin(); i != _save->getItems()->end(); ++i)
{
// first off: don't process ammo loaded into weapons. at least not at this level. ammo will be handled simultaneously.
if (!(*i)->isAmmo())
{
std::vector<BattleItem*> *toContainer = &removeFromGame;
// if it's recoverable, and it's not owned by someone
if ((((*i)->getUnit() && (*i)->getUnit()->getGeoscapeSoldier()) || (*i)->getRules()->isRecoverable()) && !(*i)->getOwner())
{
// first off: don't count primed grenades on the floor
if ((*i)->getFuseTimer() == -1)
{
// protocol 1: all defenders dead, recover all items.
if (aliensAlive == 0)
{
// any corpses or unconscious units get put in the skyranger, as well as any unresearched items
if (((*i)->getUnit() &&
((*i)->getUnit()->getOriginalFaction() != FACTION_PLAYER ||
(*i)->getUnit()->getStatus() == STATUS_DEAD))
|| !_game->getSavedGame()->isResearched((*i)->getRules()->getRequirements()))
{
toContainer = takeHomeGuaranteed;
}
// otherwise it comes with us to stage two
else
{
toContainer = &takeToNextStage;
}
}
// protocol 2: some of the aliens survived, meaning we ran to the exit zone.
// recover stuff depending on where it was at the end of the mission.
else
{
Tile *tile = (*i)->getTile();
if (tile)
{
// on a tile at least, so i'll give you the benefit of the doubt on this and give it a conditional recovery at this point
toContainer = takeHomeConditional;
if (tile->getMapData(O_FLOOR))
{
// in the skyranger? it goes home.
if (tile->getMapData(O_FLOOR)->getSpecialType() == START_POINT)
{
toContainer = takeHomeGuaranteed;
}
// on the exit grid? it goes to stage two.
else if (tile->getMapData(O_FLOOR)->getSpecialType() == END_POINT)
{
toContainer = &takeToNextStage;
}
}
}
}
}
}
// if a soldier is already holding it, let's let him keep it
if ((*i)->getOwner() && (*i)->getOwner()->getFaction() == FACTION_PLAYER)
{
toContainer = &carryToNextStage;
}
// at this point, we know what happens with the item, so let's apply it to any ammo as well.
BattleItem *ammo = (*i)->getAmmoItem();
if (ammo && ammo != *i)
{
// break any tile links, because all the tiles are about to disappear.
ammo->setTile(0);
toContainer->push_back(ammo);
}
// and now the actual item itself.
(*i)->setTile(0);
toContainer->push_back(*i);
}
}
// anything in the "removeFromGame" vector will now be discarded - they're all dead to us now.
for (std::vector<BattleItem*>::iterator i = removeFromGame.begin(); i != removeFromGame.end();++i)
{
// fixed weapons, or anything that's otherwise "equipped" will need to be de-equipped
// from their owners to make sure we don't have any null pointers to worry about later
if ((*i)->getOwner())
{
for (std::vector<BattleItem*>::iterator j = (*i)->getOwner()->getInventory()->begin(); j != (*i)->getOwner()->getInventory()->end(); ++j)
{
if (*i == *j)
{
(*i)->getOwner()->getInventory()->erase(j);
break;
}
}
}
delete *i;
}
// empty the items vector
_save->getItems()->clear();
// rebuild it with only the items we want to keep active in battle for the next stage
// here we add all the items that our soldiers are carrying, and we'll add the items on the
// inventory tile after we've generated our map. everything else will either be in one of the
// recovery arrays, or deleted from existance at this point.
for (std::vector<BattleItem*>::iterator i = carryToNextStage.begin(); i != carryToNextStage.end();++i)
{
_save->getItems()->push_back(*i);
}
AlienDeployment *ruleDeploy = _game->getMod()->getDeployment(_save->getMissionType(), true);
_save->setTurnLimit(ruleDeploy->getTurnLimit());
_save->setChronoTrigger(ruleDeploy->getChronoTrigger());
_save->setCheatTurn(ruleDeploy->getCheatTurn());
ruleDeploy->getDimensions(&_mapsize_x, &_mapsize_y, &_mapsize_z);
size_t pick = RNG::generate(0, ruleDeploy->getTerrains().size() -1);
_terrain = _game->getMod()->getTerrain(ruleDeploy->getTerrains().at(pick), true);
setDepth(ruleDeploy, true);
_worldShade = ruleDeploy->getShade();
const std::vector<MapScript*> *script = _game->getMod()->getMapScript(_terrain->getScript());
if (_game->getMod()->getMapScript(ruleDeploy->getScript()))
{
script = _game->getMod()->getMapScript(ruleDeploy->getScript());
}
else if (!ruleDeploy->getScript().empty())
{
throw Exception("Map generator encountered an error: " + ruleDeploy->getScript() + " script not found.");
}
if (script == 0)
{
throw Exception("Map generator encountered an error: " + _terrain->getScript() + " script not found.");
}
generateMap(script);
setupObjectives(ruleDeploy);
int highestSoldierID = 0;
bool selectedFirstSoldier = false;
for (std::vector<BattleUnit*>::iterator j = _save->getUnits()->begin(); j != _save->getUnits()->end(); ++j)
{
if ((*j)->getOriginalFaction() == FACTION_PLAYER)
{
if (!(*j)->isOut())
{
(*j)->setTurnsSinceSpotted(255);
(*j)->getVisibleTiles()->clear();
if (!selectedFirstSoldier && (*j)->getGeoscapeSoldier())
{
_save->setSelectedUnit(*j);
selectedFirstSoldier = true;
}
Node* node = _save->getSpawnNode(NR_XCOM, (*j));
if (node || placeUnitNearFriend(*j))
{
if (node)
{
_save->setUnitPosition((*j), node->getPosition());
}
if (!_craftInventoryTile)
{
_craftInventoryTile = (*j)->getTile();
}
_craftInventoryTile->setUnit(*j);
(*j)->setVisible(false);
if ((*j)->getId() > highestSoldierID)
{
highestSoldierID = (*j)->getId();
}
//reset TUs, regain energy, etc. but don't take damage or go berserk
(*j)->prepareNewTurn(false);
}
}
}
}
if (_save->getSelectedUnit() == 0 || _save->getSelectedUnit()->isOut() || _save->getSelectedUnit()->getFaction() != FACTION_PLAYER)
{
_save->selectNextPlayerUnit();
}
RuleInventory *ground = _game->getMod()->getInventory("STR_GROUND", true);
for (std::vector<BattleItem*>::iterator i = takeToNextStage.begin(); i != takeToNextStage.end(); ++i)
{
_save->getItems()->push_back(*i);
if (!(*i)->isAmmo())
{
_craftInventoryTile->addItem(*i, ground);
if ((*i)->getUnit())
{
_craftInventoryTile->setUnit((*i)->getUnit());
(*i)->getUnit()->setPosition(_craftInventoryTile->getPosition());
}
}
}
_unitSequence = _save->getUnits()->back()->getId() + 1;
size_t unitCount = _save->getUnits()->size();
// Let's figure out what race we're up against.
_alienRace = ruleDeploy->getRace();
for (std::vector<MissionSite*>::iterator i = _game->getSavedGame()->getMissionSites()->begin();
_alienRace.empty() && i != _game->getSavedGame()->getMissionSites()->end(); ++i)
{
if ((*i)->isInBattlescape())
{
_alienRace = (*i)->getAlienRace();
}
}
for (std::vector<AlienBase*>::iterator i = _game->getSavedGame()->getAlienBases()->begin();
_alienRace.empty() && i != _game->getSavedGame()->getAlienBases()->end(); ++i)
{
if ((*i)->isInBattlescape())
{
_alienRace = (*i)->getAlienRace();
}
}
deployAliens(ruleDeploy);
if (unitCount == _save->getUnits()->size())
{
throw Exception("Map generator encountered an error: no alien units could be placed on the map.");
}
deployCivilians(ruleDeploy->getCivilians());
_save->setAborted(false);
setMusic(ruleDeploy, true);
_save->setGlobalShade(_worldShade);
_save->getTileEngine()->calculateSunShading();
_save->getTileEngine()->calculateTerrainLighting();
_save->getTileEngine()->calculateUnitLighting();
}
/**
* Starts the generator; it fills up the battlescapesavegame with data.
*/
void BattlescapeGenerator::run()
{
AlienDeployment *ruleDeploy = _game->getMod()->getDeployment(_ufo?_ufo->getRules()->getType():_save->getMissionType(), true);
_save->setTurnLimit(ruleDeploy->getTurnLimit());
_save->setChronoTrigger(ruleDeploy->getChronoTrigger());
_save->setCheatTurn(ruleDeploy->getCheatTurn());
ruleDeploy->getDimensions(&_mapsize_x, &_mapsize_y, &_mapsize_z);
_unitSequence = BattleUnit::MAX_SOLDIER_ID; // geoscape soldier IDs should stay below this number
if (_terrain == 0)
{
if (_worldTexture == 0 || _worldTexture->getTerrain()->empty() || !ruleDeploy->getTerrains().empty())
{
if (!ruleDeploy->getTerrains().empty())
{
size_t pick = RNG::generate(0, ruleDeploy->getTerrains().size() - 1);
_terrain = _game->getMod()->getTerrain(ruleDeploy->getTerrains().at(pick), true);
}
else // trouble: no texture and no deployment terrain, most likely scenario is a UFO landing on water: use the first available terrain
{
_terrain = _game->getMod()->getTerrain(_game->getMod()->getTerrainList().front(), true);
}
}
else
{
Target *target = _ufo;
if (_mission) target = _mission;
_terrain = _game->getMod()->getTerrain(_worldTexture->getRandomTerrain(target), true);
}
}
if (_terrain == 0)
{
throw Exception("Map generator encountered an error: No valid terrain found.");
}
setDepth(ruleDeploy, false);
if (ruleDeploy->getShade() != -1)
{
_worldShade = ruleDeploy->getShade();
}
const std::vector<MapScript*> *script = _game->getMod()->getMapScript(_terrain->getScript());
if (_game->getMod()->getMapScript(ruleDeploy->getScript()))
{
script = _game->getMod()->getMapScript(ruleDeploy->getScript());
}
else if (!ruleDeploy->getScript().empty())
{
throw Exception("Map generator encountered an error: " + ruleDeploy->getScript() + " script not found.");
}
if (script == 0)
{
throw Exception("Map generator encountered an error: " + _terrain->getScript() + " script not found.");
}
generateMap(script);
setupObjectives(ruleDeploy);
deployXCOM();
size_t unitCount = _save->getUnits()->size();
deployAliens(ruleDeploy);
if (unitCount == _save->getUnits()->size())
{
throw Exception("Map generator encountered an error: no alien units could be placed on the map.");
}
deployCivilians(ruleDeploy->getCivilians());
if (_generateFuel)
{
fuelPowerSources();
}
if (_ufo && _ufo->getStatus() == Ufo::CRASHED)
{
explodePowerSources();
}
setMusic(ruleDeploy, false);
// set shade (alien bases are a little darker, sites depend on worldshade)
_save->setGlobalShade(_worldShade);
_save->getTileEngine()->calculateSunShading();
_save->getTileEngine()->calculateTerrainLighting();
_save->getTileEngine()->calculateUnitLighting();
}
/**
* Deploys all the X-COM units and equipment based
* on the Geoscape base / craft.
* @param inventoryTile The tile to place all the extra equipment on.
*/
void BattlescapeGenerator::deployXCOM()
{
RuleInventory *ground = _game->getMod()->getInventory("STR_GROUND", true);
if (_craft != 0)
_base = _craft->getBase();
// add vehicles that are in the craft - a vehicle is actually an item, which you will never see as it is converted to a unit
// however the item itself becomes the weapon it "holds".
if (!_baseInventory)
{
if (_craft != 0)
{
for (std::vector<Vehicle*>::iterator i = _craft->getVehicles()->begin(); i != _craft->getVehicles()->end(); ++i)
{
BattleUnit *unit = addXCOMVehicle(*i);
if (unit && !_save->getSelectedUnit())
_save->setSelectedUnit(unit);
}
}
else if (_base != 0)
{
// add vehicles that are in the base inventory
for (std::vector<Vehicle*>::iterator i = _base->getVehicles()->begin(); i != _base->getVehicles()->end(); ++i)
{
BattleUnit *unit = addXCOMVehicle(*i);
if (unit && !_save->getSelectedUnit())
_save->setSelectedUnit(unit);
}
// we only add vehicles from the craft in new battle mode,
// otherwise the base's vehicle vector will already contain these
// due to the geoscape calling base->setupDefenses()
if (_game->getSavedGame()->getMonthsPassed() == -1)
{
for (std::vector<Craft*>::iterator i = _base->getCrafts()->begin(); i != _base->getCrafts()->end(); ++i)
{
for (std::vector<Vehicle*>::iterator j = (*i)->getVehicles()->begin(); j != (*i)->getVehicles()->end(); ++j)
{
BattleUnit *unit = addXCOMVehicle(*j);
if (unit && !_save->getSelectedUnit())
_save->setSelectedUnit(unit);
}
}
}
}
}
// add soldiers that are in the craft or base
for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
{
if ((_craft != 0 && (*i)->getCraft() == _craft) ||
(_craft == 0 && (*i)->getWoundRecovery() == 0 && ((*i)->getCraft() == 0 || (*i)->getCraft()->getStatus() != "STR_OUT")))
{
BattleUnit *unit = addXCOMUnit(new BattleUnit(*i, _save->getDepth()));
if (unit && !_save->getSelectedUnit())
_save->setSelectedUnit(unit);
}
}
if (_save->getUnits()->empty())
{
throw Exception("Map generator encountered an error: no xcom units could be placed on the map.");
}
// maybe we should assign all units to the first tile of the skyranger before the inventory pre-equip and then reassign them to their correct tile afterwards?
// fix: make them invisible, they are made visible afterwards.
for (std::vector<BattleUnit*>::iterator i = _save->getUnits()->begin(); i != _save->getUnits()->end(); ++i)
{
if ((*i)->getFaction() == FACTION_PLAYER)
{
_craftInventoryTile->setUnit(*i);
(*i)->setVisible(false);
}
}
if (_craft != 0)
{
// add items that are in the craft
for (std::map<std::string, int>::iterator i = _craft->getItems()->getContents()->begin(); i != _craft->getItems()->getContents()->end(); ++i)
{
for (int count = 0; count < i->second; count++)
{
_craftInventoryTile->addItem(new BattleItem(_game->getMod()->getItem(i->first, true), _save->getCurrentItemId()), ground);
}
}
}
else
{
// only use the items in the craft in new battle mode.
if (_game->getSavedGame()->getMonthsPassed() != -1)
{
// add items that are in the base
for (std::map<std::string, int>::iterator i = _base->getStorageItems()->getContents()->begin(); i != _base->getStorageItems()->getContents()->end();)
{
// only put items in the battlescape that make sense (when the item got a sprite, it's probably ok)
RuleItem *rule = _game->getMod()->getItem(i->first, true);
if (rule->getBigSprite() > -1 && rule->getBattleType() != BT_NONE && rule->getBattleType() != BT_CORPSE && !rule->isFixed() && _game->getSavedGame()->isResearched(rule->getRequirements()))
{
for (int count = 0; count < i->second; count++)
{
_craftInventoryTile->addItem(new BattleItem(_game->getMod()->getItem(i->first, true), _save->getCurrentItemId()), ground);
}
std::map<std::string, int>::iterator tmp = i;
++i;
_base->getStorageItems()->removeItem(tmp->first, tmp->second);
}
else
{
++i;
}
}
}
// add items from crafts in base
for (std::vector<Craft*>::iterator c = _base->getCrafts()->begin(); c != _base->getCrafts()->end(); ++c)
{
if ((*c)->getStatus() == "STR_OUT")
continue;
for (std::map<std::string, int>::iterator i = (*c)->getItems()->getContents()->begin(); i != (*c)->getItems()->getContents()->end(); ++i)
{
for (int count = 0; count < i->second; count++)
{
_craftInventoryTile->addItem(new BattleItem(_game->getMod()->getItem(i->first, true), _save->getCurrentItemId()), ground);
}
}
}
}
// equip soldiers based on equipment-layout
for (std::vector<BattleItem*>::iterator i = _craftInventoryTile->getInventory()->begin(); i != _craftInventoryTile->getInventory()->end(); ++i)
{
// set all the items on this tile as belonging to the XCOM faction.
(*i)->setXCOMProperty(true);
// don't let the soldiers take extra ammo yet
if ((*i)->getRules()->getBattleType() == BT_AMMO)
continue;
placeItemByLayout(*i);
}
// load weapons before loadouts take extra clips.
loadWeapons();
for (std::vector<BattleItem*>::iterator i = _craftInventoryTile->getInventory()->begin(); i != _craftInventoryTile->getInventory()->end(); ++i)
{
// we only need to distribute extra ammo at this point.
if ((*i)->getRules()->getBattleType() != BT_AMMO)
continue;
placeItemByLayout(*i);
}
// auto-equip soldiers (only soldiers without layout) and clean up moved items
autoEquip(*_save->getUnits(), _game->getMod(), _save, _craftInventoryTile->getInventory(), ground, _worldShade, _allowAutoLoadout, false);
}
void BattlescapeGenerator::autoEquip(std::vector<BattleUnit*> units, Mod *mod, SavedBattleGame *addToSave, std::vector<BattleItem*> *craftInv,
RuleInventory *groundRuleInv, int worldShade, bool allowAutoLoadout, bool overrideEquipmentLayout)
{
for (int pass = 0; pass < 4; ++pass)
{
for (std::vector<BattleItem*>::iterator j = craftInv->begin(); j != craftInv->end();)
{
if ((*j)->getSlot() == groundRuleInv)
{
bool add = false;
switch (pass)
{
// priority 1: rifles.
case 0:
add = (*j)->getRules()->isRifle();
break;
// priority 2: pistols (assuming no rifles were found).
case 1:
add = (*j)->getRules()->isPistol();
break;
// priority 3: ammunition.
case 2:
add = (*j)->getRules()->getBattleType() == BT_AMMO;
break;
// priority 4: leftovers.
case 3:
add = !(*j)->getRules()->isPistol() &&
!(*j)->getRules()->isRifle() &&
((*j)->getRules()->getBattleType() != BT_FLARE || worldShade >= 9);
break;
default:
break;
}
if (add)
{
for (std::vector<BattleUnit*>::iterator i = units.begin(); i != units.end(); ++i)
{
if (!(*i)->hasInventory() || !(*i)->getGeoscapeSoldier() || (!overrideEquipmentLayout && !(*i)->getGeoscapeSoldier()->getEquipmentLayout()->empty()))
{
continue;
}
// let's not be greedy, we'll only take a second extra clip
// if everyone else has had a chance to take a first.
bool allowSecondClip = (pass == 3);
if (_addItem(*j, *i, mod, addToSave, allowAutoLoadout, allowSecondClip))
{
j = craftInv->erase(j);
add = false;
break;
}
}
if (!add)
{
continue;
}
}
}
++j;
}
}
// clean up moved items
for (std::vector<BattleItem*>::iterator i = craftInv->begin(); i != craftInv->end();)
{
if ((*i)->getSlot() != groundRuleInv)
{
i = craftInv->erase(i);
}
else
{
if (addToSave)
{
addToSave->getItems()->push_back(*i);
}
++i;
}
}
}
/**
* Adds an XCom vehicle to the game.
* Sets the correct turret depending on the ammo type.
* @param v Pointer to the Vehicle.
* @return Pointer to the spawned unit.
*/
BattleUnit *BattlescapeGenerator::addXCOMVehicle(Vehicle *v)
{
std::string vehicle = v->getRules()->getType();
Unit *rule = _game->getMod()->getUnit(vehicle, true);
BattleUnit *unit = addXCOMUnit(new BattleUnit(rule, FACTION_PLAYER, _unitSequence++, _game->getMod()->getArmor(rule->getArmor(), true), 0, _save->getDepth()));
if (unit)
{
BattleItem *item = new BattleItem(_game->getMod()->getItem(vehicle, true), _save->getCurrentItemId());
if (!addItem(item, unit))
{
delete item;
}
if (!v->getRules()->getCompatibleAmmo()->empty())
{
std::string ammo = v->getRules()->getCompatibleAmmo()->front();
BattleItem *ammoItem = new BattleItem(_game->getMod()->getItem(ammo, true), _save->getCurrentItemId());
addItem(ammoItem, unit);
ammoItem->setAmmoQuantity(v->getAmmo());
}
unit->setTurretType(v->getRules()->getTurretType());
if (!rule->getBuiltInWeapons().empty())
{
// not gonna randomize what weapon set tanks use, don't want to confuse players.
for (std::vector<std::string>::const_iterator i = rule->getBuiltInWeapons().front().begin(); i != rule->getBuiltInWeapons().front().end(); ++i)
{
RuleItem *ruleItem = _game->getMod()->getItem(*i);
if (ruleItem)
{
BattleItem *weapon = new BattleItem(ruleItem, _save->getCurrentItemId());
if (!addItem(weapon, unit))
{
delete weapon;
}
}
}
}
}
return unit;
}
/**
* Adds a soldier to the game and places him on a free spawnpoint.
* Spawnpoints are either tiles in case of an XCom craft that landed.
* Or they are mapnodes in case there's no craft.
* @param soldier Pointer to the Soldier.
* @return Pointer to the spawned unit.
*/
BattleUnit *BattlescapeGenerator::addXCOMUnit(BattleUnit *unit)
{
if (_baseInventory)
{
if (unit->hasInventory())
{
_save->getUnits()->push_back(unit);
unit->setSpecialWeapon(_save, _game->getMod());
return unit;
}
}
else
{
if (_craft == 0 || !_craftDeployed)
{
Node* node = _save->getSpawnNode(NR_XCOM, unit);
if (node)
{
_save->setUnitPosition(unit, node->getPosition());
_craftInventoryTile = _save->getTile(node->getPosition());
unit->setDirection(RNG::generate(0, 7));
_save->getUnits()->push_back(unit);
_save->getTileEngine()->calculateFOV(unit);
unit->setSpecialWeapon(_save, _game->getMod());
return unit;
}
else if (_save->getMissionType() != "STR_BASE_DEFENSE")
{
if (placeUnitNearFriend(unit))
{
_craftInventoryTile = _save->getTile(unit->getPosition());
unit->setDirection(RNG::generate(0, 7));
_save->getUnits()->push_back(unit);
_save->getTileEngine()->calculateFOV(unit);
unit->setSpecialWeapon(_save, _game->getMod());
return unit;
}
}
}
else if (_craft && !_craft->getRules()->getDeployment().empty())
{
for (std::vector<std::vector<int> >::const_iterator i = _craft->getRules()->getDeployment().begin(); i != _craft->getRules()->getDeployment().end(); ++i)
{
Position pos = Position((*i)[0] + (_craftPos.x * 10), (*i)[1] + (_craftPos.y * 10), (*i)[2] + _craftZ);
int dir = (*i)[3];
bool canPlace = true;
for (int x = 0; x < unit->getArmor()->getSize(); ++x)
{
for (int y = 0; y < unit->getArmor()->getSize(); ++y)
{
canPlace = (canPlace && canPlaceXCOMUnit(_save->getTile(pos + Position(x, y, 0))));
}
}
if (canPlace)
{
if (_save->setUnitPosition(unit, pos))
{
_save->getUnits()->push_back(unit);
unit->setDirection(dir);
unit->setSpecialWeapon(_save, _game->getMod());
return unit;
}
}
}
}
else
{
for (int i = 0; i < _mapsize_x * _mapsize_y * _mapsize_z; ++i)
{
if (canPlaceXCOMUnit(_save->getTiles()[i]))
{
if (_save->setUnitPosition(unit, _save->getTiles()[i]->getPosition()))
{
_save->getUnits()->push_back(unit);
unit->setSpecialWeapon(_save, _game->getMod());
return unit;
}
}
}
}
}
delete unit;
return 0;
}
/**
* Checks if a soldier/tank can be placed on a given tile.
* @param tile the given tile.
* @return whether the unit can be placed here.
*/
bool BattlescapeGenerator::canPlaceXCOMUnit(Tile *tile)
{
// to spawn an xcom soldier, there has to be a tile, with a floor, with the starting point attribute and no object in the way
if (tile &&
tile->getMapData(O_FLOOR) &&
tile->getMapData(O_FLOOR)->getSpecialType() == START_POINT &&
!tile->getMapData(O_OBJECT) &&
tile->getMapData(O_FLOOR)->getTUCost(MT_WALK) < 255)
{
if (_craftInventoryTile == 0)
_craftInventoryTile = tile;
return true;
}
return false;
}
/**
* Deploys the aliens, according to the alien deployment rules.
* @param race Pointer to the alien race.
* @param deployment Pointer to the deployment rules.