예제 #1
0
/**
 * Updates item info.
 * @param action Pointer to an action.
 */
void InventoryState::invClick(Action *action)
{
	BattleItem *item = _inv->getSelectedItem();
	_txtItem->setText(L"");
	_txtAmmo->setText(L"");
	_selAmmo->clear();
	if (item != 0)
	{
		if (item->getUnit() && item->getUnit()->getStatus() == STATUS_UNCONSCIOUS)
		{
			_txtItem->setText(item->getUnit()->getName(_game->getLanguage()));
		}
		else
		{
			if (_game->getSavedGame()->isResearched(item->getRules()->getRequirements()))
			{
				_txtItem->setText(_game->getLanguage()->getString(item->getRules()->getName()));
			}
			else
			{
				_txtItem->setText(_game->getLanguage()->getString("STR_ALIEN_ARTIFACT"));
			}
		}
		std::wstringstream ss;
		if (item->getAmmoItem() != 0 && item->needsAmmo())
		{
			ss << _game->getLanguage()->getString("STR_AMMO_ROUNDS_LEFT") << L'\x01' << item->getAmmoItem()->getAmmoQuantity();
			SDL_Rect r;
			r.x = 0;
			r.y = 0;
			r.w = RuleInventory::HAND_W * RuleInventory::SLOT_W;
			r.h = RuleInventory::HAND_H * RuleInventory::SLOT_H;
			_selAmmo->drawRect(&r, Palette::blockOffset(0)+8);
			r.x++;
			r.y++;
			r.w -= 2;
			r.h -= 2;
			_selAmmo->drawRect(&r, 0);
			item->getAmmoItem()->getRules()->drawHandSprite(_game->getResourcePack()->getSurfaceSet("BIGOBS.PCK"), _selAmmo);
		}
		else if (item->getAmmoQuantity() != 0 && item->needsAmmo())
		{
			ss << _game->getLanguage()->getString("STR_AMMO_ROUNDS_LEFT") << L'\x01' << item->getAmmoQuantity();
		}
		_txtAmmo->setText(ss.str());
	}
	if (_tu)
	{
		std::wstringstream ss;
		ss << _game->getLanguage()->getString("STR_TUS") << L'\x01' << _battleGame->getSelectedUnit()->getTimeUnits();
		_txtTus->setText(ss.str());
	}
}
예제 #2
0
/**
 * Updates item info.
 * @param action Pointer to an action.
 */
void InventoryState::invClick(Action *)
{
	BattleItem *item = _inv->getSelectedItem();
	_txtItem->setText(L"");
	_txtAmmo->setText(L"");
	_selAmmo->clear();
	if (item != 0)
	{
		if (item->getUnit() && item->getUnit()->getStatus() == STATUS_UNCONSCIOUS)
		{
			_txtItem->setText(item->getUnit()->getName(_game->getLanguage()));
		}
		else
		{
			if (_game->getSavedGame()->isResearched(item->getRules()->getRequirements()))
			{
				_txtItem->setText(tr(item->getRules()->getName()));
			}
			else
			{
				_txtItem->setText(tr("STR_ALIEN_ARTIFACT"));
			}
		}
		std::wstring s;
		if (item->getAmmoItem() != 0 && item->needsAmmo())
		{
			s = tr("STR_AMMO_ROUNDS_LEFT").arg(item->getAmmoItem()->getAmmoQuantity());
			SDL_Rect r;
			r.x = 0;
			r.y = 0;
			r.w = RuleInventory::HAND_W * RuleInventory::SLOT_W;
			r.h = RuleInventory::HAND_H * RuleInventory::SLOT_H;
			_selAmmo->drawRect(&r, Palette::blockOffset(0)+8);
			r.x++;
			r.y++;
			r.w -= 2;
			r.h -= 2;
			_selAmmo->drawRect(&r, 0);
			item->getAmmoItem()->getRules()->drawHandSprite(_game->getResourcePack()->getSurfaceSet("BIGOBS.PCK"), _selAmmo);
		}
		else if (item->getAmmoQuantity() != 0 && item->needsAmmo())
		{
			s = tr("STR_AMMO_ROUNDS_LEFT").arg(item->getAmmoQuantity());
		}
		else if (item->getRules()->getBattleType() == BT_MEDIKIT)
		{
			s = tr("STR_MEDI_KIT_QUANTITIES_LEFT").arg(item->getPainKillerQuantity()).arg(item->getStimulantQuantity()).arg(item->getHealQuantity());
		}
		_txtAmmo->setText(s);
	}
	updateStats();
}
예제 #3
0
/**
 * Shows item info.
 * @param action Pointer to an action.
 */
void InventoryState::invMouseOver(Action *)
{
	if (_inv->getSelectedItem() != 0)
	{
		return;
	}

	BattleItem *item = _inv->getMouseOverItem();
	if (item != 0)
	{
		if (item->getUnit() && item->getUnit()->getStatus() == STATUS_UNCONSCIOUS)
		{
			_txtItem->setText(item->getUnit()->getName(_game->getLanguage()));
		}
		else
		{
			if (_game->getSavedGame()->isResearched(item->getRules()->getRequirements()))
			{
				_txtItem->setText(tr(item->getRules()->getName()));
			}
			else
			{
				_txtItem->setText(tr("STR_ALIEN_ARTIFACT"));
			}
		}
		std::wstring s;
		if (item->getAmmoItem() != 0 && item->needsAmmo())
		{
			s = tr("STR_AMMO_ROUNDS_LEFT").arg(item->getAmmoItem()->getAmmoQuantity());
			SDL_Rect r;
			r.x = 0;
			r.y = 0;
			r.w = RuleInventory::HAND_W * RuleInventory::SLOT_W;
			r.h = RuleInventory::HAND_H * RuleInventory::SLOT_H;
			_selAmmo->drawRect(&r, _game->getMod()->getInterface("inventory")->getElement("grid")->color);
			r.x++;
			r.y++;
			r.w -= 2;
			r.h -= 2;
			_selAmmo->drawRect(&r, Palette::blockOffset(0)+15);
			item->getAmmoItem()->getRules()->drawHandSprite(_game->getMod()->getSurfaceSet("BIGOBS.PCK"), _selAmmo);
			_updateTemplateButtons(false);
		}
		else
		{
			_selAmmo->clear();
			_updateTemplateButtons(!_tu);
		}
		if (item->getAmmoQuantity() != 0 && item->needsAmmo())
		{
			s = tr("STR_AMMO_ROUNDS_LEFT").arg(item->getAmmoQuantity());
		}
		else if (item->getRules()->getBattleType() == BT_MEDIKIT)
		{
			s = tr("STR_MEDI_KIT_QUANTITIES_LEFT").arg(item->getPainKillerQuantity()).arg(item->getStimulantQuantity()).arg(item->getHealQuantity());
		}
		_txtAmmo->setText(s);
	}
	else
	{
		if (_currentTooltip.empty())
		{
			_txtItem->setText(L"");
		}
		_txtAmmo->setText(L"");
		_selAmmo->clear();
		_updateTemplateButtons(!_tu);
	}
}