本文整理汇总了C++中Craft::getRules方法的典型用法代码示例。如果您正苦于以下问题:C++ Craft::getRules方法的具体用法?C++ Craft::getRules怎么用?C++ Craft::getRules使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Craft
的用法示例。
在下文中一共展示了Craft::getRules方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: lstSoldiersClick
/**
* 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());
}
示例2: getPrice
/**
* 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;
}
示例3: lstEquipmentRightArrowClick
/**
* 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();
}
}
}
示例4: moveRight
/**
* 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();
}
}
示例5: moveRight
/**
* 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();
}
示例6: init
/**
* 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);
//.........这里部分代码省略.........
示例7: State
/**
* 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)
{
//.........这里部分代码省略.........
示例8: moveRightByValue
/**
* 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);
}
}
//.........这里部分代码省略.........
示例9: init
/**
* 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);
}
//.........这里部分代码省略.........
示例10: if
/**
* 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
//.........这里部分代码省略.........