/** * Shows the Select Armor window. * @param action Pointer to an action. */ void CraftArmorState::lstSoldiersClick(Action *action) { Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow()); if (!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT")) { if (action->getDetails()->button.button == SDL_BUTTON_LEFT) { _game->pushState(new SoldierArmorState(_base, _lstSoldiers->getSelectedRow())); } else { if (_game->getSavedGame()->getMonthsPassed() != -1) { SavedGame *_save; _save = _game->getSavedGame(); Armor *a = _game->getRuleset()->getArmor(_save->getLastSelectedArmor()); if (_base->getItems()->getItem(a->getStoreItem()) > 0 || a->getStoreItem() == "STR_NONE") { if (s->getArmor()->getStoreItem() != "STR_NONE") { _base->getItems()->addItem(s->getArmor()->getStoreItem()); } if (a->getStoreItem() != "STR_NONE") { _base->getItems()->removeItem(a->getStoreItem()); } s->setArmor(a); _lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType())); } } } } }
/** * 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(); }
/** * Sacks the soldier and returns * to the previous screen. * @param action Pointer to an action. */ void SackSoldierState::btnOkClick(Action *) { Soldier *soldier = _base->getSoldiers()->at(_soldierId); if (soldier->getArmor()->getStoreItem() != "STR_NONE") { _base->getItems()->addItem(soldier->getArmor()->getStoreItem()); } _base->getSoldiers()->erase(_base->getSoldiers()->begin() + _soldierId); delete soldier; _game->popState(); }
/** * Update 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 (_tu) { std::wstringstream ss; ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << unit->getTimeUnits(); _txtTus->setText(ss.str()); } }
/** * Equips the armor on the soldier and returns to the previous screen. * @param action Pointer to an action. */ void SoldierArmorState::lstArmorClick(Action *) { Soldier *soldier = _base->getSoldiers()->at(_soldier); if (_game->getSavedGame()->getMonthsPassed() != -1) { if (soldier->getArmor()->getStoreItem() != "STR_NONE") { _base->getItems()->addItem(soldier->getArmor()->getStoreItem()); } if (_armors[_lstArmor->getSelectedRow()]->getStoreItem() != "STR_NONE") { _base->getItems()->removeItem(_armors[_lstArmor->getSelectedRow()]->getStoreItem()); } } soldier->setArmor(_armors[_lstArmor->getSelectedRow()]); _game->popState(); }
/** * Shows the Select Armor window. * @param action Pointer to an action. */ void CraftArmorState::lstSoldiersClick(Action *action) { Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow()); if (!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT")) { if (action->getDetails()->button.button == SDL_BUTTON_LEFT) { _game->pushState(new SoldierArmorState(_base, _lstSoldiers->getSelectedRow())); } else if (action->getDetails()->button.button == SDL_BUTTON_RIGHT) { SavedGame *save; save = _game->getSavedGame(); Armor *a = _game->getMod()->getArmor(save->getLastSelectedArmor()); if (a && (a->getUnits().empty() || std::find(a->getUnits().begin(), a->getUnits().end(), s->getRules()->getType()) != a->getUnits().end())) { if (save->getMonthsPassed() != -1) { if (_base->getStorageItems()->getItem(a->getStoreItem()) > 0 || a->getStoreItem() == Armor::NONE) { if (s->getArmor()->getStoreItem() != Armor::NONE) { _base->getStorageItems()->addItem(s->getArmor()->getStoreItem()); } if (a->getStoreItem() != Armor::NONE) { _base->getStorageItems()->removeItem(a->getStoreItem()); } s->setArmor(a); _lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType())); } } else { s->setArmor(a); _lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType())); } } } } }
/** * 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(); }
/** * Update soldier stats when * the soldier changes. */ void SoldierInfoState::init() { Soldier *s = _base->getSoldiers()->at(_soldier); _edtSoldier->setText(s->getName()); UnitStats *initial = s->getInitStats(); UnitStats *current = s->getCurrentStats(); SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK"); texture->getFrame(s->getRankSprite())->setX(0); texture->getFrame(s->getRankSprite())->setY(0); texture->getFrame(s->getRankSprite())->blit(_rank); std::wstringstream ss; ss << current->tu; _numTimeUnits->setText(ss.str()); _barTimeUnits->setMax(current->tu); _barTimeUnits->setValue(current->tu); _barTimeUnits->setValue2(initial->tu); std::wstringstream ss2; ss2 << current->stamina; _numStamina->setText(ss2.str()); _barStamina->setMax(current->stamina); _barStamina->setValue(current->stamina); _barStamina->setValue2(initial->stamina); std::wstringstream ss3; ss3 << current->health; _numHealth->setText(ss3.str()); _barHealth->setMax(current->health); _barHealth->setValue(current->health); _barHealth->setValue2(initial->health); std::wstringstream ss4; ss4 << current->bravery; _numBravery->setText(ss4.str()); _barBravery->setMax(current->bravery); _barBravery->setValue(current->bravery); _barBravery->setValue2(initial->bravery); std::wstringstream ss5; ss5 << current->reactions; _numReactions->setText(ss5.str()); _barReactions->setMax(current->reactions); _barReactions->setValue(current->reactions); _barReactions->setValue2(initial->reactions); std::wstringstream ss6; ss6 << current->firing; _numFiring->setText(ss6.str()); _barFiring->setMax(current->firing); _barFiring->setValue(current->firing); _barFiring->setValue2(initial->firing); std::wstringstream ss7; ss7 << current->throwing; _numThrowing->setText(ss7.str()); _barThrowing->setMax(current->throwing); _barThrowing->setValue(current->throwing); _barThrowing->setValue2(initial->throwing); std::wstringstream ss8; ss8 << current->strength; _numStrength->setText(ss8.str()); _barStrength->setMax(current->strength); _barStrength->setValue(current->strength); _barStrength->setValue2(initial->strength); _txtArmor->setText(_game->getLanguage()->getString(s->getArmor()->getType())); std::wstringstream ss9; ss9 << _game->getLanguage()->getString("STR_RANK_") << L'\x01' << _game->getLanguage()->getString(s->getRankString()); _txtRank->setText(ss9.str()); std::wstringstream ss10; ss10 << _game->getLanguage()->getString("STR_MISSIONS") << L'\x01' << s->getMissions(); _txtMissions->setText(ss10.str()); std::wstringstream ss11; ss11 << _game->getLanguage()->getString("STR_KILLS") << L'\x01' << s->getKills(); _txtKills->setText(ss11.str()); std::wstringstream ss12; ss12 << _game->getLanguage()->getString("STR_CRAFT_") << L'\x01'; if (s->getCraft() == 0) ss12 << _game->getLanguage()->getString("STR_NONE_UC"); else ss12 << s->getCraft()->getName(_game->getLanguage()); _txtCraft->setText(ss12.str()); if (s->getWoundRecovery() > 1) { std::wstringstream ss13; ss13 << _game->getLanguage()->getString("STR_WOUND_RECOVERY") << L'\x01' << s->getWoundRecovery(); if (s->getWoundRecovery() > 1) ss13 << _game->getLanguage()->getString("STR_DAYS"); else ss13 << _game->getLanguage()->getString("STR_DAY"); _txtRecovery->setText(ss13.str()); } else { _txtRecovery->setText(L""); } }
/** * Updates all soldier stats when the soldier changes. */ void InventoryState::init() { State::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 || !_battleGame->getSelectedUnit()->hasInventory()) { // starting a mission with just vehicles btnOkClick(0); return; } else { unit = _battleGame->getSelectedUnit(); } } unit->setCache(0); _soldier->clear(); _rank->clear(); _txtName->setBig(); _txtName->setText(unit->getName(_game->getLanguage())); _inv->setSelectedUnit(unit); Soldier *s = unit->getGeoscapeSoldier(); if (s) { SurfaceSet *texture = _game->getMod()->getSurfaceSet("SMOKE.PCK"); texture->getFrame(20 + s->getRank())->setX(0); texture->getFrame(20 + s->getRank())->setY(0); texture->getFrame(20 + s->getRank())->blit(_rank); 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"; const std::set<std::string> &ufographContents = FileMap::getVFolderContents("UFOGRAPH"); std::string lcaseLook = look; std::transform(lcaseLook.begin(), lcaseLook.end(), lcaseLook.begin(), tolower); if (ufographContents.find("lcaseLook") == ufographContents.end() && !_game->getMod()->getSurface(look)) { look = s->getArmor()->getSpriteInventory() + ".SPK"; } _game->getMod()->getSurface(look)->blit(_soldier); } else { Surface *armorSurface = _game->getMod()->getSurface(unit->getArmor()->getSpriteInventory()); if (armorSurface) { armorSurface->blit(_soldier); } } updateStats(); _refreshMouse(); }
/** * Updates soldier stats when * the soldier changes. */ void SoldierInfoState::init() { if(_base->getSoldiers()->empty()) { _game->popState(); return; } if(_soldier == _base->getSoldiers()->size()) { _soldier = 0; } Soldier *s = _base->getSoldiers()->at(_soldier); _edtSoldier->setText(s->getName()); UnitStats *initial = s->getInitStats(); UnitStats *current = s->getCurrentStats(); SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK"); texture->getFrame(s->getRankSprite())->setX(0); texture->getFrame(s->getRankSprite())->setY(0); texture->getFrame(s->getRankSprite())->blit(_rank); std::wstringstream ss; ss << current->tu; _numTimeUnits->setText(ss.str()); _barTimeUnits->setMax(current->tu); _barTimeUnits->setValue(current->tu); _barTimeUnits->setValue2(initial->tu); std::wstringstream ss2; ss2 << current->stamina; _numStamina->setText(ss2.str()); _barStamina->setMax(current->stamina); _barStamina->setValue(current->stamina); _barStamina->setValue2(initial->stamina); std::wstringstream ss3; ss3 << current->health; _numHealth->setText(ss3.str()); _barHealth->setMax(current->health); _barHealth->setValue(current->health); _barHealth->setValue2(initial->health); std::wstringstream ss4; ss4 << current->bravery; _numBravery->setText(ss4.str()); _barBravery->setMax(current->bravery); _barBravery->setValue(current->bravery); _barBravery->setValue2(initial->bravery); std::wstringstream ss5; ss5 << current->reactions; _numReactions->setText(ss5.str()); _barReactions->setMax(current->reactions); _barReactions->setValue(current->reactions); _barReactions->setValue2(initial->reactions); std::wstringstream ss6; ss6 << current->firing; _numFiring->setText(ss6.str()); _barFiring->setMax(current->firing); _barFiring->setValue(current->firing); _barFiring->setValue2(initial->firing); std::wstringstream ss7; ss7 << current->throwing; _numThrowing->setText(ss7.str()); _barThrowing->setMax(current->throwing); _barThrowing->setValue(current->throwing); _barThrowing->setValue2(initial->throwing); std::wstringstream ss8; ss8 << current->strength; _numStrength->setText(ss8.str()); _barStrength->setMax(current->strength); _barStrength->setValue(current->strength); _barStrength->setValue2(initial->strength); std::wstring wsArmor; std::string armorType = s->getArmor()->getType(); if (armorType == "STR_NONE_UC") { wsArmor.reserve(15); wsArmor = tr("STR_ARMOR"); wsArmor += L"> "; wsArmor += tr(armorType); } else wsArmor = tr(armorType); _btnArmor->setText(wsArmor); // _txtArmor->setText(tr(s->getArmor()->getType())); _btnSack->setVisible(!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT")); std::wstringstream ss9; ss9 << tr("STR_RANK_") << L'\x01' << tr(s->getRankString()); _txtRank->setText(ss9.str()); std::wstringstream ss10; ss10 << tr("STR_MISSIONS") << L'\x01' << s->getMissions(); _txtMissions->setText(ss10.str()); std::wstringstream ss11; ss11 << tr("STR_KILLS") << L'\x01' << s->getKills(); _txtKills->setText(ss11.str()); std::wstringstream ss12; ss12 << tr("STR_CRAFT_") << L'\x01'; if (s->getCraft() == 0) ss12 << tr("STR_NONE_UC"); else ss12 << s->getCraft()->getName(_game->getLanguage()); _txtCraft->setText(ss12.str()); if (s->getWoundRecovery() > 0) { std::wstringstream ss13; ss13 << tr("STR_WOUND_RECOVERY") << L'\x01' << tr("STR_DAY", s->getWoundRecovery()); _txtRecovery->setText(ss13.str()); } else { _txtRecovery->setText(L""); } _txtPsionic->setVisible(s->isInPsiTraining()); if(current->psiSkill > 0) { std::wstringstream ss14; ss14 << current->psiStrength; _numPsiStrength->setText(ss14.str()); _barPsiStrength->setMax(current->psiStrength); _barPsiStrength->setValue(current->psiStrength); _barPsiStrength->setValue2(initial->psiStrength); std::wstringstream ss15; ss15 << current->psiSkill; _numPsiSkill->setText(ss15.str()); _barPsiSkill->setMax(current->psiSkill); _barPsiSkill->setValue(current->psiSkill); _barPsiSkill->setValue2(initial->psiSkill); _txtPsiStrength->setVisible(true); _numPsiStrength->setVisible(true); _barPsiStrength->setVisible(true); _txtPsiSkill->setVisible(true); _numPsiSkill->setVisible(true); _barPsiSkill->setVisible(true); } else { _txtPsiStrength->setVisible(false); _numPsiStrength->setVisible(false); _barPsiStrength->setVisible(false); _txtPsiSkill->setVisible(false); _numPsiSkill->setVisible(false); _barPsiSkill->setVisible(false); } }
/** * Updates all soldier stats when the soldier changes. */ void InventoryState::init() { State::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 || !_battleGame->getSelectedUnit()->hasInventory()) { // starting a mission with just vehicles btnOkClick(0); return; } else { unit = _battleGame->getSelectedUnit(); } } if (_parent) _parent->getMap()->getCamera()->centerOnPosition(unit->getPosition(), false); 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); } } 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(); }