/** * Changes the Craft name. * @param action Pointer to an action. */ void CraftInfoState::edtCraftKeyPress(Action *action) { if (action->getDetails()->key.keysym.sym == SDLK_RETURN || action->getDetails()->key.keysym.sym == SDLK_KP_ENTER) { Craft *c = _base->getCrafts()->at(_craft); if (c->getName(_game->getLanguage()) != _edtCraft->getText()) { c->setName(_edtCraft->getText()); _edtCraft->setText(c->getName(_game->getLanguage())); } } }
/** * 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->getSpaceAvailable() > 0 && s->getWoundRecovery() == 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->getSpaceAvailable(); _txtAvailable->setText(ss.str()); std::wstringstream ss2; ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01' << c->getSpaceUsed(); _txtUsed->setText(ss2.str()); }
/** * Returns to the previous screen. * @param action Pointer to an action. */ void CraftInfoState::btnOkClick(Action *) { Craft *c = _base->getCrafts()->at(_craft); if (c->getName(_game->getLanguage()) != _edtCraft->getText()) { c->setName(_edtCraft->getText()); } _game->popState(); }
/** * Shows the selected soldier's info. * @param action Pointer to an action. */ void CraftSoldiersState::lstSoldiersClick(Action *action) { double mx = action->getAbsoluteXMouse(); if ( mx >= _lstSoldiers->getArrowsLeftEdge() && mx < _lstSoldiers->getArrowsRightEdge() ) { return; } int row = _lstSoldiers->getSelectedRow(); if (action->getDetails()->button.button == SDL_BUTTON_LEFT) { 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, tr("STR_NONE_UC")); color = Palette::blockOffset(13)+10; } else if (s->getCraft() && s->getCraft()->getStatus() == "STR_OUT") { color = Palette::blockOffset(15)+6; } else if (c->getSpaceAvailable() > 0 && s->getWoundRecovery() == 0) { s->setCraft(c); _lstSoldiers->setCellText(row, 2, c->getName(_game->getLanguage())); color = Palette::blockOffset(13); } _lstSoldiers->setRowColor(row, color); _txtAvailable->setText(tr("STR_SPACE_AVAILABLE").arg(c->getSpaceAvailable())); _txtUsed->setText(tr("STR_SPACE_USED").arg(c->getSpaceUsed())); } else if (action->getDetails()->button.button == SDL_BUTTON_RIGHT) { _game->pushState(new SoldierInfoState(_game, _base, row)); } }
/** * Displays the inventory screen for the soldiers * inside the craft. * @param action Pointer to an action. */ void CraftEquipmentState::btnInventoryClick(Action *) { Craft *craft = _base->getCrafts()->at(_craft); if (craft->getNumSoldiers() == 0) { std::wstringstream ss; ss << craft->getName(_game->getLanguage()) << L'\n' << tr("STR_NO_CREW"); _game->pushState(new ErrorMessageState(_game, ss.str(), Palette::blockOffset(15)+1, "BACK04.SCR", 2)); } else { _game->setPalette(_game->getResourcePack()->getPalette("PALETTES.DAT_4")->getColors()); SavedBattleGame *bgame = new SavedBattleGame(); _game->getSavedGame()->setBattleGame(bgame); BattlescapeGenerator bgen = BattlescapeGenerator(_game); bgen.runInventory(craft); _game->pushState(new InventoryState(_game, false, 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, size_t craft) : State(game), _sel(0), _base(base), _craft(craft) { bool allowChangeListValuesByMouseWheel=Options::getBool("allowChangeListValuesByMouseWheel"); _changeValueByMouseWheel = Options::getInt("changeValueByMouseWheel"); // 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); _txtCrew = new Text(71, 9, 244, 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(_txtCrew); 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); _txtTitle->setText(tr("STR_EQUIPMENT_FOR_craftname").arg(c->getName(_game->getLanguage()))); _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->getSpaceAvailable(); _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->getSpaceUsed(); _txtUsed->setText(ss2.str()); _txtCrew->setColor(Palette::blockOffset(15)+1); _txtCrew->setSecondaryColor(Palette::blockOffset(13)); std::wstringstream ss3; ss3 << _game->getLanguage()->getString("STR_SOLDIERS_UC") << ">" << L'\x01'<< c->getNumSoldiers(); _txtCrew->setText(ss3.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); if (allowChangeListValuesByMouseWheel) _lstEquipment->setAllowScrollOnArrowButtons(false); _lstEquipment->onLeftArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowPress); _lstEquipment->onLeftArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowRelease); _lstEquipment->onLeftArrowClick((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowClick); _lstEquipment->onRightArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowPress); _lstEquipment->onRightArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowRelease); _lstEquipment->onRightArrowClick((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowClick); if (allowChangeListValuesByMouseWheel) _lstEquipment->onMousePress((ActionHandler)&CraftEquipmentState::lstEquipmentMousePress); int row = 0; const std::vector<std::string> &items = _game->getRuleset()->getItemsList(); for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i) { // CHEAP HACK TO HIDE HWP AMMO if ((*i).substr(0, 8) == "STR_HWP_") continue; RuleItem *rule = _game->getRuleset()->getItem(*i); int cQty = 0; if (rule->isFixed()) { cQty = c->getVehicleCount(*i); } else { cQty = c->getItems()->getItem(*i); } if (rule->getBigSprite() > -1 && rule->getBattleType() != BT_NONE && rule->getBattleType() != BT_CORPSE && _game->getSavedGame()->isResearched(rule->getRequirements()) && (_base->getItems()->getItem(*i) > 0 || cQty > 0)) { _items.push_back(*i); std::wstringstream ss, ss2; ss << _base->getItems()->getItem(*i); ss2 << cQty; 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 (cQty == 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); ++row; } } _timerLeft = new Timer(50); _timerLeft->onTimer((StateHandler)&CraftEquipmentState::moveLeft); _timerRight = new Timer(50); _timerRight->onTimer((StateHandler)&CraftEquipmentState::moveRight); }
/** * 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); } }
/** * 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, size_t 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, 17, 16, 7); _txtName = new Text(114, 9, 16, 32); _txtRank = new Text(102, 9, 122, 32); _txtCraft = new Text(84, 9, 224, 32); _txtAvailable = new Text(110, 9, 16, 24); _txtUsed = new Text(110, 9, 122, 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); centerAllSurfaces(); // Set up objects _window->setColor(Palette::blockOffset(15)+6); _window->setBackground(_game->getResourcePack()->getSurface("BACK02.SCR")); _btnOk->setColor(Palette::blockOffset(13)+10); _btnOk->setText(tr("STR_OK")); _btnOk->onMouseClick((ActionHandler)&CraftSoldiersState::btnOkClick); _btnOk->onKeyboardPress((ActionHandler)&CraftSoldiersState::btnOkClick, Options::keyCancel); _txtTitle->setColor(Palette::blockOffset(15)+6); _txtTitle->setBig(); Craft *c = _base->getCrafts()->at(_craft); _txtTitle->setText(tr("STR_SELECT_SQUAD_FOR_CRAFT").arg(c->getName(_game->getLanguage()))); _txtName->setColor(Palette::blockOffset(15)+6); _txtName->setText(tr("STR_NAME_UC")); _txtRank->setColor(Palette::blockOffset(15)+6); _txtRank->setText(tr("STR_RANK")); _txtCraft->setColor(Palette::blockOffset(15)+6); _txtCraft->setText(tr("STR_CRAFT")); _txtAvailable->setColor(Palette::blockOffset(15)+6); _txtAvailable->setSecondaryColor(Palette::blockOffset(13)); _txtAvailable->setText(tr("STR_SPACE_AVAILABLE").arg(c->getSpaceAvailable())); _txtUsed->setColor(Palette::blockOffset(15)+6); _txtUsed->setSecondaryColor(Palette::blockOffset(13)); _txtUsed->setText(tr("STR_SPACE_USED").arg(c->getSpaceUsed())); _lstSoldiers->setColor(Palette::blockOffset(13)+10); _lstSoldiers->setArrowColor(Palette::blockOffset(15)+6); _lstSoldiers->setArrowColumn(192, ARROW_VERTICAL); _lstSoldiers->setColumns(3, 106, 102, 72); _lstSoldiers->setSelectable(true); _lstSoldiers->setBackground(_window); _lstSoldiers->setMargin(8); _lstSoldiers->onLeftArrowClick((ActionHandler)&CraftSoldiersState::lstItemsLeftArrowClick); _lstSoldiers->onRightArrowClick((ActionHandler)&CraftSoldiersState::lstItemsRightArrowClick); _lstSoldiers->onMouseClick((ActionHandler)&CraftSoldiersState::lstSoldiersClick, 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); }
/** * 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(Base *base, size_t craft) : _sel(0), _craft(craft), _base(base), _totalItems(0), _ammoColor(0) { Craft *c = _base->getCrafts()->at(_craft); bool craftHasACrew = c->getNumSoldiers() > 0; bool isNewBattle = _game->getSavedGame()->getMonthsPassed() == -1; // Create objects _window = new Window(this, 320, 200, 0, 0); _btnOk = new TextButton((craftHasACrew || isNewBattle)? 148:288, 16, (craftHasACrew || isNewBattle)? 164:16, 176); _btnClear = new TextButton(148, 16, 8, 176); _btnInventory = new TextButton(148, 16, 8, 176); _txtTitle = new Text(300, 17, 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); _txtCrew = new Text(71, 9, 244, 24); _lstEquipment = new TextList(288, 128, 8, 40); // Set palette setInterface("craftEquipment"); _ammoColor = _game->getMod()->getInterface("craftEquipment")->getElement("ammoColor")->color; add(_window, "window", "craftEquipment"); add(_btnOk, "button", "craftEquipment"); add(_btnClear, "button", "craftEquipment"); add(_btnInventory, "button", "craftEquipment"); add(_txtTitle, "text", "craftEquipment"); add(_txtItem, "text", "craftEquipment"); add(_txtStores, "text", "craftEquipment"); add(_txtAvailable, "text", "craftEquipment"); add(_txtUsed, "text", "craftEquipment"); add(_txtCrew, "text", "craftEquipment"); add(_lstEquipment, "list", "craftEquipment"); centerAllSurfaces(); // Set up objects _window->setBackground(_game->getMod()->getSurface("BACK04.SCR")); _btnOk->setText(tr("STR_OK")); _btnOk->onMouseClick((ActionHandler)&CraftEquipmentState::btnOkClick); _btnOk->onKeyboardPress((ActionHandler)&CraftEquipmentState::btnOkClick, Options::keyCancel); _btnClear->setText(tr("STR_UNLOAD_CRAFT")); _btnClear->onMouseClick((ActionHandler)&CraftEquipmentState::btnClearClick); _btnClear->setVisible(isNewBattle); _btnInventory->setText(tr("STR_INVENTORY")); _btnInventory->onMouseClick((ActionHandler)&CraftEquipmentState::btnInventoryClick); _btnInventory->setVisible(craftHasACrew && !isNewBattle); _txtTitle->setBig(); _txtTitle->setText(tr("STR_EQUIPMENT_FOR_CRAFT").arg(c->getName(_game->getLanguage()))); _txtItem->setText(tr("STR_ITEM")); _txtStores->setText(tr("STR_STORES")); _txtAvailable->setText(tr("STR_SPACE_AVAILABLE").arg(c->getSpaceAvailable())); _txtUsed->setText(tr("STR_SPACE_USED").arg(c->getSpaceUsed())); std::wostringstream ss3; ss3 << tr("STR_SOLDIERS_UC") << ">" << L'\x01'<< c->getNumSoldiers(); _txtCrew->setText(ss3.str()); _lstEquipment->setArrowColumn(203, ARROW_HORIZONTAL); _lstEquipment->setColumns(3, 156, 83, 41); _lstEquipment->setSelectable(true); _lstEquipment->setBackground(_window); _lstEquipment->setMargin(8); _lstEquipment->onLeftArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowPress); _lstEquipment->onLeftArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowRelease); _lstEquipment->onLeftArrowClick((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowClick); _lstEquipment->onRightArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowPress); _lstEquipment->onRightArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowRelease); _lstEquipment->onRightArrowClick((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowClick); _lstEquipment->onMousePress((ActionHandler)&CraftEquipmentState::lstEquipmentMousePress); int row = 0; const std::vector<std::string> &items = _game->getMod()->getItemsList(); for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i) { RuleItem *rule = _game->getMod()->getItem(*i); int cQty = 0; if (rule->isFixed()) { cQty = c->getVehicleCount(*i); } else { cQty = c->getItems()->getItem(*i); _totalItems += cQty; } if (rule->getBigSprite() > -1 && rule->getBattleType() != BT_NONE && rule->getBattleType() != BT_CORPSE && _game->getSavedGame()->isResearched(rule->getRequirements()) && (_base->getStorageItems()->getItem(*i) > 0 || cQty > 0)) { _items.push_back(*i); std::wostringstream ss, ss2; if (_game->getSavedGame()->getMonthsPassed() > -1) { ss << _base->getStorageItems()->getItem(*i); } else { ss << "-"; } ss2 << cQty; std::wstring s = tr(*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 (cQty == 0) { if (rule->getBattleType() == BT_AMMO) { color = _ammoColor; } else { color = _lstEquipment->getColor(); } } else { color = _lstEquipment->getSecondaryColor(); } _lstEquipment->setRowColor(row, color); ++row; } } _timerLeft = new Timer(250); _timerLeft->onTimer((StateHandler)&CraftEquipmentState::moveLeft); _timerRight = new Timer(250); _timerRight->onTimer((StateHandler)&CraftEquipmentState::moveRight); }
/** * 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, size_t 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->getSpaceAvailable(); _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->getSpaceUsed(); _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) { _lstSoldiers->addRow(3, (*i)->getName().c_str(), _game->getLanguage()->getString((*i)->getRankString()).c_str(), (*i)->getCraftString(_game->getLanguage()).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++; } }
/** * 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); } }