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413 lines (377 loc) · 8.58 KB
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/*
* Copyright 2010-2012 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"
#include "../Ruleset/RuleSoldier.h"
#include "../Ruleset/Armor.h"
#include "../Ruleset/Ruleset.h"
namespace OpenXcom
{
/**
* Initializes a new soldier, either blank or randomly generated.
* @param rules Soldier ruleset.
* @param armor Soldier armor.
* @param names List of name pools for soldier generation.
* @param id Pointer to unique soldier id for soldier generation.
*/
Soldier::Soldier(RuleSoldier *rules, Armor *armor, const std::vector<SoldierNamePool*> *names, int id) : _name(L""), _id(0), _rules(rules), _initialStats(), _currentStats(), _rank(RANK_ROOKIE), _craft(0), _gender(GENDER_MALE), _look(LOOK_BLONDE), _missions(0), _kills(0), _recovery(0), _recentlyPromoted(false), _armor(armor)
{
if (names != 0)
{
UnitStats minStats = rules->getMinStats();
UnitStats maxStats = rules->getMaxStats();
_initialStats.tu = RNG::generate(minStats.tu, maxStats.tu);
_initialStats.stamina = RNG::generate(minStats.stamina, maxStats.stamina);
_initialStats.health = RNG::generate(minStats.health, maxStats.health);
_initialStats.bravery = RNG::generate(minStats.bravery/10, maxStats.bravery/10)*10;
_initialStats.reactions = RNG::generate(minStats.reactions, maxStats.reactions);
_initialStats.firing = RNG::generate(minStats.firing, maxStats.firing);
_initialStats.throwing = RNG::generate(minStats.throwing, maxStats.throwing);
_initialStats.strength = RNG::generate(minStats.strength, maxStats.strength);
_initialStats.psiStrength = RNG::generate(minStats.psiStrength, maxStats.psiStrength);
_initialStats.melee = RNG::generate(minStats.melee, maxStats.melee);
_initialStats.psiSkill = 0;
_currentStats = _initialStats;
if (!names->empty())
{
int gender;
_name = names->at(RNG::generate(0, names->size()-1))->genName(&gender);
_gender = (SoldierGender)gender;
}
else
{
_name = L"";
_gender = (SoldierGender)RNG::generate(0, 1);
}
_look = (SoldierLook)RNG::generate(0, 3);
}
if (id != 0)
{
_id = id;
}
}
/**
*
*/
Soldier::~Soldier()
{
}
/**
* Loads the soldier from a YAML file.
* @param node YAML node.
* @param rule Game ruleset.
*/
void Soldier::load(const YAML::Node &node, const Ruleset *rule)
{
int a = 0;
node["id"] >> _id;
std::string name;
node["name"] >> name;
_name = Language::utf8ToWstr(name);
node["initialStats"] >> _initialStats;
node["currentStats"] >> _currentStats;
node["rank"] >> a;
_rank = (SoldierRank)a;
node["gender"] >> a;
_gender = (SoldierGender)a;
node["look"] >> a;
_look = (SoldierLook)a;
node["missions"] >> _missions;
node["kills"] >> _kills;
node["recovery"] >> _recovery;
std::string armor;
node["armor"] >> armor;
_armor = rule->getArmor(armor);
}
/**
* Saves the soldier to a YAML file.
* @param out YAML emitter.
*/
void Soldier::save(YAML::Emitter &out) const
{
out << YAML::BeginMap;
out << YAML::Key << "id" << YAML::Value << _id;
out << YAML::Key << "name" << YAML::Value << Language::wstrToUtf8(_name);
out << YAML::Key << "initialStats" << YAML::Value << _initialStats;
out << YAML::Key << "currentStats" << YAML::Value << _currentStats;
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::Key << "recovery" << YAML::Value << _recovery;
out << YAML::Key << "armor" << YAML::Value << _armor->getType();
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 the soldier's craft string, which
* is either the soldier's wounded status,
* the assigned craft name, or none.
* @param lang Language to get strings from.
* @return Full name.
*/
std::wstring Soldier::getCraftString(Language *lang) const
{
std::wstring s;
if (_recovery > 0)
{
s = lang->getString("STR_WOUNDED");
}
else if (_craft == 0)
{
s = lang->getString("STR_NONE_UC");
}
else
{
s = _craft->getName(lang);
}
return s;
}
/**
* 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.
* @note THE MEANING OF LIFE
* @return Sprite ID for rank.
*/
int Soldier::getRankSprite() const
{
return 42 + _rank;
}
/**
* Returns the soldier's military rank.
* @return Rank enum.
*/
SoldierRank Soldier::getRank() const
{
return _rank;
}
/**
* Increase the soldier's military rank.
*/
void Soldier::promoteRank()
{
_rank = (SoldierRank)((int)_rank + 1);
if (_rank > RANK_SQUADDIE)
{
// only promotions above SQUADDIE are worth to be mentioned
_recentlyPromoted = true;
}
}
/**
* 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;
}
/**
* Returns the soldier's look.
* @return Look.
*/
SoldierLook Soldier::getLook() const
{
return _look;
}
/**
* Returns the soldier's rules.
* @return rulesoldier
*/
RuleSoldier *Soldier::getRules() const
{
return _rules;
}
/**
* Returns the soldier's unique ID. Each soldier
* can be identified by its ID. (not it's name)
* @return Unique ID.
*/
int Soldier::getId() const
{
return _id;
}
/**
* Add a mission to the counter.
*/
void Soldier::addMissionCount()
{
_missions++;
}
/**
* Add a kill to the counter.
*/
void Soldier::addKillCount(int count)
{
_kills += count;
}
/**
* Get pointer to initial stats.
*/
UnitStats *Soldier::getInitStats()
{
return &_initialStats;
}
/**
* Get pointer to current stats.
*/
UnitStats *Soldier::getCurrentStats()
{
return &_currentStats;
}
/**
* Returns the unit's promotion status and resets it.
* @return True if recently promoted, False otherwise.
*/
bool Soldier::isPromoted()
{
bool promoted = _recentlyPromoted;
_recentlyPromoted = false;
return promoted;
}
/**
* Returns the unit's current armor.
* @return Pointer to armor data.
*/
Armor *const Soldier::getArmor() const
{
return _armor;
}
/**
* Changes the unit's current armor.
* @param armor Pointer to armor data.
*/
void Soldier::setArmor(Armor *armor)
{
_armor = armor;
}
/**
* Returns the amount of time until the soldier is healed.
* @return Number of days.
*/
int Soldier::getWoundRecovery() const
{
return _recovery;
}
/**
* Changes the amount of time until the soldier is healed.
* @param recovery Number of days.
*/
void Soldier::setWoundRecovery(int recovery)
{
_recovery = recovery;
// dismiss from craft
if (_recovery > 0)
{
_craft = 0;
}
}
/**
* Heals soldier wounds.
*/
void Soldier::heal()
{
_recovery--;
}
}