/**
 * 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());
}
Esempio n. 2
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/**
 * 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));
	}
}
Esempio n. 3
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/**
 * 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"");
	}
}
Esempio n. 4
0
/**
 * 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);
	}
}