Ejemplo n.º 1
0
/**
 * Shows the selected soldier's info.
 * @param action Pointer to an action.
 */
void CraftSoldiersState::lstSoldiersClick(Action *action)
{
	int row = _lstSoldiers->getSelectedRow();
	Craft *c = _base->getCrafts()->at(_craft);
	Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
	Uint8 color = Palette::blockOffset(13)+10;
	if (s->getCraft() == c)
	{
		s->setCraft(0);
		_lstSoldiers->setCellText(row, 2, _game->getLanguage()->getString("STR_NONE_UC"));
		color = Palette::blockOffset(13)+10;
	}
	else if (c->getRules()->getSoldiers() - c->getNumSoldiers() > 0)
	{
		s->setCraft(c);
		_lstSoldiers->setCellText(row, 2, c->getName(_game->getLanguage()));
		color = Palette::blockOffset(13);
	}
	_lstSoldiers->setRowColor(row, color);

	std::wstringstream ss;
	ss << _game->getLanguage()->getString("STR_SPACE_AVAILABLE") << L'\x01' << c->getRules()->getSoldiers() - c->getNumSoldiers();
	_txtAvailable->setText(ss.str());
	std::wstringstream ss2;
	ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01' << c->getNumSoldiers();
	_txtUsed->setText(ss2.str());
}
Ejemplo n.º 2
0
/**
 * Gets the price of the currently selected item.
 * @return Price of the selected item.
 */
int SellState::getPrice()
{
	// Personnel/craft aren't worth anything
	switch(getType(_sel))
	{
	case SELL_SOLDIER:
	case SELL_ENGINEER:
	case SELL_SCIENTIST:
		return 0;
	case SELL_ITEM:
		return _game->getRuleset()->getItem(_items[getItemIndex(_sel)])->getSellCost();
	case SELL_CRAFT:
		Craft *craft =  _crafts[getCraftIndex(_sel)];
		return craft->getRules()->getSellCost();
	}
	return 0;
}
Ejemplo n.º 3
0
/**
 * Moves all the items (as much as possible) to the craft on right-click.
 * @param action Pointer to an action.
 */
void CraftEquipmentState::lstEquipmentRightArrowClick(Action *action)
{
	if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
	{
		Craft *c = _base->getCrafts()->at(_craft);
		RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
		int bqty = _base->getItems()->getItem(_items[_sel]);
		if (bqty > 0)
		{
			// Do we need to convert item to vehicle?
			if (item->isFixed())
			{
				// Check if there's enough room
				int room = std::min(c->getRules()->getVehicles() - c->getNumVehicles(), c->getSpaceAvailable() / 4);
				if (room > 0)
				{
					RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
					int baqty = _base->getItems()->getItem(ammo->getType());
					int vehiclesCount = std::min(std::min(bqty, room), baqty);
					if (vehiclesCount > 0)
					{
						int newAmmoPerVehicle = std::min(baqty / vehiclesCount, ammo->getClipSize());;
						int remainder = baqty - (vehiclesCount * newAmmoPerVehicle);
						if (ammo->getClipSize() == newAmmoPerVehicle) remainder = 0;
						int newAmmo;
						for (int i=0; i < vehiclesCount; ++i)
						{
							newAmmo = newAmmoPerVehicle;
							if (i<remainder) ++newAmmo;
							c->getVehicles()->push_back(new Vehicle(item, newAmmo));
							_base->getItems()->removeItem(ammo->getType(), newAmmo);
							_base->getItems()->removeItem(_items[_sel]);
						}
					}
				}
			}
			else
			{
				_base->getItems()->removeItem(_items[_sel],bqty);
				c->getItems()->addItem(_items[_sel],bqty);
			}
			updateQuantity();
		}
	}
}
Ejemplo n.º 4
0
/**
 * Moves the selected item to the craft.
 */
void CraftEquipmentState::moveRight()
{
	Craft *c = _base->getCrafts()->at(_craft);
	RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
	if (_base->getItems()->getItem(_items[_sel]) > 0)
	{
		// Convert item to vehicle
		if (item->isFixed())
		{
			// Check if there's enough room
			if (c->getNumVehicles() < c->getRules()->getVehicles() && c->getSpaceAvailable() >= 4)
			{
				RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
				int qty = _base->getItems()->getItem(ammo->getType());
				if (qty == 0)
				{
					std::wstringstream ss;
					ss << _game->getLanguage()->getString("STR_NOT_ENOUGH");
					ss << _game->getLanguage()->getString(ammo->getType());
					ss << _game->getLanguage()->getString("STR_TO_ARM_HWP");
					_game->pushState(new ErrorMessageState(_game, ss.str(), Palette::blockOffset(15)+1, "BACK04.SCR", 2));
					_timerRight->stop();
				}
				else
				{
					int newAmmo = std::min(qty, ammo->getClipSize());
					c->getVehicles()->push_back(new Vehicle(item, newAmmo));
					_base->getItems()->removeItem(ammo->getType(), newAmmo);
					_base->getItems()->removeItem(_items[_sel]);
				}
			}
		}
		else
		{
			_base->getItems()->removeItem(_items[_sel]);
			c->getItems()->addItem(_items[_sel]);
		}
		updateQuantity();
	}
}
Ejemplo n.º 5
0
/**
 * Moves the given number of items (selected) to the craft.
 */
void CraftEquipmentState::moveRight(int change)
{
	Craft *c = _base->getCrafts()->at(_craft);
	RuleItem *item = _game->getRuleset()->getItem(_items[_sel]);
	int bqty = _base->getItems()->getItem(_items[_sel]);
	if (0 >= change || 0 >= bqty) return;
	change = std::min(bqty, change);
	// Do we need to convert item to vehicle?
	if (item->isFixed())
	{
		// Check if there's enough room
		int room = std::min(c->getRules()->getVehicles() - c->getNumVehicles(), c->getSpaceAvailable() / 4);
		if (room > 0)
		{
			change = std::min(room, change);
			if(item->getClipSize() != -1)
			{
				// We want to redistribute all the available ammo among the vehicles,
				// so first we note the total number of vehicles we want in the craft
				int oldVehiclesCount = c->getVehicleCount(_items[_sel]);
				int newVehiclesCount = oldVehiclesCount + change;
				// ...and we move back all of this vehicle-type to the base.
				if (0 < oldVehiclesCount) moveLeft(INT_MAX);
				// And now let's see if we can add the total number of vehicles.
				RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front());
				int baqty = _base->getItems()->getItem(ammo->getType()); // Ammo Quantity for this vehicle-type on the base
				int canBeAdded = std::min(newVehiclesCount, baqty);
				if (canBeAdded > 0)
				{
					int newAmmoPerVehicle = std::min(baqty / canBeAdded, ammo->getClipSize());;
					int remainder = 0;
					if (ammo->getClipSize() > newAmmoPerVehicle) remainder = baqty - (canBeAdded * newAmmoPerVehicle);
					int newAmmo;
					for (int i=0; i < canBeAdded; ++i)
					{
						newAmmo = newAmmoPerVehicle;
						if (i<remainder) ++newAmmo;
						c->getVehicles()->push_back(new Vehicle(item, newAmmo));
						_base->getItems()->removeItem(ammo->getType(), newAmmo);
						_base->getItems()->removeItem(_items[_sel]);
					}
				}
				if (oldVehiclesCount >= canBeAdded)
				{
					// So we haven't managed to increase the count of vehicles because of the ammo
					_timerRight->stop();
					LocalizedText msg(tr("STR_NOT_ENOUGH_ammotype_TO_ARM_HWP").arg(tr(ammo->getType())));
					_game->pushState(new ErrorMessageState(_game, msg, Palette::blockOffset(15)+1, "BACK04.SCR", 2));
				}
			}
			else
				for (int i=0; i < change; ++i)
				{
					c->getVehicles()->push_back(new Vehicle(item, 255));
					_base->getItems()->removeItem(_items[_sel]);
				}
		}
	}
	else
	{
		_base->getItems()->removeItem(_items[_sel],change);
		c->getItems()->addItem(_items[_sel],change);
	}
	updateQuantity();
}
Ejemplo n.º 6
0
/**
 * The craft info can change
 * after going into other screens.
 */
void CraftInfoState::init()
{
    // Set palette
    _game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(3)), Palette::backPos, 16);

    Craft *c = _base->getCrafts()->at(_craft);

    _edtCraft->setText(c->getName(_game->getLanguage()));

    SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
    texture->getFrame(c->getRules()->getSprite() + 33)->setX(0);
    texture->getFrame(c->getRules()->getSprite() + 33)->setY(0);
    texture->getFrame(c->getRules()->getSprite() + 33)->blit(_sprite);

    std::wstringstream ss;
    ss << tr("STR_DAMAGE_UC_").arg(Text::formatPercentage(c->getDamagePercentage()));
    if (c->getStatus() == "STR_REPAIRS")
    {
        int damageDays = (int)ceil((float)c->getDamage() / c->getRules()->getRepairRate() / 24.0f);
        ss << L"\n(" << tr("STR_DAY", damageDays) << ")";
    }
    _txtDamage->setText(ss.str());

    std::wstringstream ss2;
    ss2 << tr("STR_FUEL").arg(Text::formatPercentage(c->getFuelPercentage()));
    if (c->getStatus() == "STR_REFUELLING")
    {
        int fuelDays = (int) ceil((float)(c->getRules()->getMaxFuel() - c->getFuel()) / c->getRules()->getRefuelRate() / 48.0f);
        ss2 << L"\n(" << tr("STR_DAY", fuelDays) << ")";
    }
    _txtFuel->setText(ss2.str());

    if (c->getRules()->getSoldiers() > 0)
    {
        _crew->clear();
        _equip->clear();

        Surface *frame1 = texture->getFrame(38);
        frame1->setY(0);
        for (int i = 0, x = 0; i < c->getNumSoldiers(); ++i, x += 10)
        {
            frame1->setX(x);
            frame1->blit(_crew);
        }

        Surface *frame2 = texture->getFrame(40);
        frame2->setY(0);
        int x = 0;
        for (int i = 0; i < c->getNumVehicles(); ++i, x += 10)
        {
            frame2->setX(x);
            frame2->blit(_equip);
        }
        Surface *frame3 = texture->getFrame(39);
        for (int i = 0; i < c->getNumEquipment(); i += 4, x += 10)
        {
            frame3->setX(x);
            frame3->blit(_equip);
        }
    }
    else
    {
        _crew->setVisible(false);
        _equip->setVisible(false);
        _btnCrew->setVisible(false);
        _btnEquip->setVisible(false);
        _btnArmor->setVisible(false);
    }

    if (c->getRules()->getWeapons() > 0)
    {
        CraftWeapon *w1 = c->getWeapons()->at(0);

        if (w1 != 0)
        {
            Surface *frame = texture->getFrame(w1->getRules()->getSprite() + 48);
            frame->setX(0);
            frame->setY(0);
            frame->blit(_weapon1);

            _txtW1Name->setText(tr(w1->getRules()->getType()));
            _txtW1Ammo->setText(tr("STR_AMMO_").arg(w1->getAmmo()));
            _txtW1Max->setText(tr("STR_MAX").arg(w1->getRules()->getAmmoMax()));
        }
        else
        {
            _weapon1->clear();
            _txtW1Name->setText(L"");
            _txtW1Ammo->setText(L"");
            _txtW1Max->setText(L"");
        }
    }
    else
    {
        _weapon1->setVisible(false);
        _btnW1->setVisible(false);
        _txtW1Name->setVisible(false);
        _txtW1Ammo->setVisible(false);
        _txtW1Max->setVisible(false);
    }

    if (c->getRules()->getWeapons() > 1)
    {
        CraftWeapon *w2 = c->getWeapons()->at(1);

        if (w2 != 0)
        {
            Surface *frame = texture->getFrame(w2->getRules()->getSprite() + 48);
            frame->setX(0);
            frame->setY(0);
            frame->blit(_weapon2);

            _txtW2Name->setText(tr(w2->getRules()->getType()));
            _txtW2Ammo->setText(tr("STR_AMMO_").arg(w2->getAmmo()));
            _txtW2Max->setText(tr("STR_MAX").arg(w2->getRules()->getAmmoMax()));
        }
        else
        {
            _weapon2->clear();
            _txtW2Name->setText(L"");
            _txtW2Ammo->setText(L"");
            _txtW2Max->setText(L"");
        }
    }
    else
    {
        _weapon2->setVisible(false);
        _btnW2->setVisible(false);
        _txtW2Name->setVisible(false);
        _txtW2Ammo->setVisible(false);
        _txtW2Max->setVisible(false);
    }
}
Ejemplo n.º 7
0
/**
 * Initializes all the elements in the Craft Equipment screen.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param craft ID of the selected craft.
 */
CraftEquipmentState::CraftEquipmentState(Game *game, Base *base, unsigned int craft) : State(game), _sel(0), _base(base), _craft(craft)
{
	// Create objects
	_window = new Window(this, 320, 200, 0, 0);
	_btnOk = new TextButton(288, 16, 16, 176);
	_txtTitle = new Text(300, 16, 16, 7);
	_txtItem = new Text(144, 9, 16, 32);
	_txtStores = new Text(150, 9, 160, 32);
	_txtAvailable = new Text(110, 9, 16, 24);
	_txtUsed = new Text(110, 9, 130, 24);
	_lstEquipment = new TextList(288, 128, 8, 40);

	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(2)), Palette::backPos, 16);

	add(_window);
	add(_btnOk);
	add(_txtTitle);
	add(_txtItem);
	add(_txtStores);
	add(_txtAvailable);
	add(_txtUsed);
	add(_lstEquipment);

	// Set up objects
	_window->setColor(Palette::blockOffset(15)+1);
	_window->setBackground(_game->getResourcePack()->getSurface("BACK04.SCR"));

	_btnOk->setColor(Palette::blockOffset(15)+1);
	_btnOk->setText(_game->getLanguage()->getString("STR_OK"));
	_btnOk->onMouseClick((ActionHandler)&CraftEquipmentState::btnOkClick);

	_txtTitle->setColor(Palette::blockOffset(15)+1);
	_txtTitle->setBig();
	Craft *c = _base->getCrafts()->at(_craft);
	std::wstring s;
	s = _game->getLanguage()->getString("STR_EQUIPMENT_FOR") + c->getName(_game->getLanguage());
	_txtTitle->setText(s);

	_txtItem->setColor(Palette::blockOffset(15)+1);
	_txtItem->setText(_game->getLanguage()->getString("STR_ITEM"));

	_txtStores->setColor(Palette::blockOffset(15)+1);
	_txtStores->setText(_game->getLanguage()->getString("STR_STORES"));

	_txtAvailable->setColor(Palette::blockOffset(15)+1);
	_txtAvailable->setSecondaryColor(Palette::blockOffset(13));
	std::wstringstream ss;
	ss << _game->getLanguage()->getString("STR_SPACE_AVAILABLE") << L'\x01'<< c->getRules()->getSoldiers() - c->getNumSoldiers();
	_txtAvailable->setText(ss.str());

	_txtUsed->setColor(Palette::blockOffset(15)+1);
	_txtUsed->setSecondaryColor(Palette::blockOffset(13));
	std::wstringstream ss2;
	ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01'<< c->getNumSoldiers();
	_txtUsed->setText(ss2.str());

	_lstEquipment->setColor(Palette::blockOffset(13)+10);
	_lstEquipment->setArrowColor(Palette::blockOffset(15)+1);
	_lstEquipment->setArrowColumn(203, ARROW_HORIZONTAL);
	_lstEquipment->setColumns(3, 154, 85, 41);
	_lstEquipment->setSelectable(true);
	_lstEquipment->setBackground(_window);
	_lstEquipment->setMargin(8);
	_lstEquipment->onLeftArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowPress);
	_lstEquipment->onLeftArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowRelease);
	_lstEquipment->onRightArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowPress);
	_lstEquipment->onRightArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowRelease);

	_items.push_back("STR_PISTOL");
	_items.push_back("STR_PISTOL_CLIP");
	_items.push_back("STR_RIFLE");
	_items.push_back("STR_RIFLE_CLIP");
	_items.push_back("STR_HEAVY_CANNON");
	_items.push_back("STR_HC_AP_AMMO");
	_items.push_back("STR_HC_HE_AMMO");
	_items.push_back("STR_HC_I_AMMO");
	_items.push_back("STR_AUTO_CANNON");
	_items.push_back("STR_AC_AP_AMMO");
	_items.push_back("STR_AC_HE_AMMO");
	_items.push_back("STR_AC_I_AMMO");
	_items.push_back("STR_ROCKET_LAUNCHER");
	_items.push_back("STR_SMALL_ROCKET");
	_items.push_back("STR_LARGE_ROCKET");
	_items.push_back("STR_INCENDIARY_ROCKET");
	_items.push_back("STR_GRENADE");
	_items.push_back("STR_SMOKE_GRENADE");
	_items.push_back("STR_ELECTRO_FLARE");

	int row = 0;
	for (std::vector<std::string>::iterator i = _items.begin(); i != _items.end();)
	{
		if (_base->getItems()->getItem(*i) == 0 && c->getItems()->getItem(*i) == 0)
		{
			i = _items.erase(i);
		}
		else
		{
			std::wstringstream ss, ss2;
			ss << _base->getItems()->getItem(*i);
			ss2 << c->getItems()->getItem(*i);

			RuleItem *rule = _game->getRuleset()->getItem(*i);
			std::wstring s = _game->getLanguage()->getString(*i);
			if (rule->getBattleType() == BT_AMMO)
			{
				s.insert(0, L"  ");
			}
			_lstEquipment->addRow(3, s.c_str(), ss.str().c_str(), ss2.str().c_str());

			Uint8 color;
			if (c->getItems()->getItem(*i) == 0)
			{
				if (rule->getBattleType() == BT_AMMO)
				{
					color = Palette::blockOffset(15)+6;
				}
				else
				{
					color = Palette::blockOffset(13)+10;
				}
			}
			else
			{
				color = Palette::blockOffset(13);
			}
			_lstEquipment->setRowColor(row, color);

			++i;
			row++;
		}
	}

	_timerLeft = new Timer(50);
	_timerLeft->onTimer((StateHandler)&CraftEquipmentState::moveLeft);
	_timerRight = new Timer(50);
	_timerRight->onTimer((StateHandler)&CraftEquipmentState::moveRight);
}
Ejemplo n.º 8
0
/**
 * Moves the given number of items (selected) to the craft.
 * @param change Item difference.
 */
void CraftEquipmentState::moveRightByValue(int change)
{
	Craft *c = _base->getCrafts()->at(_craft);
	RuleItem *item = _game->getMod()->getItem(_items[_sel]);
	int bqty = _base->getStorageItems()->getItem(_items[_sel]);
	if (_game->getSavedGame()->getMonthsPassed() == -1)
	{
		if (change == INT_MAX)
		{
			change = 10;
		}
		bqty = change;
	}
	if (0 >= change || 0 >= bqty) return;
	change = std::min(bqty, change);
	// Do we need to convert item to vehicle?
	if (item->isFixed())
	{
		int size = 4;
		if (_game->getMod()->getUnit(item->getType()))
		{
			size = _game->getMod()->getArmor(_game->getMod()->getUnit(item->getType())->getArmor())->getSize();
			size *= size;
		}
		// Check if there's enough room
		int room = std::min(c->getRules()->getVehicles() - c->getNumVehicles(), c->getSpaceAvailable() / size);
		if (room > 0)
		{
			change = std::min(room, change);
			if (!item->getCompatibleAmmo()->empty())
			{
				// And now let's see if we can add the total number of vehicles.
				RuleItem *ammo = _game->getMod()->getItem(item->getCompatibleAmmo()->front());
				int ammoPerVehicle, clipSize;
				if (ammo->getClipSize() > 0 && item->getClipSize() > 0)
				{
					clipSize = item->getClipSize();
					ammoPerVehicle = clipSize / ammo->getClipSize();
				}
				else
				{
					clipSize = ammo->getClipSize();
					ammoPerVehicle = clipSize;
				}

				int baseQty = _base->getStorageItems()->getItem(ammo->getType()) / ammoPerVehicle;
				if (_game->getSavedGame()->getMonthsPassed() == -1)
					baseQty = 1;
				int canBeAdded = std::min(change, baseQty);
				if (canBeAdded > 0)
				{
					for (int i=0; i < canBeAdded; ++i)
					{
						if (_game->getSavedGame()->getMonthsPassed() != -1)
						{
							_base->getStorageItems()->removeItem(ammo->getType(), ammoPerVehicle);
							_base->getStorageItems()->removeItem(_items[_sel]);
						}
						c->getVehicles()->push_back(new Vehicle(item, clipSize, size));
					}
				}
				else
				{
					// So we haven't managed to increase the count of vehicles because of the ammo
					_timerRight->stop();
					LocalizedText msg(tr("STR_NOT_ENOUGH_AMMO_TO_ARM_HWP").arg(tr(ammo->getType())));
					_game->pushState(new ErrorMessageState(msg, _palette, _game->getMod()->getInterface("craftEquipment")->getElement("errorMessage")->color, "BACK04.SCR", _game->getMod()->getInterface("craftEquipment")->getElement("errorPalette")->color));
				}
			}
			else
				for (int i=0; i < change; ++i)
				{
					c->getVehicles()->push_back(new Vehicle(item, item->getClipSize(), size));
					if (_game->getSavedGame()->getMonthsPassed() != -1)
					{
						_base->getStorageItems()->removeItem(_items[_sel]);
					}
				}
		}
	}
	else
	{
		if (c->getRules()->getMaxItems() > 0 && _totalItems + change > c->getRules()->getMaxItems())
		{
			_timerRight->stop();
			LocalizedText msg(tr("STR_NO_MORE_EQUIPMENT_ALLOWED", c->getRules()->getMaxItems()));
			_game->pushState(new ErrorMessageState(msg, _palette, _game->getMod()->getInterface("craftEquipment")->getElement("errorMessage")->color, "BACK04.SCR", _game->getMod()->getInterface("craftEquipment")->getElement("errorPalette")->color));
			change = c->getRules()->getMaxItems() - _totalItems;
		}
		c->getItems()->addItem(_items[_sel],change);
		_totalItems += change;
		if (_game->getSavedGame()->getMonthsPassed() > -1)
		{
			_base->getStorageItems()->removeItem(_items[_sel],change);
		}
	}
	updateQuantity();
}
Ejemplo n.º 9
0
/**
 * The craft info can change
 * after going into other screens.
 */
void CraftInfoState::init()
{
	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(3)), Palette::backPos, 16);

	Craft *c = _base->getCrafts()->at(_craft);

	_edtCraft->setText(c->getName(_game->getLanguage()));

	SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
	texture->getFrame(c->getRules()->getSprite() + 33)->setX(0);
	texture->getFrame(c->getRules()->getSprite() + 33)->setY(0);
	texture->getFrame(c->getRules()->getSprite() + 33)->blit(_sprite);

	std::wstringstream ss;
	ss << _game->getLanguage()->getString("STR_DAMAGE_UC_") << L'\x01' << c->getDamagePercentage() << "%";
	_txtDamage->setText(ss.str());

	std::wstringstream ss2;
	ss2 << _game->getLanguage()->getString("STR_FUEL") << L'\x01' << c->getFuelPercentage() << "%";
	_txtFuel->setText(ss2.str());

	if (c->getRules()->getSoldiers() > 0)
	{
		_crew->clear();
		_equip->clear();

		Surface *frame1 = texture->getFrame(38);
		frame1->setY(0);
		for (int i = 0, x = 0; i < c->getNumSoldiers(); ++i, x += 10)
		{
			frame1->setX(x);
			frame1->blit(_crew);
		}

		Surface *frame2 = texture->getFrame(39);
		frame2->setY(0);
		int x = 0;
		for (int i = 0; i < c->getNumEquipment(); i += 4, x += 10)
		{
			frame2->setX(x);
			frame2->blit(_equip);
		}
		Surface *frame3 = texture->getFrame(40);
		for (int i = 0; i < c->getNumVehicles(); ++i, x += 10)
		{
			frame3->setX(x);
			frame3->blit(_equip);
		}
	}
	else
	{
		_crew->setVisible(false);
		_equip->setVisible(false);
		_btnCrew->setVisible(false);
		_btnEquip->setVisible(false);
		_btnArmor->setVisible(false);
	}

	if (c->getRules()->getWeapons() > 0)
	{
		CraftWeapon *w1 = c->getWeapons()->at(0);

		if (w1 != 0)
		{
			Surface *frame = texture->getFrame(w1->getRules()->getSprite() + 48);
			frame->setX(0);
			frame->setY(0);
			frame->blit(_weapon1);

			_txtW1Name->setText(_game->getLanguage()->getString(w1->getRules()->getType()));

			std::wstringstream ss3;
			ss3 << _game->getLanguage()->getString("STR_AMMO_") << L'\x01' << w1->getAmmo();
			_txtW1Ammo->setText(ss3.str());

			std::wstringstream ss4;
			ss4 << _game->getLanguage()->getString("STR_MAX") << L'\x01' << w1->getRules()->getAmmoMax();
			_txtW1Max->setText(ss4.str());
		}
		else
		{
			_weapon1->clear();
			_txtW1Name->setText(L"");
			_txtW1Ammo->setText(L"");
			_txtW1Max->setText(L"");
		}
	}
	else
	{
		_weapon1->setVisible(false);
		_btnW1->setVisible(false);
		_txtW1Name->setVisible(false);
		_txtW1Ammo->setVisible(false);
		_txtW1Max->setVisible(false);
	}

	if (c->getRules()->getWeapons() > 1)
	{
		CraftWeapon *w2 = c->getWeapons()->at(1);

		if (w2 != 0)
		{
			Surface *frame = texture->getFrame(w2->getRules()->getSprite() + 48);
			frame->setX(0);
			frame->setY(0);
			frame->blit(_weapon2);

			_txtW2Name->setText(_game->getLanguage()->getString(w2->getRules()->getType()));

			std::wstringstream ss5;
			ss5 << _game->getLanguage()->getString("STR_AMMO_") << L'\x01' << w2->getAmmo();
			_txtW2Ammo->setText(ss5.str());

			std::wstringstream ss6;
			ss6 << _game->getLanguage()->getString("STR_MAX") << L'\x01' << w2->getRules()->getAmmoMax();
			_txtW2Max->setText(ss6.str());
		}
		else
		{
			_weapon2->clear();
			_txtW2Name->setText(L"");
			_txtW2Ammo->setText(L"");
			_txtW2Max->setText(L"");
		}
	}
	else
	{
		_weapon2->setVisible(false);
		_btnW2->setVisible(false);
		_txtW2Name->setVisible(false);
		_txtW2Ammo->setVisible(false);
		_txtW2Max->setVisible(false);
	}
}
Ejemplo n.º 10
0
/**
 * Initializes all the elements in the Craft Soldiers screen.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param craft ID of the selected craft.
 */
CraftSoldiersState::CraftSoldiersState(Game *game, Base *base, unsigned int craft) : State(game), _base(base), _craft(craft)
{
	// Create objects
	_window = new Window(this, 320, 200, 0, 0);
	_btnOk = new TextButton(288, 16, 16, 176);
	_txtTitle = new Text(300, 16, 16, 7);
	_txtName = new Text(114, 9, 16, 32);
	_txtRank = new Text(102, 9, 130, 32);
	_txtCraft = new Text(82, 9, 222, 32);
	_txtAvailable = new Text(110, 9, 16, 24);
	_txtUsed = new Text(110, 9, 130, 24);
	_lstSoldiers = new TextList(288, 128, 8, 40);

	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(2)), Palette::backPos, 16);

	add(_window);
	add(_btnOk);
	add(_txtTitle);
	add(_txtName);
	add(_txtRank);
	add(_txtCraft);
	add(_txtAvailable);
	add(_txtUsed);
	add(_lstSoldiers);

	// Set up objects
	_window->setColor(Palette::blockOffset(15)+6);
	_window->setBackground(_game->getResourcePack()->getSurface("BACK02.SCR"));

	_btnOk->setColor(Palette::blockOffset(13)+10);
	_btnOk->setText(_game->getLanguage()->getString("STR_OK"));
	_btnOk->onMouseClick((ActionHandler)&CraftSoldiersState::btnOkClick);

	_txtTitle->setColor(Palette::blockOffset(15)+6);
	_txtTitle->setBig();
	Craft *c = _base->getCrafts()->at(_craft);
	std::wstring s;
	s = _game->getLanguage()->getString("STR_SELECT_SQUAD_FOR") + c->getName(_game->getLanguage());
	_txtTitle->setText(s);

	_txtName->setColor(Palette::blockOffset(15)+6);
	_txtName->setText(_game->getLanguage()->getString("STR_NAME_UC"));

	_txtRank->setColor(Palette::blockOffset(15)+6);
	_txtRank->setText(_game->getLanguage()->getString("STR_RANK"));

	_txtCraft->setColor(Palette::blockOffset(15)+6);
	_txtCraft->setText(_game->getLanguage()->getString("STR_CRAFT"));

	_txtAvailable->setColor(Palette::blockOffset(15)+6);
	_txtAvailable->setSecondaryColor(Palette::blockOffset(13));
	std::wstringstream ss;
	ss << _game->getLanguage()->getString("STR_SPACE_AVAILABLE") << L'\x01' << c->getRules()->getSoldiers() - c->getNumSoldiers();
	_txtAvailable->setText(ss.str());

	_txtUsed->setColor(Palette::blockOffset(15)+6);
	_txtUsed->setSecondaryColor(Palette::blockOffset(13));
	std::wstringstream ss2;
	ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01' << c->getNumSoldiers();
	_txtUsed->setText(ss2.str());

	_lstSoldiers->setColor(Palette::blockOffset(13)+10);
	_lstSoldiers->setArrowColor(Palette::blockOffset(15)+6);
	_lstSoldiers->setColumns(3, 114, 92, 74);
	_lstSoldiers->setSelectable(true);
	_lstSoldiers->setBackground(_window);
	_lstSoldiers->setMargin(8);
	_lstSoldiers->onMouseClick((ActionHandler)&CraftSoldiersState::lstSoldiersClick);

	int row = 0;
	for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
	{
		std::wstring s;
		if ((*i)->getCraft() == 0)
		{
			s = _game->getLanguage()->getString("STR_NONE_UC");
		}
		else
		{
			s = (*i)->getCraft()->getName(_game->getLanguage());
		}
		_lstSoldiers->addRow(3, (*i)->getName().c_str(), _game->getLanguage()->getString((*i)->getRankString()).c_str(), s.c_str());

		Uint8 color;
		if ((*i)->getCraft() == c)
		{
			color = Palette::blockOffset(13);
		}
		else if ((*i)->getCraft() != 0)
		{
			color = Palette::blockOffset(15)+6;
		}
		else
		{
			color = Palette::blockOffset(13)+10;
		}
		_lstSoldiers->setRowColor(row, color);
		row++;
	}
}