20 #include "../Engine/State.h" 24 #include "../Savegame/SavedGame.h" 42 struct DebriefingStat {
DebriefingStat(
const std::string &_item,
bool recovery) : item(_item), qty(0), score(0), recovery(recovery) {}; std::string item;
int qty;
int score;
bool recovery; };
44 struct ReequipStat { std::string item;
int qty; std::wstring craft; };
55 typedef std::pair<std::wstring, UnitStats> SoldierStatsEntry;
60 std::vector<DebriefingStat*> _stats;
61 std::vector<SoldierStatsEntry> _soldierStats;
64 Text *_txtTitle, *_txtItem, *_txtQuantity, *_txtScore, *_txtRecovery, *_txtRating,
65 *_txtSoldier, *_txtTU, *_txtStamina, *_txtHealth, *_txtBravery, *_txtReactions,
66 *_txtFiring, *_txtThrowing, *_txtMelee, *_txtStrength, *_txtPsiStrength, *_txtPsiSkill;
67 TextList *_lstStats, *_lstRecovery, *_lstTotal, *_lstSoldierStats;
68 std::string _currentTooltip;
70 std::vector<ReequipStat> _missingItems;
71 std::map<RuleItem*, int> _rounds;
72 std::map<int, RecoveryItem*> _recoveryStats;
73 bool _positiveScore, _noContainment, _manageContainment, _destroyBase;
76 std::vector<Soldier*> _soldiersCommended, _deadSoldiersCommended;
78 void addStat(
const std::string &name,
int quantity,
int score);
80 void prepareDebriefing();
82 void recoverItems(std::vector<BattleItem*> *from,
Base *base);
86 void reequipCraft(
Base *base,
Craft *craft,
bool vehicleItemsCanBeDestroyed);
88 bool _showSoldierStats;
90 void applyVisibility();
92 std::wstring makeSoldierString(
int stat);
99 void btnOkClick(
Action *action);
102 void btnStatsClick(
Action *action);
104 void txtTooltipIn(
Action *action);
106 void txtTooltipOut(
Action *action);
Represents a craft stored in a base.
Definition: Craft.h:45
Container for all the information associated with a given user action, like mouse clicks...
Definition: Action.h:32
A game state that receives user input and reacts accordingly.
Definition: State.h:43
Box with a coloured border and custom background.
Definition: Window.h:40
List of Text's split into columns.
Definition: TextList.h:40
Text string displayed on screen.
Definition: Text.h:40
Debriefing screen shown after a Battlescape mission that displays the results.
Definition: DebriefingState.h:52
Container for mission statistics.
Definition: MissionStatistics.h:32
Definition: DebriefingState.h:44
Represents a player base on the globe.
Definition: Base.h:45
Definition: DebriefingState.h:46
Coloured button with a text label.
Definition: TextButton.h:38
Definition: DebriefingState.h:42
Represents a region of the world.
Definition: Region.h:33
Represents a country that funds the player.
Definition: Country.h:33
Represents a moving unit in the battlescape, player controlled or AI controlled it holds info about i...
Definition: BattleUnit.h:59
Definition: BaseInfoState.cpp:40