/** * Displays the inventory screen for the soldiers * inside the craft. * @param action Pointer to an action. */ void CraftEquipmentState::btnInventoryClick(Action *) { Craft *craft = _base->getCrafts()->at(_craft); if (craft->getNumSoldiers() != 0) { SavedBattleGame *bgame = new SavedBattleGame(); _game->getSavedGame()->setBattleGame(bgame); BattlescapeGenerator bgen = BattlescapeGenerator(_game); bgen.runInventory(craft); _game->getScreen()->clear(); _game->pushState(new InventoryState(false, 0)); } }
/** * Displays the inventory screen for the soldiers * inside the craft. * @param action Pointer to an action. */ void CraftEquipmentState::btnInventoryClick(Action *) { Craft *craft = _base->getCrafts()->at(_craft); if (craft->getNumSoldiers() == 0) { std::wstringstream ss; ss << craft->getName(_game->getLanguage()) << L'\n' << tr("STR_NO_CREW"); _game->pushState(new ErrorMessageState(_game, ss.str(), Palette::blockOffset(15)+1, "BACK04.SCR", 2)); } else { _game->setPalette(_game->getResourcePack()->getPalette("PALETTES.DAT_4")->getColors()); SavedBattleGame *bgame = new SavedBattleGame(); _game->getSavedGame()->setBattleGame(bgame); BattlescapeGenerator bgen = BattlescapeGenerator(_game); bgen.runInventory(craft); _game->pushState(new InventoryState(_game, false, 0)); } }