示例#1
0
/**
 * 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());
	}
}
示例#2
0
/**
 * Update soldier stats when the soldier changes.
 */
void InventoryState::init()
{
	BattleUnit *unit = _battleGame->getSelectedUnit();
	unit->setCache(0);
	_soldier->clear();
	_btnRank->clear();

	_txtName->setText(unit->getUnit()->getName(_game->getLanguage()));
	_inv->setSelectedUnit(unit);
	Soldier *s = dynamic_cast<Soldier*>(unit->getUnit());
	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 = "MAN_0";
		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";
		_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());
	}
}
示例#3
0
/**
 * 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();
}
示例#4
0
/**
 * Update soldier stats when
 * the soldier changes.
 */
void SoldierInfoState::init()
{
	Soldier *s = _base->getSoldiers()->at(_soldier);
	_edtSoldier->setText(s->getName());
	UnitStats *initial = s->getInitStats();
	UnitStats *current = s->getCurrentStats();

	SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
	texture->getFrame(s->getRankSprite())->setX(0);
	texture->getFrame(s->getRankSprite())->setY(0);
	texture->getFrame(s->getRankSprite())->blit(_rank);

	std::wstringstream ss;
	ss << current->tu;
	_numTimeUnits->setText(ss.str());
	_barTimeUnits->setMax(current->tu);
	_barTimeUnits->setValue(current->tu);
	_barTimeUnits->setValue2(initial->tu);

	std::wstringstream ss2;
	ss2 << current->stamina;
	_numStamina->setText(ss2.str());
	_barStamina->setMax(current->stamina);
	_barStamina->setValue(current->stamina);
	_barStamina->setValue2(initial->stamina);

	std::wstringstream ss3;
	ss3 << current->health;
	_numHealth->setText(ss3.str());
	_barHealth->setMax(current->health);
	_barHealth->setValue(current->health);
	_barHealth->setValue2(initial->health);

	std::wstringstream ss4;
	ss4 << current->bravery;
	_numBravery->setText(ss4.str());
	_barBravery->setMax(current->bravery);
	_barBravery->setValue(current->bravery);
	_barBravery->setValue2(initial->bravery);

	std::wstringstream ss5;
	ss5 << current->reactions;
	_numReactions->setText(ss5.str());
	_barReactions->setMax(current->reactions);
	_barReactions->setValue(current->reactions);
	_barReactions->setValue2(initial->reactions);

	std::wstringstream ss6;
	ss6 << current->firing;
	_numFiring->setText(ss6.str());
	_barFiring->setMax(current->firing);
	_barFiring->setValue(current->firing);
	_barFiring->setValue2(initial->firing);

	std::wstringstream ss7;
	ss7 << current->throwing;
	_numThrowing->setText(ss7.str());
	_barThrowing->setMax(current->throwing);
	_barThrowing->setValue(current->throwing);
	_barThrowing->setValue2(initial->throwing);

	std::wstringstream ss8;
	ss8 << current->strength;
	_numStrength->setText(ss8.str());
	_barStrength->setMax(current->strength);
	_barStrength->setValue(current->strength);
	_barStrength->setValue2(initial->strength);

	_txtArmor->setText(_game->getLanguage()->getString(s->getArmor()->getType()));

	std::wstringstream ss9;
	ss9 << _game->getLanguage()->getString("STR_RANK_") << L'\x01' << _game->getLanguage()->getString(s->getRankString());
	_txtRank->setText(ss9.str());

	std::wstringstream ss10;
	ss10 << _game->getLanguage()->getString("STR_MISSIONS") << L'\x01' << s->getMissions();
	_txtMissions->setText(ss10.str());

	std::wstringstream ss11;
	ss11 << _game->getLanguage()->getString("STR_KILLS") << L'\x01' << s->getKills();
	_txtKills->setText(ss11.str());

	std::wstringstream ss12;
	ss12 << _game->getLanguage()->getString("STR_CRAFT_") << L'\x01';
	if (s->getCraft() == 0)
		ss12 << _game->getLanguage()->getString("STR_NONE_UC");
	else
		ss12 << s->getCraft()->getName(_game->getLanguage());
	_txtCraft->setText(ss12.str());

	if (s->getWoundRecovery() > 1)
	{
		std::wstringstream ss13;
		ss13 << _game->getLanguage()->getString("STR_WOUND_RECOVERY") << L'\x01' << s->getWoundRecovery();
		if (s->getWoundRecovery() > 1)
			ss13 << _game->getLanguage()->getString("STR_DAYS");
		else
			ss13 << _game->getLanguage()->getString("STR_DAY");
		_txtRecovery->setText(ss13.str());
	}
	else
	{
		_txtRecovery->setText(L"");
	}
}
示例#5
0
/**
 * Updates soldier stats when
 * the soldier changes.
 */
void SoldierInfoState::init()
{
	if(_base->getSoldiers()->empty())
	{
		_game->popState();
		return;
	}
	if(_soldier == _base->getSoldiers()->size())
	{
		_soldier = 0;
	}
	Soldier *s = _base->getSoldiers()->at(_soldier);
	_edtSoldier->setText(s->getName());
	UnitStats *initial = s->getInitStats();
	UnitStats *current = s->getCurrentStats();

	SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
	texture->getFrame(s->getRankSprite())->setX(0);
	texture->getFrame(s->getRankSprite())->setY(0);
	texture->getFrame(s->getRankSprite())->blit(_rank);

	std::wstringstream ss;
	ss << current->tu;
	_numTimeUnits->setText(ss.str());
	_barTimeUnits->setMax(current->tu);
	_barTimeUnits->setValue(current->tu);
	_barTimeUnits->setValue2(initial->tu);

	std::wstringstream ss2;
	ss2 << current->stamina;
	_numStamina->setText(ss2.str());
	_barStamina->setMax(current->stamina);
	_barStamina->setValue(current->stamina);
	_barStamina->setValue2(initial->stamina);

	std::wstringstream ss3;
	ss3 << current->health;
	_numHealth->setText(ss3.str());
	_barHealth->setMax(current->health);
	_barHealth->setValue(current->health);
	_barHealth->setValue2(initial->health);

	std::wstringstream ss4;
	ss4 << current->bravery;
	_numBravery->setText(ss4.str());
	_barBravery->setMax(current->bravery);
	_barBravery->setValue(current->bravery);
	_barBravery->setValue2(initial->bravery);

	std::wstringstream ss5;
	ss5 << current->reactions;
	_numReactions->setText(ss5.str());
	_barReactions->setMax(current->reactions);
	_barReactions->setValue(current->reactions);
	_barReactions->setValue2(initial->reactions);

	std::wstringstream ss6;
	ss6 << current->firing;
	_numFiring->setText(ss6.str());
	_barFiring->setMax(current->firing);
	_barFiring->setValue(current->firing);
	_barFiring->setValue2(initial->firing);

	std::wstringstream ss7;
	ss7 << current->throwing;
	_numThrowing->setText(ss7.str());
	_barThrowing->setMax(current->throwing);
	_barThrowing->setValue(current->throwing);
	_barThrowing->setValue2(initial->throwing);

	std::wstringstream ss8;
	ss8 << current->strength;
	_numStrength->setText(ss8.str());
	_barStrength->setMax(current->strength);
	_barStrength->setValue(current->strength);
	_barStrength->setValue2(initial->strength);

	std::wstring wsArmor;
	std::string armorType = s->getArmor()->getType();
	if (armorType == "STR_NONE_UC")
	{
		wsArmor.reserve(15);
		wsArmor = tr("STR_ARMOR");
		wsArmor += L"> ";
		wsArmor += tr(armorType);
	}
	else
		wsArmor = tr(armorType);

	_btnArmor->setText(wsArmor);
//	_txtArmor->setText(tr(s->getArmor()->getType()));

	_btnSack->setVisible(!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT"));

	std::wstringstream ss9;
	ss9 << tr("STR_RANK_") << L'\x01' << tr(s->getRankString());
	_txtRank->setText(ss9.str());

	std::wstringstream ss10;
	ss10 << tr("STR_MISSIONS") << L'\x01' << s->getMissions();
	_txtMissions->setText(ss10.str());

	std::wstringstream ss11;
	ss11 << tr("STR_KILLS") << L'\x01' << s->getKills();
	_txtKills->setText(ss11.str());

	std::wstringstream ss12;
	ss12 << tr("STR_CRAFT_") << L'\x01';
	if (s->getCraft() == 0)
		ss12 << tr("STR_NONE_UC");
	else
		ss12 << s->getCraft()->getName(_game->getLanguage());
	_txtCraft->setText(ss12.str());

	if (s->getWoundRecovery() > 0)
	{
		std::wstringstream ss13;
		ss13 << tr("STR_WOUND_RECOVERY") << L'\x01' << tr("STR_DAY", s->getWoundRecovery());
		_txtRecovery->setText(ss13.str());
	}
	else
	{
		_txtRecovery->setText(L"");
	}

	_txtPsionic->setVisible(s->isInPsiTraining());

	if(current->psiSkill > 0)
	{
		std::wstringstream ss14;
		ss14 << current->psiStrength;
		_numPsiStrength->setText(ss14.str());
		_barPsiStrength->setMax(current->psiStrength);
		_barPsiStrength->setValue(current->psiStrength);
		_barPsiStrength->setValue2(initial->psiStrength);

		std::wstringstream ss15;
		ss15 << current->psiSkill;
		_numPsiSkill->setText(ss15.str());
		_barPsiSkill->setMax(current->psiSkill);
		_barPsiSkill->setValue(current->psiSkill);
		_barPsiSkill->setValue2(initial->psiSkill);

		_txtPsiStrength->setVisible(true);
		_numPsiStrength->setVisible(true);
		_barPsiStrength->setVisible(true);

		_txtPsiSkill->setVisible(true);
		_numPsiSkill->setVisible(true);
		_barPsiSkill->setVisible(true);
	}
	else
	{
		_txtPsiStrength->setVisible(false);
		_numPsiStrength->setVisible(false);
		_barPsiStrength->setVisible(false);

		_txtPsiSkill->setVisible(false);
		_numPsiSkill->setVisible(false);
		_barPsiSkill->setVisible(false);
	}
}
示例#6
0
/**
 * 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();
}
示例#7
0
/**
 * 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();
}
示例#8
0
/**
 * Update soldier stats when
 * the soldier changes.
 */
void SoldierInfoState::init()
{
	Soldier *s = _base->getSoldiers()->at(_soldier);
	_edtSoldier->setText(s->getName());

	SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
	texture->getFrame(s->getRankSprite())->setX(0);
	texture->getFrame(s->getRankSprite())->setY(0);
	texture->getFrame(s->getRankSprite())->blit(_rank);

	std::wstringstream ss;
	ss << s->getTimeUnits();
	_numTimeUnits->setText(ss.str());
	_barTimeUnits->setMax(s->getTimeUnits());
	_barTimeUnits->setValue(s->getTimeUnits());

	std::wstringstream ss2;
	ss2 << s->getStamina();
	_numStamina->setText(ss2.str());
	_barStamina->setMax(s->getStamina());
	_barStamina->setValue(s->getStamina());

	std::wstringstream ss3;
	ss3 << s->getHealth();
	_numHealth->setText(ss3.str());
	_barHealth->setMax(s->getHealth());
	_barHealth->setValue(s->getHealth());

	std::wstringstream ss4;
	ss4 << s->getBravery();
	_numBravery->setText(ss4.str());
	_barBravery->setMax(s->getBravery());
	_barBravery->setValue(s->getBravery());

	std::wstringstream ss5;
	ss5 << s->getReactions();
	_numReactions->setText(ss5.str());
	_barReactions->setMax(s->getReactions());
	_barReactions->setValue(s->getReactions());

	std::wstringstream ss6;
	ss6 << s->getFiringAccuracy();
	_numFiring->setText(ss6.str());
	_barFiring->setMax(s->getFiringAccuracy());
	_barFiring->setValue(s->getFiringAccuracy());

	std::wstringstream ss7;
	ss7 << s->getThrowingAccuracy();
	_numThrowing->setText(ss7.str());
	_barThrowing->setMax(s->getThrowingAccuracy());
	_barThrowing->setValue(s->getThrowingAccuracy());

	std::wstringstream ss8;
	ss8 << s->getStrength();
	_numStrength->setText(ss8.str());
	_barStrength->setMax(s->getStrength());
	_barStrength->setValue(s->getStrength());

	_txtArmor->setText(_game->getLanguage()->getString("STR_NONE_UC"));

	std::wstringstream ss9;
	ss9 << _game->getLanguage()->getString("STR_RANK_") << L'\x01' << _game->getLanguage()->getString(s->getRankString());
	_txtRank->setText(ss9.str());

	std::wstringstream ss10;
	ss10 << _game->getLanguage()->getString("STR_MISSIONS") << L'\x01' << s->getMissions();
	_txtMissions->setText(ss10.str());

	std::wstringstream ss11;
	ss11 << _game->getLanguage()->getString("STR_KILLS") << L'\x01' << s->getKills();
	_txtKills->setText(ss11.str());

	std::wstringstream ss12;
	ss12 << _game->getLanguage()->getString("STR_CRAFT_") << L'\x01';
	if (s->getCraft() == 0)
		ss12 << _game->getLanguage()->getString("STR_NONE");
	else
		ss12 << s->getCraft()->getName(_game->getLanguage());
	_txtCraft->setText(ss12.str());
}
示例#9
0
/**
 * Updates soldier name/rank/tu/energy/health/morale.
 * @param battleUnit Pointer to current unit.
 */
void BattlescapeState::updateSoldierInfo(BattleUnit *battleUnit)
{
	if (battleUnit == 0)
	{
		_txtName->setText(L"");
		_rank->clear();
		_numTimeUnits->clear();
		_barTimeUnits->clear();
		_barTimeUnits->clear();
		_numEnergy->clear();
		_barEnergy->clear();
		_barEnergy->clear();
		_numHealth->clear();
		_barHealth->clear();
		_barHealth->clear();
		_numMorale->clear();
		_barMorale->clear();
		_barMorale->clear();
		_btnLeftHandItem->clear();
		_btnRightHandItem->clear();
		return;
	}

	_txtName->setText(battleUnit->getUnit()->getName());
	Soldier *soldier = dynamic_cast<Soldier*>(battleUnit->getUnit());
	if (soldier != 0)
	{
		SurfaceSet *texture = _game->getResourcePack()->getSurfaceSet("BASEBITS.PCK");
		texture->getFrame(soldier->getRankSprite())->blit(_rank);
	}
	_numTimeUnits->setValue(battleUnit->getTimeUnits());
	_barTimeUnits->setMax(battleUnit->getUnit()->getTimeUnits());
	_barTimeUnits->setValue(battleUnit->getTimeUnits());
	_numEnergy->setValue(battleUnit->getEnergy());
	_barEnergy->setMax(battleUnit->getUnit()->getStamina());
	_barEnergy->setValue(battleUnit->getEnergy());
	_numHealth->setValue(battleUnit->getHealth());
	_barHealth->setMax(battleUnit->getUnit()->getHealth());
	_barHealth->setValue(battleUnit->getHealth());
	_numMorale->setValue(battleUnit->getMorale());
	_barMorale->setMax(100);
	_barMorale->setValue(battleUnit->getMorale());

	BattleItem *leftHandItem = _battleGame->getItemFromUnit(battleUnit, LEFT_HAND);
	_btnLeftHandItem->clear();
	_numAmmoLeft->clear();
	if (leftHandItem)
	{
		drawItemSprite(leftHandItem, _btnLeftHandItem);
		_numAmmoLeft->setValue(leftHandItem->getAmmoQuantity());
	}
	BattleItem *rightHandItem = _battleGame->getItemFromUnit(battleUnit, RIGHT_HAND);
	_btnRightHandItem->clear();
	_numAmmoRight->clear();
	if (rightHandItem)
	{
		drawItemSprite(rightHandItem, _btnRightHandItem);
		_numAmmoRight->setValue(rightHandItem->getAmmoQuantity());
	}

	_battleGame->getTerrainModifier()->calculateFOV(_battleGame->getSelectedUnit());
	for (int i = 0; i < 10; i++)
	{
		_btnVisibleUnit[i]->hide();
		_numVisibleUnit[i]->hide();
		_visibleUnit[i] = 0;
	}
	int j = 0;
	for (std::vector<BattleUnit*>::iterator i = battleUnit->getVisibleUnits()->begin(); i != battleUnit->getVisibleUnits()->end(); i++)
	{
		_btnVisibleUnit[j]->show();
		_numVisibleUnit[j]->show();
		_visibleUnit[j] = (*i);
		j++;
	}
}