Exemplo n.º 1
0
/**
 * Shows the Select Armor window.
 * @param action Pointer to an action.
 */
void CraftArmorState::lstSoldiersClick(Action *action)
{	
	Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
	if (!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT"))
	{
		if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
		{
			_game->pushState(new SoldierArmorState(_base, _lstSoldiers->getSelectedRow()));
		}
		else
		{
			if (_game->getSavedGame()->getMonthsPassed() != -1)
			{
				SavedGame *_save;
				_save = _game->getSavedGame();
				Armor *a = _game->getRuleset()->getArmor(_save->getLastSelectedArmor());
				if (_base->getItems()->getItem(a->getStoreItem()) > 0 || a->getStoreItem() == "STR_NONE")
				{
					if (s->getArmor()->getStoreItem() != "STR_NONE")
					{
						_base->getItems()->addItem(s->getArmor()->getStoreItem());
					}
					if (a->getStoreItem() != "STR_NONE")
					{
						_base->getItems()->removeItem(a->getStoreItem());
					}
					
					s->setArmor(a);
					_lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType()));
				}
			}
		}
	}
}
Exemplo n.º 2
0
/**
 * Shows the Select Armor window.
 * @param action Pointer to an action.
 */
void CraftArmorState::lstSoldiersClick(Action *action)
{
	Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
	if (!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT"))
	{
		if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
		{
			_game->pushState(new SoldierArmorState(_base, _lstSoldiers->getSelectedRow()));
		}
		else if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
		{
			SavedGame *save;
			save = _game->getSavedGame();
			Armor *a = _game->getMod()->getArmor(save->getLastSelectedArmor());
			if (a && (a->getUnits().empty() || std::find(a->getUnits().begin(), a->getUnits().end(), s->getRules()->getType()) != a->getUnits().end()))
			{
				if (save->getMonthsPassed() != -1)
				{
					if (_base->getStorageItems()->getItem(a->getStoreItem()) > 0 || a->getStoreItem() == Armor::NONE)
					{
						if (s->getArmor()->getStoreItem() != Armor::NONE)
						{
							_base->getStorageItems()->addItem(s->getArmor()->getStoreItem());
						}
						if (a->getStoreItem() != Armor::NONE)
						{
							_base->getStorageItems()->removeItem(a->getStoreItem());
						}

						s->setArmor(a);
						_lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType()));
					}
				}
				else
				{
					s->setArmor(a);
					_lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType()));
				}
			}
		}
	}
}
Exemplo n.º 3
0
/**
 * Initializes all the elements in the Soldier Armor window.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param soldier ID of the selected soldier.
 */
SoldierArmorState::SoldierArmorState(Game *game, Base *base, size_t soldier) : State(game), _base(base), _soldier(soldier)
{
	_screen = false;

	// Create objects
	_window = new Window(this, 192, 120, 64, 40, POPUP_BOTH);
	_btnCancel = new TextButton(140, 16, 90, 136);
	_txtTitle = new Text(182, 9, 69, 48);
	_txtSoldier = new Text(182, 9, 69, 56);
	_txtType = new Text(90, 9, 80, 72);
	_txtQuantity = new Text(70, 9, 177, 72);
	_lstArmor = new TextList(160, 48, 73, 88);

	// Set palette
	_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(4)), Palette::backPos, 16);

	add(_window);
	add(_btnCancel);
	add(_txtTitle);
	add(_txtSoldier);
	add(_txtType);
	add(_txtQuantity);
	add(_lstArmor);

	centerAllSurfaces();

	// Set up objects
	_window->setColor(Palette::blockOffset(13)+10);
	_window->setBackground(_game->getResourcePack()->getSurface("BACK14.SCR"));

	_btnCancel->setColor(Palette::blockOffset(13)+5);
	_btnCancel->setText(_game->getLanguage()->getString("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&SoldierArmorState::btnCancelClick);
	_btnCancel->onKeyboardPress((ActionHandler)&SoldierArmorState::btnCancelClick, (SDLKey)Options::getInt("keyCancel"));

	_txtTitle->setColor(Palette::blockOffset(13)+5);
	_txtTitle->setAlign(ALIGN_CENTER);
	_txtTitle->setText(_game->getLanguage()->getString("STR_SELECT_ARMOR_FOR"));

	_txtSoldier->setColor(Palette::blockOffset(13)+5);
	_txtSoldier->setAlign(ALIGN_CENTER);
	Soldier *s = _base->getSoldiers()->at(_soldier);
	_txtSoldier->setText(s->getName());

	_txtType->setColor(Palette::blockOffset(13)+5);
	_txtType->setText(_game->getLanguage()->getString("STR_TYPE"));

	_txtQuantity->setColor(Palette::blockOffset(13)+5);
	_txtQuantity->setText(_game->getLanguage()->getString("STR_QUANTITY_UC"));

	_lstArmor->setColor(Palette::blockOffset(13));
	_lstArmor->setArrowColor(Palette::blockOffset(13)+5);
	_lstArmor->setColumns(2, 112, 41);
	_lstArmor->setSelectable(true);
	_lstArmor->setBackground(_window);
	_lstArmor->setMargin(8);

	const std::vector<std::string> &armors = _game->getRuleset()->getArmorsList();
	for (std::vector<std::string>::const_iterator i = armors.begin(); i != armors.end(); ++i)
	{
		Armor *a = _game->getRuleset()->getArmor(*i);
		if (_base->getItems()->getItem(a->getStoreItem()) > 0)
		{
			_armors.push_back(a);
			std::wstringstream ss;
			ss << _base->getItems()->getItem(a->getStoreItem());
			_lstArmor->addRow(2, _game->getLanguage()->getString(a->getType()).c_str(), ss.str().c_str());
		}
		else if (a->getStoreItem() == "STR_NONE")
		{
			_armors.push_back(a);
			_lstArmor->addRow(1, _game->getLanguage()->getString(a->getType()).c_str());
		}
	}
	_lstArmor->onMouseClick((ActionHandler)&SoldierArmorState::lstArmorClick);
}
Exemplo n.º 4
0
/**
 * Initializes all the elements in the Soldier Armor window.
 * @param game Pointer to the core game.
 * @param base Pointer to the base to get info from.
 * @param soldier ID of the selected soldier.
 */
SoldierArmorState::SoldierArmorState(Base *base, size_t soldier) : _base(base), _soldier(soldier)
{
	_screen = false;

	// Create objects
	_window = new Window(this, 192, 120, 64, 40, POPUP_BOTH);
	_btnCancel = new TextButton(140, 16, 90, 136);
	_txtTitle = new Text(182, 16, 69, 48);
	_txtType = new Text(90, 9, 80, 72);
	_txtQuantity = new Text(70, 9, 177, 72);
	_lstArmor = new TextList(160, 40, 73, 88);

	// Set palette
	setPalette("PAL_BASESCAPE", _game->getRuleset()->getInterface("soldierArmor")->getElement("palette")->color);

	add(_window, "window", "soldierArmor");
	add(_btnCancel, "button", "soldierArmor");
	add(_txtTitle, "text", "soldierArmor");
	add(_txtType, "text", "soldierArmor");
	add(_txtQuantity, "text", "soldierArmor");
	add(_lstArmor, "list", "soldierArmor");

	centerAllSurfaces();

	// Set up objects
	_window->setBackground(_game->getResourcePack()->getSurface("BACK14.SCR"));

	_btnCancel->setText(tr("STR_CANCEL_UC"));
	_btnCancel->onMouseClick((ActionHandler)&SoldierArmorState::btnCancelClick);
	_btnCancel->onKeyboardPress((ActionHandler)&SoldierArmorState::btnCancelClick, Options::keyCancel);

	Soldier *s = _base->getSoldiers()->at(_soldier);
	_txtTitle->setAlign(ALIGN_CENTER);
	_txtTitle->setText(tr("STR_SELECT_ARMOR_FOR_SOLDIER").arg(s->getName()));

	_txtType->setText(tr("STR_TYPE"));

	_txtQuantity->setText(tr("STR_QUANTITY_UC"));

	_lstArmor->setColumns(2, 112, 41);
	_lstArmor->setSelectable(true);
	_lstArmor->setBackground(_window);
	_lstArmor->setMargin(8);

	const std::vector<std::string> &armors = _game->getRuleset()->getArmorsList();
	for (std::vector<std::string>::const_iterator i = armors.begin(); i != armors.end(); ++i)
	{
		Armor *a = _game->getRuleset()->getArmor(*i);
		if (_base->getItems()->getItem(a->getStoreItem()) > 0)
		{
			_armors.push_back(a);
			std::wostringstream ss;
			if (_game->getSavedGame()->getMonthsPassed() > -1)
			{
				ss << _base->getItems()->getItem(a->getStoreItem());
			}
			else
			{
				ss << "-";
			}
			_lstArmor->addRow(2, tr(a->getType()).c_str(), ss.str().c_str());
		}
		else if (a->getStoreItem() == "STR_NONE")
		{
			_armors.push_back(a);
			_lstArmor->addRow(1, tr(a->getType()).c_str());
		}
	}
	_lstArmor->onMouseClick((ActionHandler)&SoldierArmorState::lstArmorClick);
}