/** * 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->getRules()->getSoldiers() - c->getNumSoldiers() > 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->getRules()->getSoldiers() - c->getNumSoldiers(); _txtAvailable->setText(ss.str()); std::wstringstream ss2; ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01' << c->getNumSoldiers(); _txtUsed->setText(ss2.str()); }
/** * Gets the price of the currently selected item. * @return Price of the selected item. */ int SellState::getPrice() { // Personnel/craft aren't worth anything switch(getType(_sel)) { case SELL_SOLDIER: case SELL_ENGINEER: case SELL_SCIENTIST: return 0; case SELL_ITEM: return _game->getRuleset()->getItem(_items[getItemIndex(_sel)])->getSellCost(); case SELL_CRAFT: Craft *craft = _crafts[getCraftIndex(_sel)]; return craft->getRules()->getSellCost(); } return 0; }
/** * Moves all the items (as much as possible) to the craft on right-click. * @param action Pointer to an action. */ void CraftEquipmentState::lstEquipmentRightArrowClick(Action *action) { if (action->getDetails()->button.button == SDL_BUTTON_RIGHT) { Craft *c = _base->getCrafts()->at(_craft); RuleItem *item = _game->getRuleset()->getItem(_items[_sel]); int bqty = _base->getItems()->getItem(_items[_sel]); if (bqty > 0) { // Do we need to convert item to vehicle? if (item->isFixed()) { // Check if there's enough room int room = std::min(c->getRules()->getVehicles() - c->getNumVehicles(), c->getSpaceAvailable() / 4); if (room > 0) { RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front()); int baqty = _base->getItems()->getItem(ammo->getType()); int vehiclesCount = std::min(std::min(bqty, room), baqty); if (vehiclesCount > 0) { int newAmmoPerVehicle = std::min(baqty / vehiclesCount, ammo->getClipSize());; int remainder = baqty - (vehiclesCount * newAmmoPerVehicle); if (ammo->getClipSize() == newAmmoPerVehicle) remainder = 0; int newAmmo; for (int i=0; i < vehiclesCount; ++i) { newAmmo = newAmmoPerVehicle; if (i<remainder) ++newAmmo; c->getVehicles()->push_back(new Vehicle(item, newAmmo)); _base->getItems()->removeItem(ammo->getType(), newAmmo); _base->getItems()->removeItem(_items[_sel]); } } } } else { _base->getItems()->removeItem(_items[_sel],bqty); c->getItems()->addItem(_items[_sel],bqty); } updateQuantity(); } } }
/** * Moves the selected item to the craft. */ void CraftEquipmentState::moveRight() { Craft *c = _base->getCrafts()->at(_craft); RuleItem *item = _game->getRuleset()->getItem(_items[_sel]); if (_base->getItems()->getItem(_items[_sel]) > 0) { // Convert item to vehicle if (item->isFixed()) { // Check if there's enough room if (c->getNumVehicles() < c->getRules()->getVehicles() && c->getSpaceAvailable() >= 4) { RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front()); int qty = _base->getItems()->getItem(ammo->getType()); if (qty == 0) { std::wstringstream ss; ss << _game->getLanguage()->getString("STR_NOT_ENOUGH"); ss << _game->getLanguage()->getString(ammo->getType()); ss << _game->getLanguage()->getString("STR_TO_ARM_HWP"); _game->pushState(new ErrorMessageState(_game, ss.str(), Palette::blockOffset(15)+1, "BACK04.SCR", 2)); _timerRight->stop(); } else { int newAmmo = std::min(qty, ammo->getClipSize()); c->getVehicles()->push_back(new Vehicle(item, newAmmo)); _base->getItems()->removeItem(ammo->getType(), newAmmo); _base->getItems()->removeItem(_items[_sel]); } } } else { _base->getItems()->removeItem(_items[_sel]); c->getItems()->addItem(_items[_sel]); } updateQuantity(); } }
/** * Moves the given number of items (selected) to the craft. */ void CraftEquipmentState::moveRight(int change) { Craft *c = _base->getCrafts()->at(_craft); RuleItem *item = _game->getRuleset()->getItem(_items[_sel]); int bqty = _base->getItems()->getItem(_items[_sel]); if (0 >= change || 0 >= bqty) return; change = std::min(bqty, change); // Do we need to convert item to vehicle? if (item->isFixed()) { // Check if there's enough room int room = std::min(c->getRules()->getVehicles() - c->getNumVehicles(), c->getSpaceAvailable() / 4); if (room > 0) { change = std::min(room, change); if(item->getClipSize() != -1) { // We want to redistribute all the available ammo among the vehicles, // so first we note the total number of vehicles we want in the craft int oldVehiclesCount = c->getVehicleCount(_items[_sel]); int newVehiclesCount = oldVehiclesCount + change; // ...and we move back all of this vehicle-type to the base. if (0 < oldVehiclesCount) moveLeft(INT_MAX); // And now let's see if we can add the total number of vehicles. RuleItem *ammo = _game->getRuleset()->getItem(item->getCompatibleAmmo()->front()); int baqty = _base->getItems()->getItem(ammo->getType()); // Ammo Quantity for this vehicle-type on the base int canBeAdded = std::min(newVehiclesCount, baqty); if (canBeAdded > 0) { int newAmmoPerVehicle = std::min(baqty / canBeAdded, ammo->getClipSize());; int remainder = 0; if (ammo->getClipSize() > newAmmoPerVehicle) remainder = baqty - (canBeAdded * newAmmoPerVehicle); int newAmmo; for (int i=0; i < canBeAdded; ++i) { newAmmo = newAmmoPerVehicle; if (i<remainder) ++newAmmo; c->getVehicles()->push_back(new Vehicle(item, newAmmo)); _base->getItems()->removeItem(ammo->getType(), newAmmo); _base->getItems()->removeItem(_items[_sel]); } } if (oldVehiclesCount >= canBeAdded) { // So we haven't managed to increase the count of vehicles because of the ammo _timerRight->stop(); LocalizedText msg(tr("STR_NOT_ENOUGH_ammotype_TO_ARM_HWP").arg(tr(ammo->getType()))); _game->pushState(new ErrorMessageState(_game, msg, Palette::blockOffset(15)+1, "BACK04.SCR", 2)); } } else for (int i=0; i < change; ++i) { c->getVehicles()->push_back(new Vehicle(item, 255)); _base->getItems()->removeItem(_items[_sel]); } } } else { _base->getItems()->removeItem(_items[_sel],change); c->getItems()->addItem(_items[_sel],change); } updateQuantity(); }
/** * 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); } }
/** * Initializes all the elements in the Craft Equipment screen. * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param craft ID of the selected craft. */ CraftEquipmentState::CraftEquipmentState(Game *game, Base *base, unsigned int craft) : State(game), _sel(0), _base(base), _craft(craft) { // Create objects _window = new Window(this, 320, 200, 0, 0); _btnOk = new TextButton(288, 16, 16, 176); _txtTitle = new Text(300, 16, 16, 7); _txtItem = new Text(144, 9, 16, 32); _txtStores = new Text(150, 9, 160, 32); _txtAvailable = new Text(110, 9, 16, 24); _txtUsed = new Text(110, 9, 130, 24); _lstEquipment = new TextList(288, 128, 8, 40); // Set palette _game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(2)), Palette::backPos, 16); add(_window); add(_btnOk); add(_txtTitle); add(_txtItem); add(_txtStores); add(_txtAvailable); add(_txtUsed); add(_lstEquipment); // Set up objects _window->setColor(Palette::blockOffset(15)+1); _window->setBackground(_game->getResourcePack()->getSurface("BACK04.SCR")); _btnOk->setColor(Palette::blockOffset(15)+1); _btnOk->setText(_game->getLanguage()->getString("STR_OK")); _btnOk->onMouseClick((ActionHandler)&CraftEquipmentState::btnOkClick); _txtTitle->setColor(Palette::blockOffset(15)+1); _txtTitle->setBig(); Craft *c = _base->getCrafts()->at(_craft); std::wstring s; s = _game->getLanguage()->getString("STR_EQUIPMENT_FOR") + c->getName(_game->getLanguage()); _txtTitle->setText(s); _txtItem->setColor(Palette::blockOffset(15)+1); _txtItem->setText(_game->getLanguage()->getString("STR_ITEM")); _txtStores->setColor(Palette::blockOffset(15)+1); _txtStores->setText(_game->getLanguage()->getString("STR_STORES")); _txtAvailable->setColor(Palette::blockOffset(15)+1); _txtAvailable->setSecondaryColor(Palette::blockOffset(13)); std::wstringstream ss; ss << _game->getLanguage()->getString("STR_SPACE_AVAILABLE") << L'\x01'<< c->getRules()->getSoldiers() - c->getNumSoldiers(); _txtAvailable->setText(ss.str()); _txtUsed->setColor(Palette::blockOffset(15)+1); _txtUsed->setSecondaryColor(Palette::blockOffset(13)); std::wstringstream ss2; ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01'<< c->getNumSoldiers(); _txtUsed->setText(ss2.str()); _lstEquipment->setColor(Palette::blockOffset(13)+10); _lstEquipment->setArrowColor(Palette::blockOffset(15)+1); _lstEquipment->setArrowColumn(203, ARROW_HORIZONTAL); _lstEquipment->setColumns(3, 154, 85, 41); _lstEquipment->setSelectable(true); _lstEquipment->setBackground(_window); _lstEquipment->setMargin(8); _lstEquipment->onLeftArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowPress); _lstEquipment->onLeftArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentLeftArrowRelease); _lstEquipment->onRightArrowPress((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowPress); _lstEquipment->onRightArrowRelease((ActionHandler)&CraftEquipmentState::lstEquipmentRightArrowRelease); _items.push_back("STR_PISTOL"); _items.push_back("STR_PISTOL_CLIP"); _items.push_back("STR_RIFLE"); _items.push_back("STR_RIFLE_CLIP"); _items.push_back("STR_HEAVY_CANNON"); _items.push_back("STR_HC_AP_AMMO"); _items.push_back("STR_HC_HE_AMMO"); _items.push_back("STR_HC_I_AMMO"); _items.push_back("STR_AUTO_CANNON"); _items.push_back("STR_AC_AP_AMMO"); _items.push_back("STR_AC_HE_AMMO"); _items.push_back("STR_AC_I_AMMO"); _items.push_back("STR_ROCKET_LAUNCHER"); _items.push_back("STR_SMALL_ROCKET"); _items.push_back("STR_LARGE_ROCKET"); _items.push_back("STR_INCENDIARY_ROCKET"); _items.push_back("STR_GRENADE"); _items.push_back("STR_SMOKE_GRENADE"); _items.push_back("STR_ELECTRO_FLARE"); int row = 0; for (std::vector<std::string>::iterator i = _items.begin(); i != _items.end();) { if (_base->getItems()->getItem(*i) == 0 && c->getItems()->getItem(*i) == 0) { i = _items.erase(i); } else { std::wstringstream ss, ss2; ss << _base->getItems()->getItem(*i); ss2 << c->getItems()->getItem(*i); RuleItem *rule = _game->getRuleset()->getItem(*i); std::wstring s = _game->getLanguage()->getString(*i); if (rule->getBattleType() == BT_AMMO) { s.insert(0, L" "); } _lstEquipment->addRow(3, s.c_str(), ss.str().c_str(), ss2.str().c_str()); Uint8 color; if (c->getItems()->getItem(*i) == 0) { if (rule->getBattleType() == BT_AMMO) { color = Palette::blockOffset(15)+6; } else { color = Palette::blockOffset(13)+10; } } else { color = Palette::blockOffset(13); } _lstEquipment->setRowColor(row, color); ++i; row++; } } _timerLeft = new Timer(50); _timerLeft->onTimer((StateHandler)&CraftEquipmentState::moveLeft); _timerRight = new Timer(50); _timerRight->onTimer((StateHandler)&CraftEquipmentState::moveRight); }
/** * Moves the given number of items (selected) to the craft. * @param change Item difference. */ void CraftEquipmentState::moveRightByValue(int change) { Craft *c = _base->getCrafts()->at(_craft); RuleItem *item = _game->getMod()->getItem(_items[_sel]); int bqty = _base->getStorageItems()->getItem(_items[_sel]); if (_game->getSavedGame()->getMonthsPassed() == -1) { if (change == INT_MAX) { change = 10; } bqty = change; } if (0 >= change || 0 >= bqty) return; change = std::min(bqty, change); // Do we need to convert item to vehicle? if (item->isFixed()) { int size = 4; if (_game->getMod()->getUnit(item->getType())) { size = _game->getMod()->getArmor(_game->getMod()->getUnit(item->getType())->getArmor())->getSize(); size *= size; } // Check if there's enough room int room = std::min(c->getRules()->getVehicles() - c->getNumVehicles(), c->getSpaceAvailable() / size); if (room > 0) { change = std::min(room, change); if (!item->getCompatibleAmmo()->empty()) { // And now let's see if we can add the total number of vehicles. RuleItem *ammo = _game->getMod()->getItem(item->getCompatibleAmmo()->front()); int ammoPerVehicle, clipSize; if (ammo->getClipSize() > 0 && item->getClipSize() > 0) { clipSize = item->getClipSize(); ammoPerVehicle = clipSize / ammo->getClipSize(); } else { clipSize = ammo->getClipSize(); ammoPerVehicle = clipSize; } int baseQty = _base->getStorageItems()->getItem(ammo->getType()) / ammoPerVehicle; if (_game->getSavedGame()->getMonthsPassed() == -1) baseQty = 1; int canBeAdded = std::min(change, baseQty); if (canBeAdded > 0) { for (int i=0; i < canBeAdded; ++i) { if (_game->getSavedGame()->getMonthsPassed() != -1) { _base->getStorageItems()->removeItem(ammo->getType(), ammoPerVehicle); _base->getStorageItems()->removeItem(_items[_sel]); } c->getVehicles()->push_back(new Vehicle(item, clipSize, size)); } } else { // So we haven't managed to increase the count of vehicles because of the ammo _timerRight->stop(); LocalizedText msg(tr("STR_NOT_ENOUGH_AMMO_TO_ARM_HWP").arg(tr(ammo->getType()))); _game->pushState(new ErrorMessageState(msg, _palette, _game->getMod()->getInterface("craftEquipment")->getElement("errorMessage")->color, "BACK04.SCR", _game->getMod()->getInterface("craftEquipment")->getElement("errorPalette")->color)); } } else for (int i=0; i < change; ++i) { c->getVehicles()->push_back(new Vehicle(item, item->getClipSize(), size)); if (_game->getSavedGame()->getMonthsPassed() != -1) { _base->getStorageItems()->removeItem(_items[_sel]); } } } } else { if (c->getRules()->getMaxItems() > 0 && _totalItems + change > c->getRules()->getMaxItems()) { _timerRight->stop(); LocalizedText msg(tr("STR_NO_MORE_EQUIPMENT_ALLOWED", c->getRules()->getMaxItems())); _game->pushState(new ErrorMessageState(msg, _palette, _game->getMod()->getInterface("craftEquipment")->getElement("errorMessage")->color, "BACK04.SCR", _game->getMod()->getInterface("craftEquipment")->getElement("errorPalette")->color)); change = c->getRules()->getMaxItems() - _totalItems; } c->getItems()->addItem(_items[_sel],change); _totalItems += change; if (_game->getSavedGame()->getMonthsPassed() > -1) { _base->getStorageItems()->removeItem(_items[_sel],change); } } updateQuantity(); }
/** * 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); } }
/** * Initializes all the elements in the Craft Soldiers screen. * @param game Pointer to the core game. * @param base Pointer to the base to get info from. * @param craft ID of the selected craft. */ CraftSoldiersState::CraftSoldiersState(Game *game, Base *base, unsigned int craft) : State(game), _base(base), _craft(craft) { // Create objects _window = new Window(this, 320, 200, 0, 0); _btnOk = new TextButton(288, 16, 16, 176); _txtTitle = new Text(300, 16, 16, 7); _txtName = new Text(114, 9, 16, 32); _txtRank = new Text(102, 9, 130, 32); _txtCraft = new Text(82, 9, 222, 32); _txtAvailable = new Text(110, 9, 16, 24); _txtUsed = new Text(110, 9, 130, 24); _lstSoldiers = new TextList(288, 128, 8, 40); // Set palette _game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(2)), Palette::backPos, 16); add(_window); add(_btnOk); add(_txtTitle); add(_txtName); add(_txtRank); add(_txtCraft); add(_txtAvailable); add(_txtUsed); add(_lstSoldiers); // Set up objects _window->setColor(Palette::blockOffset(15)+6); _window->setBackground(_game->getResourcePack()->getSurface("BACK02.SCR")); _btnOk->setColor(Palette::blockOffset(13)+10); _btnOk->setText(_game->getLanguage()->getString("STR_OK")); _btnOk->onMouseClick((ActionHandler)&CraftSoldiersState::btnOkClick); _txtTitle->setColor(Palette::blockOffset(15)+6); _txtTitle->setBig(); Craft *c = _base->getCrafts()->at(_craft); std::wstring s; s = _game->getLanguage()->getString("STR_SELECT_SQUAD_FOR") + c->getName(_game->getLanguage()); _txtTitle->setText(s); _txtName->setColor(Palette::blockOffset(15)+6); _txtName->setText(_game->getLanguage()->getString("STR_NAME_UC")); _txtRank->setColor(Palette::blockOffset(15)+6); _txtRank->setText(_game->getLanguage()->getString("STR_RANK")); _txtCraft->setColor(Palette::blockOffset(15)+6); _txtCraft->setText(_game->getLanguage()->getString("STR_CRAFT")); _txtAvailable->setColor(Palette::blockOffset(15)+6); _txtAvailable->setSecondaryColor(Palette::blockOffset(13)); std::wstringstream ss; ss << _game->getLanguage()->getString("STR_SPACE_AVAILABLE") << L'\x01' << c->getRules()->getSoldiers() - c->getNumSoldiers(); _txtAvailable->setText(ss.str()); _txtUsed->setColor(Palette::blockOffset(15)+6); _txtUsed->setSecondaryColor(Palette::blockOffset(13)); std::wstringstream ss2; ss2 << _game->getLanguage()->getString("STR_SPACE_USED") << L'\x01' << c->getNumSoldiers(); _txtUsed->setText(ss2.str()); _lstSoldiers->setColor(Palette::blockOffset(13)+10); _lstSoldiers->setArrowColor(Palette::blockOffset(15)+6); _lstSoldiers->setColumns(3, 114, 92, 74); _lstSoldiers->setSelectable(true); _lstSoldiers->setBackground(_window); _lstSoldiers->setMargin(8); _lstSoldiers->onMouseClick((ActionHandler)&CraftSoldiersState::lstSoldiersClick); int row = 0; for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i) { std::wstring s; if ((*i)->getCraft() == 0) { s = _game->getLanguage()->getString("STR_NONE_UC"); } else { s = (*i)->getCraft()->getName(_game->getLanguage()); } _lstSoldiers->addRow(3, (*i)->getName().c_str(), _game->getLanguage()->getString((*i)->getRankString()).c_str(), s.c_str()); Uint8 color; if ((*i)->getCraft() == c) { color = Palette::blockOffset(13); } else if ((*i)->getCraft() != 0) { color = Palette::blockOffset(15)+6; } else { color = Palette::blockOffset(13)+10; } _lstSoldiers->setRowColor(row, color); row++; } }