/** * 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""); } }
/** * Initializes all the elements in the Soldier Armor window. * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param soldier ID of the selected soldier. */ SoldierArmorState::SoldierArmorState(Game *game, Base *base, size_t soldier) : State(game), _base(base), _soldier(soldier) { _screen = false; // Create objects _window = new Window(this, 192, 120, 64, 40, POPUP_BOTH); _btnCancel = new TextButton(140, 16, 90, 136); _txtTitle = new Text(182, 9, 69, 48); _txtSoldier = new Text(182, 9, 69, 56); _txtType = new Text(90, 9, 80, 72); _txtQuantity = new Text(70, 9, 177, 72); _lstArmor = new TextList(160, 48, 73, 88); // Set palette _game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(4)), Palette::backPos, 16); add(_window); add(_btnCancel); add(_txtTitle); add(_txtSoldier); add(_txtType); add(_txtQuantity); add(_lstArmor); centerAllSurfaces(); // Set up objects _window->setColor(Palette::blockOffset(13)+10); _window->setBackground(_game->getResourcePack()->getSurface("BACK14.SCR")); _btnCancel->setColor(Palette::blockOffset(13)+5); _btnCancel->setText(_game->getLanguage()->getString("STR_CANCEL_UC")); _btnCancel->onMouseClick((ActionHandler)&SoldierArmorState::btnCancelClick); _btnCancel->onKeyboardPress((ActionHandler)&SoldierArmorState::btnCancelClick, (SDLKey)Options::getInt("keyCancel")); _txtTitle->setColor(Palette::blockOffset(13)+5); _txtTitle->setAlign(ALIGN_CENTER); _txtTitle->setText(_game->getLanguage()->getString("STR_SELECT_ARMOR_FOR")); _txtSoldier->setColor(Palette::blockOffset(13)+5); _txtSoldier->setAlign(ALIGN_CENTER); Soldier *s = _base->getSoldiers()->at(_soldier); _txtSoldier->setText(s->getName()); _txtType->setColor(Palette::blockOffset(13)+5); _txtType->setText(_game->getLanguage()->getString("STR_TYPE")); _txtQuantity->setColor(Palette::blockOffset(13)+5); _txtQuantity->setText(_game->getLanguage()->getString("STR_QUANTITY_UC")); _lstArmor->setColor(Palette::blockOffset(13)); _lstArmor->setArrowColor(Palette::blockOffset(13)+5); _lstArmor->setColumns(2, 112, 41); _lstArmor->setSelectable(true); _lstArmor->setBackground(_window); _lstArmor->setMargin(8); const std::vector<std::string> &armors = _game->getRuleset()->getArmorsList(); for (std::vector<std::string>::const_iterator i = armors.begin(); i != armors.end(); ++i) { Armor *a = _game->getRuleset()->getArmor(*i); if (_base->getItems()->getItem(a->getStoreItem()) > 0) { _armors.push_back(a); std::wstringstream ss; ss << _base->getItems()->getItem(a->getStoreItem()); _lstArmor->addRow(2, _game->getLanguage()->getString(a->getType()).c_str(), ss.str().c_str()); } else if (a->getStoreItem() == "STR_NONE") { _armors.push_back(a); _lstArmor->addRow(1, _game->getLanguage()->getString(a->getType()).c_str()); } } _lstArmor->onMouseClick((ActionHandler)&SoldierArmorState::lstArmorClick); }
void Soldier::copy(const Soldier& otherSoldier) { setName(otherSoldier.getName()); setAge(otherSoldier.getAge()); setSkillpoints(otherSoldier.getSkillpoints()); setSalary(otherSoldier.getSalary()); }
/** * 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); } }
/** * Initializes all the elements in the Soldier Armor window. * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param soldier ID of the selected soldier. */ SoldierArmorState::SoldierArmorState(Base *base, size_t soldier) : _base(base), _soldier(soldier) { _screen = false; // Create objects _window = new Window(this, 192, 120, 64, 40, POPUP_BOTH); _btnCancel = new TextButton(140, 16, 90, 136); _txtTitle = new Text(182, 16, 69, 48); _txtType = new Text(90, 9, 80, 72); _txtQuantity = new Text(70, 9, 177, 72); _lstArmor = new TextList(160, 40, 73, 88); // Set palette setPalette("PAL_BASESCAPE", _game->getRuleset()->getInterface("soldierArmor")->getElement("palette")->color); add(_window, "window", "soldierArmor"); add(_btnCancel, "button", "soldierArmor"); add(_txtTitle, "text", "soldierArmor"); add(_txtType, "text", "soldierArmor"); add(_txtQuantity, "text", "soldierArmor"); add(_lstArmor, "list", "soldierArmor"); centerAllSurfaces(); // Set up objects _window->setBackground(_game->getResourcePack()->getSurface("BACK14.SCR")); _btnCancel->setText(tr("STR_CANCEL_UC")); _btnCancel->onMouseClick((ActionHandler)&SoldierArmorState::btnCancelClick); _btnCancel->onKeyboardPress((ActionHandler)&SoldierArmorState::btnCancelClick, Options::keyCancel); Soldier *s = _base->getSoldiers()->at(_soldier); _txtTitle->setAlign(ALIGN_CENTER); _txtTitle->setText(tr("STR_SELECT_ARMOR_FOR_SOLDIER").arg(s->getName())); _txtType->setText(tr("STR_TYPE")); _txtQuantity->setText(tr("STR_QUANTITY_UC")); _lstArmor->setColumns(2, 112, 41); _lstArmor->setSelectable(true); _lstArmor->setBackground(_window); _lstArmor->setMargin(8); const std::vector<std::string> &armors = _game->getRuleset()->getArmorsList(); for (std::vector<std::string>::const_iterator i = armors.begin(); i != armors.end(); ++i) { Armor *a = _game->getRuleset()->getArmor(*i); if (_base->getItems()->getItem(a->getStoreItem()) > 0) { _armors.push_back(a); std::wostringstream ss; if (_game->getSavedGame()->getMonthsPassed() > -1) { ss << _base->getItems()->getItem(a->getStoreItem()); } else { ss << "-"; } _lstArmor->addRow(2, tr(a->getType()).c_str(), ss.str().c_str()); } else if (a->getStoreItem() == "STR_NONE") { _armors.push_back(a); _lstArmor->addRow(1, tr(a->getType()).c_str()); } } _lstArmor->onMouseClick((ActionHandler)&SoldierArmorState::lstArmorClick); }
/** * Update soldier stats when * the soldier changes. */ void SoldierInfoState::init() { Soldier *s = _base->getSoldiers()->at(_soldier); _edtSoldier->setText(s->getName()); 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 << s->getTimeUnits(); _numTimeUnits->setText(ss.str()); _barTimeUnits->setMax(s->getTimeUnits()); _barTimeUnits->setValue(s->getTimeUnits()); std::wstringstream ss2; ss2 << s->getStamina(); _numStamina->setText(ss2.str()); _barStamina->setMax(s->getStamina()); _barStamina->setValue(s->getStamina()); std::wstringstream ss3; ss3 << s->getHealth(); _numHealth->setText(ss3.str()); _barHealth->setMax(s->getHealth()); _barHealth->setValue(s->getHealth()); std::wstringstream ss4; ss4 << s->getBravery(); _numBravery->setText(ss4.str()); _barBravery->setMax(s->getBravery()); _barBravery->setValue(s->getBravery()); std::wstringstream ss5; ss5 << s->getReactions(); _numReactions->setText(ss5.str()); _barReactions->setMax(s->getReactions()); _barReactions->setValue(s->getReactions()); std::wstringstream ss6; ss6 << s->getFiringAccuracy(); _numFiring->setText(ss6.str()); _barFiring->setMax(s->getFiringAccuracy()); _barFiring->setValue(s->getFiringAccuracy()); std::wstringstream ss7; ss7 << s->getThrowingAccuracy(); _numThrowing->setText(ss7.str()); _barThrowing->setMax(s->getThrowingAccuracy()); _barThrowing->setValue(s->getThrowingAccuracy()); std::wstringstream ss8; ss8 << s->getStrength(); _numStrength->setText(ss8.str()); _barStrength->setMax(s->getStrength()); _barStrength->setValue(s->getStrength()); _txtArmor->setText(_game->getLanguage()->getString("STR_NONE_UC")); 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"); else ss12 << s->getCraft()->getName(_game->getLanguage()); _txtCraft->setText(ss12.str()); }