Example #1
0
/**
 * Increases or decreases the quantity of the selected item to sell.
 * @param change How much we want to add or remove.
 * @param dir Direction to change, +1 to increase or -1 to decrease.
 */
void SellState::changeByValue(int change, int dir)
{
	if (dir > 0)
	{
		if (0 >= change || getRow().qtySrc <= getRow().amount) return;
		change = std::min(getRow().qtySrc - getRow().amount, change);
	}
	else
	{
		if (0 >= change || 0 >= getRow().amount) return;
		change = std::min(getRow().amount, change);
	}
	getRow().amount += dir * change;
	_total += dir * getRow().cost * change;

	// Calculate the change in storage space.
	Craft *craft;
	Soldier *soldier;
	RuleItem *armor, *item, *weapon, *ammo;
	double total = 0.0;
	switch (getRow().type)
	{
	case TRANSFER_SOLDIER:
		soldier = (Soldier*)getRow().rule;
		if (soldier->getArmor()->getStoreItem() != Armor::NONE)
		{
			armor = _game->getMod()->getItem(soldier->getArmor()->getStoreItem(), true);
			_spaceChange += dir * armor->getSize();
		}
		break;
	case TRANSFER_CRAFT:
		craft = (Craft*)getRow().rule;
		for (std::vector<CraftWeapon*>::iterator w = craft->getWeapons()->begin(); w != craft->getWeapons()->end(); ++w)
		{
			if (*w)
			{
				weapon = _game->getMod()->getItem((*w)->getRules()->getLauncherItem(), true);
				total += weapon->getSize();
				ammo = _game->getMod()->getItem((*w)->getRules()->getClipItem());
				if (ammo)
					total += ammo->getSize() * (*w)->getClipsLoaded(_game->getMod());
			}
		}
		_spaceChange += dir * total;
		break;
	case TRANSFER_ITEM:
		item = (RuleItem*)getRow().rule;
		_spaceChange -= dir * change * item->getSize();
		break;
	default:
		//TRANSFER_SCIENTIST and TRANSFER_ENGINEER do not own anything that takes storage
		break;
	}

	updateItemStrings();
}
Example #2
0
/**
 * Increases or decreases the quantity of the selected item to sell.
 * @param change How much we want to add or remove.
 * @param dir Direction to change, +1 to increase or -1 to decrease.
 */
void SellState::changeByValue(int change, int dir)
{
	if (dir > 0)
	{
		if (0 >= change || getQuantity() <=_qtys[_sel]) return;
		change = std::min(getQuantity() - _qtys[_sel], change);
	}
	else
	{
		if (0 >= change || 0 >= _qtys[_sel]) return;
		change = std::min(_qtys[_sel], change);
	}
	_qtys[_sel] += dir * change;
	_total += dir * getPrice() * change;

	// Calculate the change in storage space.
	Craft *craft;
	RuleItem *armor, *item, *weapon, *ammo;
	double total = 0.0;
	switch (getType(_sel))
	{
	case SELL_SOLDIER:
		if (_soldiers[_sel]->getArmor()->getStoreItem() != "STR_NONE")
		{
			armor = _game->getRuleset()->getItem(_soldiers[_sel]->getArmor()->getStoreItem());
			_spaceChange += dir * armor->getSize();
		}
		break;
	case SELL_CRAFT:
		craft = _crafts[getCraftIndex(_sel)];
		for (std::vector<CraftWeapon*>::iterator w = craft->getWeapons()->begin(); w != craft->getWeapons()->end(); ++w)
		{
			if (*w)
			{
				weapon = _game->getRuleset()->getItem((*w)->getRules()->getLauncherItem());
				total += weapon->getSize();
				ammo = _game->getRuleset()->getItem((*w)->getRules()->getClipItem());
				if (ammo)
					total += ammo->getSize() * (*w)->getClipsLoaded(_game->getRuleset());
			}
		}
		_spaceChange += dir * total;
		break;
	case SELL_ITEM:
		item = _game->getRuleset()->getItem(_items[getItemIndex(_sel)]);
		_spaceChange -= dir * change * item->getSize();
		break;
	default:
		break;
	}

	updateItemStrings();
}
/**
 * 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);
    }
}
/**
 * Sells the selected items.
 * @param action Pointer to an action.
 */
void SellState::btnOkClick(Action *action)
{
	_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() + _total);
	for (unsigned int i = 0; i < _qtys.size(); ++i)
	{
		if (_qtys[i] > 0)
		{
			// Sell soldiers
			if (i < _soldiers.size())
			{
				for (std::vector<Soldier*>::iterator s = _base->getSoldiers()->begin(); s != _base->getSoldiers()->end(); ++s)
				{
					if (*s == _soldiers[i])
					{
						_base->getSoldiers()->erase(s);
						break;
					}
				}
				delete _soldiers[i];
			}
			// Sell crafts
			else if (i >= _soldiers.size() && i < _soldiers.size() + _crafts.size())
			{
				Craft *craft =  _crafts[i - _soldiers.size()];

				// Remove weapons from craft
				for (std::vector<CraftWeapon*>::iterator w = craft->getWeapons()->begin(); w != craft->getWeapons()->end(); ++w)
				{
					if ((*w) != 0)
					{
						_base->getItems()->addItem((*w)->getRules()->getLauncherItem());
						_base->getItems()->addItem((*w)->getRules()->getClipItem(), (int)floor((double)(*w)->getAmmo() / (*w)->getRules()->getRearmRate()));
					}
				}

				// Remove items from craft
				for (std::map<std::string, int>::iterator it = craft->getItems()->getContents()->begin(); it != craft->getItems()->getContents()->end(); ++it)
				{
					_base->getItems()->addItem(it->first, it->second);
				}

				// Remove soldiers from craft
				for (std::vector<Soldier*>::iterator s = _base->getSoldiers()->begin(); s != _base->getSoldiers()->end(); ++s)
				{
					if ((*s)->getCraft() == craft)
					{
						(*s)->setCraft(0);
					}
				}

				// Remove craft
				for (std::vector<Craft*>::iterator c = _base->getCrafts()->begin(); c != _base->getCrafts()->end(); ++c)
				{
					if (*c == craft)
					{
						_base->getCrafts()->erase(c);
						break;
					}
				}
				delete craft;
			}
			// Sell scientists
			else if (_base->getAvailableScientists() > 0 && i == _soldiers.size() + _crafts.size())
			{
				_base->setScientists(_base->getScientists() - _qtys[i]);
			}
			// Sell engineers
			else if (_base->getAvailableEngineers() > 0 && i == _soldiers.size() + _crafts.size() + _sOffset)
			{
				_base->setEngineers(_base->getEngineers() - _qtys[i]);
			}
			// Sell items
			else
			{
				_base->getItems()->removeItem(_items[i - _soldiers.size() - _crafts.size() - _sOffset - _eOffset], _qtys[i]);
			}
		}
	}
	_game->popState();
}
Example #5
0
/**
 * Sells the selected items.
 * @param action Pointer to an action.
 */
void SellState::btnOkClick(Action *)
{
	_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() + _total);
	for (size_t i = 0; i < _qtys.size(); ++i)
	{
		if (_qtys[i] > 0)
		{
			switch (getType(i))
			{
			case SELL_SOLDIER:
				for (std::vector<Soldier*>::iterator s = _base->getSoldiers()->begin(); s != _base->getSoldiers()->end(); ++s)
				{
					if (*s == _soldiers[i])
					{
						if ((*s)->getArmor()->getStoreItem() != "STR_NONE")
						{
							_base->getItems()->addItem((*s)->getArmor()->getStoreItem());
						}
						_base->getSoldiers()->erase(s);
						break;
					}
				}
				delete _soldiers[i];
				break;

			case SELL_CRAFT:
				{
				Craft *craft = _crafts[getCraftIndex(i)];

				// Remove weapons from craft
				for (std::vector<CraftWeapon*>::iterator w = craft->getWeapons()->begin(); w != craft->getWeapons()->end(); ++w)
				{
					if ((*w) != 0)
					{
						_base->getItems()->addItem((*w)->getRules()->getLauncherItem());
						_base->getItems()->addItem((*w)->getRules()->getClipItem(), (*w)->getClipsLoaded(_game->getRuleset()));
					}
				}

				// Remove items from craft
				for (std::map<std::string, int>::iterator it = craft->getItems()->getContents()->begin(); it != craft->getItems()->getContents()->end(); ++it)
				{
					_base->getItems()->addItem(it->first, it->second);
				}

				// Remove vehicles from craft
				for (std::vector<Vehicle*>::iterator v = craft->getVehicles()->begin(); v != craft->getVehicles()->end(); ++v)
				{
					_base->getItems()->addItem((*v)->getRules()->getType());
					_base->getItems()->addItem((*v)->getRules()->getCompatibleAmmo()->front(), (*v)->getAmmo());
				}

				// Remove soldiers from craft
				for (std::vector<Soldier*>::iterator s = _base->getSoldiers()->begin(); s != _base->getSoldiers()->end(); ++s)
				{
					if ((*s)->getCraft() == craft)
					{
						(*s)->setCraft(0);
					}
				}

				// Clear Hangar
				for (std::vector<BaseFacility*>::iterator f = _base->getFacilities()->begin(); f != _base->getFacilities()->end(); ++f)
				{
					if ((*f)->getCraft() == craft)
					{
						(*f)->setCraft(0);
						break;
					}
				}

				// Remove craft
				for (std::vector<Craft*>::iterator c = _base->getCrafts()->begin(); c != _base->getCrafts()->end(); ++c)
				{
					if (*c == craft)
					{
						_base->getCrafts()->erase(c);
						break;
					}
				}
				delete craft;
				}
				break;

			case SELL_SCIENTIST:
				_base->setScientists(_base->getScientists() - _qtys[i]);
				break;

			case SELL_ENGINEER:
				_base->setEngineers(_base->getEngineers() - _qtys[i]);
				break;

			case SELL_ITEM:
				if (_base->getItems()->getItem(_items[getItemIndex(i)]) < _qtys[i])
				{
					const std::string itemName = _items[getItemIndex(i)];
					int toRemove = _qtys[i] - _base->getItems()->getItem(itemName);

					// remove all of said items from base
					_base->getItems()->removeItem(itemName, INT_MAX);

					// if we still need to remove any, remove them from the crafts first, and keep a running tally
					for (std::vector<Craft*>::iterator j = _base->getCrafts()->begin(); j != _base->getCrafts()->end() && toRemove; ++j)
					{
						if ((*j)->getItems()->getItem(itemName) < toRemove)
						{
							toRemove -= (*j)->getItems()->getItem(itemName);
							(*j)->getItems()->removeItem(itemName, INT_MAX);
						}
						else
						{
							(*j)->getItems()->removeItem(itemName, toRemove);
							toRemove = 0;
						}
					}

					// if there are STILL any left to remove, take them from the transfers, and if necessary, delete it.
					for (std::vector<Transfer*>::iterator j = _base->getTransfers()->begin(); j != _base->getTransfers()->end() && toRemove;)
					{
						if ((*j)->getItems() == itemName)
						{
							if ((*j)->getQuantity() <= toRemove)
							{
								toRemove -= (*j)->getQuantity();
								delete *j;
								j = _base->getTransfers()->erase(j);
							}
							else
							{
								(*j)->setItems((*j)->getItems(), (*j)->getQuantity() - toRemove);
								toRemove = 0;
							}
						}
						else
						{
							++j;
						}
					}
				}
				else
				{
					_base->getItems()->removeItem(_items[getItemIndex(i)], _qtys[i]);
				}
			}
		}
	}
	_game->popState();
}
Example #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 << _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);
	}
}