/** * Updates the soldier stats (Weight, TU). */ void InventoryState::updateStats() { BattleUnit *unit = _battleGame->getSelectedUnit(); if (_showMoreStatsInInventoryView) { int Weight = unit->getCarriedWeight(_inv->getSelectedItem()); std::wstringstream ss; ss << tr("STR_WEIGHT") << L'\x01' << Weight << " /" << unit->getStats()->strength; _txtWeight->setText(ss.str()); if (Weight > unit->getStats()->strength) _txtWeight->setSecondaryColor(Palette::blockOffset(2)); else _txtWeight->setSecondaryColor(Palette::blockOffset(1)); } if (_tu) { std::wstringstream ss; ss << tr("STR_TUS") << L'\x01' << unit->getTimeUnits(); _txtTus->setText(ss.str()); } }
/** * Updates the soldier stats (Weight, TU). */ void InventoryState::updateStats() { BattleUnit *unit = _battleGame->getSelectedUnit(); _txtTus->setText(tr("STR_TIME_UNITS_SHORT").arg(unit->getTimeUnits())); int weight = unit->getCarriedWeight(_inv->getSelectedItem()); _txtWeight->setText(tr("STR_WEIGHT").arg(weight).arg(unit->getStats()->strength)); if (weight > unit->getStats()->strength) { _txtWeight->setSecondaryColor(Palette::blockOffset(2)); } else { _txtWeight->setSecondaryColor(Palette::blockOffset(1)); } _txtFAcc->setText(tr("STR_ACCURACY_SHORT").arg((int)(unit->getStats()->firing * unit->getHealth()) / unit->getStats()->health)); _txtReact->setText(tr("STR_REACTIONS_SHORT").arg(unit->getStats()->reactions)); if (unit->getStats()->psiSkill > 0) { _txtPSkill->setText(tr("STR_PSIONIC_SKILL_SHORT").arg(unit->getStats()->psiSkill)); } else { _txtPSkill->setText(L""); } if (unit->getStats()->psiSkill > 0 || (Options::psiStrengthEval && _game->getSavedGame()->isResearched(_game->getRuleset()->getPsiRequirements()))) { _txtPStr->setText(tr("STR_PSIONIC_STRENGTH_SHORT").arg(unit->getStats()->psiStrength)); } else { _txtPStr->setText(L""); } }
/** * Updates all soldier stats when the soldier changes. */ void InventoryState::init() { BattleUnit *unit = _battleGame->getSelectedUnit(); unit->setCache(0); _soldier->clear(); _btnRank->clear(); _txtName->setText(unit->getName(_game->getLanguage())); _inv->setSelectedUnit(unit); Soldier *s = _game->getSavedGame()->getSoldier(unit->getId()); if (s) { SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK"); texture->getFrame(s->getRankSprite())->setX(0); texture->getFrame(s->getRankSprite())->setY(0); texture->getFrame(s->getRankSprite())->blit(_btnRank); std::string look = s->getArmor()->getSpriteInventory(); if (s->getGender() == GENDER_MALE) look += "M"; else look += "F"; if (s->getLook() == LOOK_BLONDE) look += "0"; if (s->getLook() == LOOK_BROWNHAIR) look += "1"; if (s->getLook() == LOOK_ORIENTAL) look += "2"; if (s->getLook() == LOOK_AFRICAN) look += "3"; look += ".SPK"; if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look))) { look = s->getArmor()->getSpriteInventory() + ".SPK"; } _game->getResourcePack()->getSurface(look)->blit(_soldier); } if (_showMoreStatsInInventoryView && !_tu) { std::wstringstream ss2; ss2 << _game->getLanguage()->getString("STR_FACCURACY") << L'\x01' << (int)(unit->getStats()->firing * unit->getAccuracyModifier()); _txtFAcc->setText(ss2.str()); std::wstringstream ss3; ss3 << _game->getLanguage()->getString("STR_REACT") << L'\x01' << unit->getStats()->reactions; _txtReact->setText(ss3.str()); if (unit->getStats()->psiSkill > 0) { std::wstringstream ss4; ss4 << _game->getLanguage()->getString("STR_PSKILL") << L'\x01' << unit->getStats()->psiSkill; _txtPSkill->setText(ss4.str()); std::wstringstream ss5; ss5 << _game->getLanguage()->getString("STR_PSTRENGTH") << L'\x01' << unit->getStats()->psiStrength; _txtPStr->setText(ss5.str()); } else { _txtPSkill->setText(L""); _txtPStr->setText(L""); } } updateStats(); }
/** * Updates all soldier stats when the soldier changes. */ void InventoryState::init() { BattleUnit *unit = _battleGame->getSelectedUnit(); // no selected unit, close inventory if (unit == 0) { btnOkClick(0); return; } // skip to the first unit with inventory if (!unit->hasInventory()) { if (_parent) { _parent->selectNextPlayerUnit(false, false, true); } else { _battleGame->selectNextPlayerUnit(false, false, true); } // no available unit, close inventory if (_battleGame->getSelectedUnit() == 0) { // starting a mission with just vehicles btnOkClick(0); return; } else { unit = _battleGame->getSelectedUnit(); } } if (_parent) _parent->getMap()->getCamera()->centerOnPosition(unit->getPosition()); unit->setCache(0); _soldier->clear(); _btnRank->clear(); _txtName->setBig(); _txtName->setText(unit->getName(_game->getLanguage())); _inv->setSelectedUnit(unit); Soldier *s = _game->getSavedGame()->getSoldier(unit->getId()); if (s) { SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK"); texture->getFrame(s->getRankSprite())->setX(0); texture->getFrame(s->getRankSprite())->setY(0); texture->getFrame(s->getRankSprite())->blit(_btnRank); std::string look = s->getArmor()->getSpriteInventory(); if (s->getGender() == GENDER_MALE) look += "M"; else look += "F"; if (s->getLook() == LOOK_BLONDE) look += "0"; if (s->getLook() == LOOK_BROWNHAIR) look += "1"; if (s->getLook() == LOOK_ORIENTAL) look += "2"; if (s->getLook() == LOOK_AFRICAN) look += "3"; look += ".SPK"; if (!CrossPlatform::fileExists(CrossPlatform::getDataFile("UFOGRAPH/" + look)) && !_game->getResourcePack()->getSurface(look)) { look = s->getArmor()->getSpriteInventory() + ".SPK"; } _game->getResourcePack()->getSurface(look)->blit(_soldier); } else { Surface *armorSurface = _game->getResourcePack()->getSurface(unit->getArmor()->getSpriteInventory()); if (armorSurface) { armorSurface->blit(_soldier); } } if (_showMoreStatsInInventoryView && !_tu) { std::wstringstream ss2; ss2 << tr("STR_FACCURACY") << L'\x01' << (int)(unit->getStats()->firing * unit->getAccuracyModifier()); _txtFAcc->setText(ss2.str()); std::wstringstream ss3; ss3 << tr("STR_REACT") << L'\x01' << unit->getStats()->reactions; _txtReact->setText(ss3.str()); if (unit->getStats()->psiSkill > 0) { std::wstringstream ss4; ss4 << tr("STR_PSKILL") << L'\x01' << unit->getStats()->psiSkill; _txtPSkill->setText(ss4.str()); std::wstringstream ss5; ss5 << tr("STR_PSTRENGTH") << L'\x01' << unit->getStats()->psiStrength; _txtPStr->setText(ss5.str()); } else { _txtPSkill->setText(L""); _txtPStr->setText(L""); } } updateStats(); }