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306 lines (280 loc) · 6.59 KB
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/*
* Copyright 2010 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 "Soldier.h"
#include "../Engine/RNG.h"
#include "../Engine/Language.h"
#include "../Savegame/Craft.h"
#include "../Ruleset/SoldierNamePool.h"
namespace OpenXcom
{
/**
* Initializes a new blank soldier.
*/
Soldier::Soldier() : _name(L""), _tu(0), _stamina(0), _health(0), _bravery(0), _reactions(0), _firing(0), _throwing(0), _strength(0), _psiStrength(0), _psiSkill(0), _melee(0), _rank(RANK_ROOKIE), _craft(0), _gender(GENDER_MALE), _look(LOOK_BLONDE), _missions(0), _kills(0)
{
}
/**
* Initializes a new soldier with random stats and a name
* pulled from a set of SoldierNamePool's.
* @param names List of name pools.
*/
Soldier::Soldier(std::vector<SoldierNamePool*> *names) : _psiSkill(0), _rank(RANK_ROOKIE), _craft(0), _missions(0), _kills(0)
{
_tu = RNG::generate(50, 60);
_stamina = RNG::generate(40, 70);
_health = RNG::generate(25, 40);
_bravery = RNG::generate(1, 6)*10;
_reactions = RNG::generate(50, 60);
_firing = RNG::generate(40, 70);
_throwing = RNG::generate(50, 80);
_strength = RNG::generate(20, 40);
_psiStrength = RNG::generate(0, 100);
_melee = RNG::generate(20, 40);
int gender;
_name = names->at(RNG::generate(0, names->size()-1))->genName(&gender);
_gender = (SoldierGender)gender;
_look = (SoldierLook)RNG::generate(0, 3);
}
/**
*
*/
Soldier::~Soldier()
{
}
/**
* Loads the soldier from a YAML file.
* @param node YAML node.
*/
void Soldier::load(const YAML::Node &node)
{
int a;
std::string name;
node["name"] >> name;
_name = Language::utf8ToWstr(name);
node["tu"] >> _tu;
node["stamina"] >> _stamina;
node["health"] >> _health;
node["bravery"] >> _bravery;
node["reactions"] >> _reactions;
node["firing"] >> _firing;
node["throwing"] >> _throwing;
node["strength"] >> _strength;
node["psiStrength"] >> _psiStrength;
node["psiSkill"] >> _psiSkill;
node["melee"] >> _melee;
node["rank"] >> a;
_rank = (SoldierRank)a;
node["gender"] >> a;
_gender = (SoldierGender)a;
node["look"] >> a;
_look = (SoldierLook)a;
node["missions"] >> _missions;
node["kills"] >> _kills;
}
/**
* Saves the soldier to a YAML file.
* @param out YAML emitter.
*/
void Soldier::save(YAML::Emitter &out) const
{
out << YAML::BeginMap;
out << YAML::Key << "name" << YAML::Value << Language::wstrToUtf8(_name);
out << YAML::Key << "tu" << YAML::Value << _tu;
out << YAML::Key << "stamina" << YAML::Value << _stamina;
out << YAML::Key << "health" << YAML::Value << _health;
out << YAML::Key << "bravery" << YAML::Value << _bravery;
out << YAML::Key << "reactions" << YAML::Value << _reactions;
out << YAML::Key << "firing" << YAML::Value << _firing;
out << YAML::Key << "throwing" << YAML::Value << _throwing;
out << YAML::Key << "strength" << YAML::Value << _strength;
out << YAML::Key << "psiStrength" << YAML::Value << _psiStrength;
out << YAML::Key << "psiSkill" << YAML::Value << _psiSkill;
out << YAML::Key << "melee" << YAML::Value << _melee;
out << YAML::Key << "rank" << YAML::Value << _rank;
if (_craft != 0)
{
out << YAML::Key << "craft" << YAML::Value;
_craft->saveId(out);
}
out << YAML::Key << "gender" << YAML::Value << _gender;
out << YAML::Key << "look" << YAML::Value << _look;
out << YAML::Key << "missions" << YAML::Value << _missions;
out << YAML::Key << "kills" << YAML::Value << _kills;
out << YAML::EndMap;
}
/**
* Returns the soldier's full name.
* @return Soldier name.
*/
std::wstring Soldier::getName() const
{
return _name;
}
/**
* Changes the soldier's full name.
* @param name Soldier name.
*/
void Soldier::setName(const std::wstring &name)
{
_name = name;
}
/**
* Returns the craft the soldier is assigned to.
* @return Pointer to craft.
*/
Craft *const Soldier::getCraft() const
{
return _craft;
}
/**
* Assigns the soldier to a new craft.
* @param craft Pointer to craft.
*/
void Soldier::setCraft(Craft *craft)
{
_craft = craft;
}
/**
* Returns a localizable-string representation of
* the soldier's military rank.
* @return String ID for rank.
*/
std::string Soldier::getRankString() const
{
switch (_rank)
{
case RANK_ROOKIE:
return "STR_ROOKIE";
break;
case RANK_SQUADDIE:
return "STR_SQUADDIE";
break;
case RANK_SERGEANT:
return "STR_SERGEANT";
break;
case RANK_CAPTAIN:
return "STR_CAPTAIN";
break;
case RANK_COLONEL:
return "STR_COLONEL";
break;
case RANK_COMMANDER:
return "STR_COMMANDER";
break;
}
return "";
}
/**
* Returns a graphic representation of
* the soldier's military rank.
* @return Sprite ID for rank.
*/
int Soldier::getRankSprite() const
{
return 42 + _rank;
}
/**
* Returns the soldier's amount of time units.
* @return Time units.
*/
int Soldier::getTimeUnits() const
{
return _tu;
}
/**
* Returns the soldier's amount of stamina.
* @return Stamina.
*/
int Soldier::getStamina() const
{
return _stamina;
}
/**
* Returns the soldier's amount of health.
* @return Health.
*/
int Soldier::getHealth() const
{
return _health;
}
/**
* Returns the soldier's amount of bravery.
* @return Bravery.
*/
int Soldier::getBravery() const
{
return _bravery;
}
/**
* Returns the soldier's amount of reactions.
* @return Reactions.
*/
int Soldier::getReactions() const
{
return _reactions;
}
/**
* Returns the soldier's amount of firing accuracy.
* @return Firing accuracy.
*/
int Soldier::getFiringAccuracy() const
{
return _firing;
}
/**
* Returns the soldier's amount of throwing accuracy.
* @return Throwing accuracy.
*/
int Soldier::getThrowingAccuracy() const
{
return _throwing;
}
/**
* Returns the soldier's amount of strength.
* @return Strength.
*/
int Soldier::getStrength() const
{
return _strength;
}
/**
* Returns the soldier's amount of missions.
* @return Missions.
*/
int Soldier::getMissions() const
{
return _missions;
}
/**
* Returns the soldier's amount of kills.
* @return Kills.
*/
int Soldier::getKills() const
{
return _kills;
}
/**
* Returns the soldier's gender.
* @return Gender.
*/
SoldierGender Soldier::getGender() const
{
return _gender;
}
}