/** * 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()); } }
/** * 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(); }
/** * 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(); }
/** * Loads the saved battle game from a YAML file. * @param node YAML node. */ void SavedBattleGame::load(const YAML::Node &node, Ruleset *rule, SavedGame* savedGame) { int a; int selectedUnit = 0; node["width"] >> _width; node["length"] >> _length; node["height"] >> _height; node["missionType"] >> _missionType; node["globalshade"] >> _globalShade; node["turn"] >> _turn; node["selectedUnit"] >> selectedUnit; for (YAML::Iterator i = node["mapdatasets"].begin(); i != node["mapdatasets"].end(); ++i) { std::string name; *i >> name; MapDataSet *mds = new MapDataSet(name); _mapDataSets.push_back(mds); } initMap(_width, _length, _height); for (YAML::Iterator i = node["tiles"].begin(); i != node["tiles"].end(); ++i) { Position pos; (*i)["position"][0] >> pos.x; (*i)["position"][1] >> pos.y; (*i)["position"][2] >> pos.z; getTile(pos)->load((*i)); } for (YAML::Iterator i = node["nodes"].begin(); i != node["nodes"].end(); ++i) { Node *n = new Node(); n->load(*i); _nodes.push_back(n); } for (YAML::Iterator i = node["units"].begin(); i != node["units"].end(); ++i) { UnitFaction faction; (*i)["faction"] >> a; faction = (UnitFaction)a; (*i)["soldierId"] >> a; BattleUnit *b; if (a < BattleUnit::MAX_SOLDIER_ID) // Unit is linked to a geoscape soldier { // look up the matching soldier b = new BattleUnit(savedGame->getSoldier(a), faction); } else { std::string type, armor; (*i)["genUnitType"] >> type; (*i)["genUnitArmor"] >> armor; // create a new Unit. b = new BattleUnit(rule->getUnit(type), faction, a, rule->getArmor(armor)); } b->load(*i); _units.push_back(b); if (faction == FACTION_PLAYER) { if (b->getId() == selectedUnit) _selectedUnit = b; } else if (b->getStatus() != STATUS_DEAD) { std::string state; BattleAIState *aiState; (*i)["AI"]["state"] >> state; if (state == "PATROL") { aiState = new PatrolBAIState(this, b, 0); } else if (state == "AGGRO") { aiState = new AggroBAIState(this, b); } else { continue; } aiState->load((*i)["AI"]); b->setAIState(aiState); } }
/** * Loads the saved battle game from a YAML file. * @param node YAML node. */ void SavedBattleGame::load(const YAML::Node &node, Ruleset *rule, SavedGame* savedGame) { int a; int selectedUnit = 0; node["width"] >> _width; node["length"] >> _length; node["height"] >> _height; node["globalshade"] >> _globalShade; node["selectedUnit"] >> selectedUnit; for (YAML::Iterator i = node["mapdatasets"].begin(); i != node["mapdatasets"].end(); ++i) { std::string name; *i >> name; MapDataSet *mds = new MapDataSet(name); _mapDataSets.push_back(mds); } initMap(_width, _length, _height); for (YAML::Iterator i = node["tiles"].begin(); i != node["tiles"].end(); ++i) { Position pos; (*i)["position"][0] >> pos.x; (*i)["position"][1] >> pos.y; (*i)["position"][2] >> pos.z; getTile(pos)->load((*i)); } for (YAML::Iterator i = node["nodes"].begin(); i != node["nodes"].end(); ++i) { Node *n = new Node(); n->load(*i); _nodes.push_back(n); } for (YAML::Iterator i = node["units"].begin(); i != node["units"].end(); ++i) { UnitFaction faction; (*i)["faction"] >> a; faction = (UnitFaction)a; (*i)["soldierId"] >> a; Unit *unit; if (a != -1) // Unit is linked to a geoscape soldier { // look up the matching soldier unit = savedGame->getSoldier(a); } else { // create a new Unit. unit = new GenUnit(rule->getGenUnit("SECTOID_SOLDIER"), rule->getArmor("SECTOID_ARMOR0")); } BattleUnit *b = new BattleUnit(unit, faction); b->load(*i); _units.push_back(b); if (faction == FACTION_PLAYER) { if (b->getId() == selectedUnit) _selectedUnit = b; } else { std::string state; BattleAIState *aiState; (*i)["AI"]["state"] >> state; if (state == "PATROL") { aiState = new PatrolBAIState(this, b, 0); } else if (state == "AGGRO") { aiState = new AggroBAIState(this, b); } else { continue; } aiState->load((*i)["AI"]); b->setAIState(aiState); } } // matches up tiles and units resetUnitTiles(); for (YAML::Iterator i = node["items"].begin(); i != node["items"].end(); ++i) { std::string type; (*i)["type"] >> type; if (type != "0") { BattleItem *item = new BattleItem(rule->getItem(type), &_itemId); item->load(*i); (*i)["inventoryslot"] >> type; if (type != "NULL") item->setSlot(rule->getInventory(type)); (*i)["owner"] >> a; // match up items and units for (std::vector<BattleUnit*>::iterator bu = _units.begin(); bu != _units.end(); ++bu) { if ((*bu)->getId() == a) { item->moveToOwner(*bu); break; } } // match up items and tiles if (item->getSlot() && item->getSlot()->getType() == INV_GROUND) { Position pos; (*i)["position"][0] >> pos.x; (*i)["position"][1] >> pos.y; (*i)["position"][2] >> pos.z; if (pos.x != -1) getTile(pos)->addItem(item); } _items.push_back(item); }