-
Notifications
You must be signed in to change notification settings - Fork 1
/
editor3.cpp
626 lines (575 loc) · 30 KB
/
editor3.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
// Xcom2edi
// Copyright (c) 1997, Jeff Lawson <[email protected]>
// All rights reserved.
// See LICENSE for distribution information.
#include "editor.h"
static void edit_all_soldiers(int &rank, int &location, int &armour, int &missions, \
int &kills, int &recovery, int &timeunits, int &stamina, int &health, \
int &bravery, int &reactions, int &firing, int &throwing, int &strength, \
int &mcskill, int &mcstrength);
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
// savedgame is a number from 1 to 10 and is the saved game number to edit
//
void edit_soldiers(int savedgame)
{
char filename[MAXPATH]; FILE *fp; int i, j, modified = FALSE;
struct soldier_type *soldiers;
activemouseclass->setcursor(MOUSE_WAIT);
// []------------------[]
// | clear the screen |
// []------------------[]
activescreenclass->drawrepeat('°', 80*25, 1, 1, COLOR(LIGHT_WHITE, LIGHT_BLUE));
activescreenclass->refresh();
// []------------------------------------[]
// | create all controls that we'll use |
// []------------------------------------[]
buttontype ok_button(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, GRAY), 2, 50, "OK");
buttontype changeall_button(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, GRAY), 7, 31, "Change all at\nchecked bases");
menuboxtype *soldier_names = NULL, *statistics = NULL;
checkboxtype *base_box[8];
dropdowntype *name = NULL;
dropdowntype rank(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, BLACK),\
3, 13, 15, "dead\nseaman\nable seaman\nensign\nlieutenant\ncommander\ncaptain\n");
dropdowntype armour(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, BLACK),\
5, 13, 20, "none\nplastic aqua armour\nion armour\nmagnetic ion armour\n");
// []--------------------------------------[]
// | create as many base boxes as we need |
// []--------------------------------------[]
unsigned buffersize = 100, bufferused = 0; char *buffer;
if ((buffer = new char[buffersize]) == NULL) no_memory();
for (i = 0; i < numbases; i++) {
base_box[i] = new checkboxtype(COLOR(BLACK, LIGHT_WHITE), \
16 + i, 31, (char *)baselisting[i].name);
if (buffersize - bufferused < 20) {
buffersize += 100;
char *newbuffer = new char[buffersize];
if (newbuffer == NULL) no_memory();
memmove(newbuffer, buffer, bufferused);
delete buffer; buffer = newbuffer;
}
bufferused += sprintf(buffer + bufferused, "%s\n", baselisting[i].name);
}
dropdowntype location(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, BLACK),\
4, 13, 15, buffer);
delete buffer;
// []----------------------[]
// | read in the soldiers |
// []----------------------[]
if ((soldiers = new struct soldier_type[250]) == NULL) no_memory();
sprintf(filename, "GAME_%i\\SOLDIER.DAT", savedgame);
if ((fp = fopen(filename, "rb")) == NULL) file_error();
fread(soldiers, sizeof(struct soldier_type), 250, fp);
fclose(fp);
// []-----------------------------[]
// | validate the soldier fields |
// []-----------------------------[]
for (i = 0; i < 250; i++) {
soldiers[i].name[25] = 0;
for (j = 0; j < strlen(soldiers[i].name); j++) \
if (!isalpha(soldiers[i].name[j]) && soldiers[i].name[j] != ' ') soldiers[i].name[0] = 0;
if (soldiers[i].rank > 6) soldiers[i].rank = 0xFFFF;
for (int x = 0, flag = FALSE; x < numbases; x++) {
if (soldiers[i].location == baselisting[x].location) flag = TRUE;
}
if (flag == FALSE) soldiers[i].location = baselisting[0].location;
soldiers[i].time += soldiers[i].inctime; soldiers[i].inctime = 0;
soldiers[i].health += soldiers[i].inchealth; soldiers[i].inchealth = 0;
soldiers[i].stamina += soldiers[i].incstamina; soldiers[i].incstamina = 0;
soldiers[i].reactions += soldiers[i].increactions; soldiers[i].increactions = 0;
soldiers[i].strength += soldiers[i].incstrength; soldiers[i].incstrength = 0;
soldiers[i].firing += soldiers[i].incfiring; soldiers[i].incfiring = 0;
soldiers[i].throwing += soldiers[i].incthrowing; soldiers[i].incthrowing = 0;
soldiers[i].incbravery = 0;
if (soldiers[i].bravery > 11) soldiers[i].bravery = 11;
if (soldiers[i].bravery == 0) soldiers[i].bravery = 1;
if (soldiers[i].armour > 3) soldiers[i].armour = 0;
}
// []-----------------[]
// | main input loop |
// []-----------------[]
activemouseclass->setcursor(MOUSE_ARROW);
int regenerate_list = TRUE, regenerate_soldier = TRUE, soldier_number = -1;
while (TRUE) {
// []------------------------------------------[]
// | build new page of soldiers, if necessary |
// []------------------------------------------[]
if (regenerate_list) {
// delete old list, if necessary
if (soldier_names) {delete soldier_names; soldier_names = NULL;}
// erase screen
for (i = 6; i <= 24; i++) activescreenclass->drawrepeat('°', 30, \
i, 50, COLOR(LIGHT_WHITE, LIGHT_BLUE));
activescreenclass->refresh();
// generate new list buffer
unsigned buffersize = 100, bufferused = 0; char *buffer;
char dead[250]; unsigned numactive = 0;
if ((buffer = new char[buffersize]) == NULL) no_memory();
soldier_number = -1;
for (i = 0; i < 250; i++) {
if (!soldiers[i].name[0]) continue;
for (j = 0; j < numbases; j++) {
if (soldiers[i].location == baselisting[j].location && base_box[j]->checked) {
if (buffersize - bufferused < 30) {
buffersize += 200;
char *newbuffer = new char[buffersize];
if (newbuffer == NULL) no_memory();
memmove(newbuffer, buffer, bufferused);
delete buffer; buffer = newbuffer;
}
if (soldier_number == -1) soldier_number = i;
bufferused += sprintf(buffer + bufferused, "%-25.25s\n", soldiers[i].name);
dead[numactive++] = soldiers[i].rank == 0xFF;
break;
}
}
}
// create new list
if (bufferused > 0) {
soldier_names = new menuboxtype(COLOR(BLACK, LIGHT_WHITE), \
COLOR(LIGHT_WHITE, BLACK), COLOR(GRAY, LIGHT_WHITE), 6, 50, 17, buffer);
for (i = 0; i < numactive; i++) {
soldier_names->setchoiceinfo(i + 1, FALSE, dead[i]);
}
soldier_names->currentchoice = 1;
}
regenerate_list = FALSE; delete buffer;
regenerate_soldier = TRUE;
}
// []---------------------------------------------[]
// | regenerate soldier statistics, if necessary |
// []---------------------------------------------[]
if (regenerate_soldier) {
// delete the old statistics, if necessary
if (statistics) {delete statistics; statistics = NULL;}
// erase the screen
for (i = 1; i < 7; i++) activescreenclass->drawrepeat('°', 45, \
i, 1, COLOR(LIGHT_WHITE, LIGHT_BLUE));
for (i = 7; i <= 25; i++) activescreenclass->drawrepeat('°', 30, \
i, 1, COLOR(LIGHT_WHITE, LIGHT_BLUE));
activescreenclass->refresh();
// create the new statistics
if (soldier_number >= 0) {
// update name
activescreenclass->drawstring("name:", 2, 6, COLOR(BLACK, LIGHT_WHITE));
char namebuffer[60]; sprintf(namebuffer, "%s\nModify name...\n", soldiers[soldier_number].name);
if (name) delete name;
if ((name = new dropdowntype(COLOR(BLACK, LIGHT_WHITE), \
COLOR(LIGHT_WHITE, BLACK), 2, 13, 25, namebuffer)) == NULL) no_memory();
// update rank
activescreenclass->drawstring("rank:", 3, 6, COLOR(BLACK, LIGHT_WHITE));
rank.currentchoice = soldiers[soldier_number].rank + 2;
rank.needupdate = TRUE;
// update location
activescreenclass->drawstring("location:", 4, 2, COLOR(BLACK, LIGHT_WHITE));
for (i = 0; i < numbases; i++) {
if (soldiers[soldier_number].location == baselisting[i].location) {
location.currentchoice = i + 1;
break;
}
}
location.needupdate = TRUE;
// update armour
activescreenclass->drawstring("armour:", 5, 4, COLOR(BLACK, LIGHT_WHITE));
armour.currentchoice = soldiers[soldier_number].armour + 1;
armour.needupdate = TRUE;
// update statistics box
char *buffer = new char[350];
if (buffer == NULL) no_memory();
if (sprintf(buffer, "missions: %u\n"
"kills: %u\n"
"recovery: %u days\n\n"
"time units: %hu\n"
"stamina: %hu\n"
"health: %hu\n"
"bravery: %hu\n"
"reactions: %hu\n"
"firing accuracy: %hu\n"
"throwing accuracy: %hu\n"
"strength: %hu\n"
"mc skill: %hu\n"
"mc strength: %hu\n",
soldiers[soldier_number].missions, soldiers[soldier_number].kills,
soldiers[soldier_number].recovery, soldiers[soldier_number].time,
soldiers[soldier_number].stamina, soldiers[soldier_number].health,
110 - 10 * soldiers[soldier_number].bravery,
soldiers[soldier_number].reactions, soldiers[soldier_number].firing,
soldiers[soldier_number].throwing, soldiers[soldier_number].strength,
soldiers[soldier_number].mcskill, soldiers[soldier_number].mcstrength) >= 350) memory_corrupt();
if ((statistics = new menuboxtype(COLOR(BLACK, LIGHT_WHITE), \
COLOR(LIGHT_WHITE, BLACK), COLOR(GRAY, LIGHT_WHITE), \
8, 2, buffer)) == NULL) no_memory();
statistics->setchoiceinfo(4, TRUE, FALSE);
delete buffer;
}
regenerate_soldier = FALSE;
}
// []-----------[]
// | ok button |
// []-----------[]
ok_button.handle();
if (ok_button.pressed) break;
// []------------------[]
// | base check boxes |
// []------------------[]
for (i = 0; i < numbases; i++) {
int k = base_box[i]->checked;
base_box[i]->handle();
if (k != base_box[i]->checked) {regenerate_list = TRUE; break;}
}
// []--------------------------------------------[]
// | statistics list and other editing controls |
// []--------------------------------------------[]
if (statistics) {
// update name
name->handle();
if (name->currentchoice != 1) {
#define NEWNAME_ROW 9
#define NEWNAME_COL 20
activescreenclass->save();
textboxtype message(COLOR(LIGHT_WHITE, BLUE), COLOR(LIGHT_YELLOW, BLUE), \
NEWNAME_ROW, NEWNAME_COL, 35, 10, "Enter the new name:");
textinputtype stat_text(COLOR(BLACK, LIGHT_WHITE), \
NEWNAME_ROW + 3, NEWNAME_COL + 3, 25, NULL);
strcpy(stat_text.message, soldiers[soldier_number].name);
buttontype ok_button(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, GRAY), \
NEWNAME_ROW + 5, NEWNAME_COL + 8, "OK");
buttontype cancel_button(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, GRAY), \
NEWNAME_ROW + 5, NEWNAME_COL + 18, "Cancel");
while (TRUE) {
message.handle();
stat_text.handle();
// ok button
ok_button.handle();
if (ok_button.pressed) {
strcpy(soldiers[soldier_number].name, stat_text.message);
regenerate_soldier = regenerate_list = TRUE;
break;
}
// cancel button
cancel_button.handle();
if (cancel_button.pressed) break;
}
activescreenclass->restore();
}
// update rank
i = rank.currentchoice;
rank.handle();
if (i != rank.currentchoice) {
if (rank.currentchoice != 1) {
soldiers[soldier_number].rank = rank.currentchoice - 2;
} else {
soldiers[soldier_number].rank = 0xFFFF;
}
soldier_names->setchoiceinfo(soldier_names->currentchoice, \
FALSE, soldiers[soldier_number].rank == 0xFFFF);
soldier_names->needupdate = TRUE;
}
// update location
i = location.currentchoice;
location.handle();
if (i != location.currentchoice & location.currentchoice >= 1) {
soldiers[soldier_number].location = baselisting[location.currentchoice - 1].location;
regenerate_list = TRUE;
}
// update armour
armour.handle();
soldiers[soldier_number].armour = armour.currentchoice - 1;
// update statistics box
statistics->handle();
if (statistics->currentchoice && !activemouseclass->button) {
switch (statistics->currentchoice) {
case 1: // missions
stat_edit(soldiers[soldier_number].missions, 0, 0x7FFF, "\nNumber of missions?\n", 32000);
break;
case 2: // kills
stat_edit(soldiers[soldier_number].kills, 0, 0x7FFF, "\nNumber of kills?\n", 32000);
break;
case 3: // recovery
stat_edit(soldiers[soldier_number].recovery, 0, 0x7FFF, "\nDays until recovery?\n", 0);
break;
case 5: // time units
stat_edit(soldiers[soldier_number].time, 0, 0xFF, "\nNumber of time units?\n", 180);
break;
case 6: // stamina
stat_edit(soldiers[soldier_number].stamina, 0, 0xFF, "\nAmount of stamina?\n", 180);
break;
case 7: // health
stat_edit(soldiers[soldier_number].health, 0, 0xFF, "\nAmount of health?\n", 180);
break;
case 8: // bravery
i = 110 - 10 * soldiers[soldier_number].bravery;
stat_edit((unsigned) i, 20, 100, "\nAmount for bravery?\n", 100);
soldiers[soldier_number].bravery = 11 - i / 10;
break;
case 9: // reactions
stat_edit(soldiers[soldier_number].reactions, 0, 0xFF, "\nAmount for reactions?\n", 180);
break;
case 10: // firing accuracy
stat_edit(soldiers[soldier_number].firing, 0, 0xFF, "\nFiring accuracy?\n", 180);
break;
case 11: // throwing accuracy
stat_edit(soldiers[soldier_number].throwing, 0, 0xFF, "\nThrowing accuracy?\n", 180);
break;
case 12: // strength
stat_edit(soldiers[soldier_number].strength, 0, 0xFF, "\nAmount of strength?\n", 50);
break;
case 13: // mc skill
stat_edit(soldiers[soldier_number].mcskill, 0, 0xFF, "\nAmount of mc skill?\n", 180);
break;
case 14: // mc strength
stat_edit(soldiers[soldier_number].mcstrength, 0, 0xFF, "\nAmount of mc strength?\n", 180);
break;
default: break;
}
modified = regenerate_soldier = TRUE;
}
}
// []-------------------[]
// | soldier name list |
// []-------------------[]
if (soldier_names) {
i = soldier_names->currentchoice;
soldier_names->handle();
if (soldier_names->currentchoice < 1) soldier_names->currentchoice = i;
if (i != soldier_names->currentchoice) {
int k = 1; soldier_number = -1;
for (i = 0; i < 250, soldier_number == -1; i++) {
if (!soldiers[i].name[0]) continue;
for (j = 0; j < numbases; j++) {
if (soldiers[i].location == baselisting[j].location && base_box[j]->checked) {
if (k++ == soldier_names->currentchoice) soldier_number = i;
break;
}
}
}
regenerate_soldier = TRUE;
}
}
// []------------------------------[]
// | handle the change all button |
// []------------------------------[]
changeall_button.handle();
if (changeall_button.pressed && soldier_names) {
int rank, location, armour, missions, kills, recovery, \
timeunits, stamina, health, bravery, reactions, firing, \
throwing, strength, mcskill, mcstrength;
edit_all_soldiers(rank, location, armour, missions, kills, \
recovery, timeunits, stamina, health, bravery, reactions, \
firing, throwing, strength, mcskill, mcstrength);
for (i = 0; i < 250; i++) {
if (!soldiers[i].name[0]) continue;
for (j = 0; j < numbases; j++) {
if (soldiers[i].location == baselisting[j].location && base_box[j]->checked) {
if (rank != -1) soldiers[i].rank = rank - 1;
if (location != -1) soldiers[i].location = baselisting[location].location;
if (armour != -1) soldiers[i].armour = armour;
if (missions != -1) soldiers[i].missions = missions;
if (kills != -1) soldiers[i].kills = kills;
if (recovery != -1) soldiers[i].recovery = recovery;
if (timeunits != -1) soldiers[i].time = timeunits;
if (stamina != -1) soldiers[i].stamina = stamina;
if (health != -1) soldiers[i].health = health;
if (bravery != -1) soldiers[i].bravery = 11 - bravery / 10;
if (reactions != -1) soldiers[i].reactions = reactions;
if (firing != -1) soldiers[i].firing = firing;
if (throwing != -1) soldiers[i].throwing = throwing;
if (strength != -1) soldiers[i].strength = strength;
if (mcskill != -1) soldiers[i].mcskill = mcskill;
if (mcstrength != -1) soldiers[i].mcstrength = mcstrength;
break;
}
}
}
modified = regenerate_soldier = regenerate_list = TRUE;
}
}
// []-----------------------------------[]
// | Ask if we should save the changes |
// []-----------------------------------[]
if (modified) {
if (ask_yes_no("\nDo you wish to save these changes?\n")) {
if ((fp = fopen(filename, "rb+")) == NULL) file_error();
fwrite(soldiers, sizeof(struct soldier_type), 250, fp);
fclose(fp);
}
}
// []-----------------[]
// | free everything |
// []-----------------[]
delete soldiers;
if (name) delete name;
if (statistics) delete statistics;
if (soldier_names) delete soldier_names;
for (i = 0; i < numbases; i++) delete base_box[i];
}
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
static void edit_all_soldiers(int &rank, int &location, int &armour, int &missions, \
int &kills, int &recovery, int &timeunits, int &stamina, int &health, \
int &bravery, int &reactions, int &firing, int &throwing, int &strength, \
int &mcskill, int &mcstrength)
{
// []-----------------[]
// | Save the screen |
// []-----------------[]
char *savebuffer = new char[activescreenclass->buffersize];
if (!savebuffer) no_memory();
activescreenclass->save(savebuffer);
activescreenclass->drawrepeat('°', 80*25, 1, 1, COLOR(LIGHT_WHITE, LIGHT_BLUE));
activescreenclass->refresh();
// []---------------------------------------[]
// | Reset all of the stats to "unchanged" |
// []---------------------------------------[]
rank = location = armour = missions = kills = recovery = timeunits = \
stamina = health = bravery = reactions = firing = throwing = \
strength = mcskill = mcstrength = -1;
// []-------------------------------------------[]
// | Create all of the controls that we'll use |
// []-------------------------------------------[]
menuboxtype *statistics = NULL;
buttontype ok_button(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, GRAY), 5, 65, "OK");
buttontype cancel_button(COLOR(BLACK, LIGHT_WHITE), COLOR(LIGHT_WHITE, GRAY), 9, 65, "Cancel");
// []-----------[]
// | Main loop |
// []-----------[]
while (TRUE) {
// []-----------------------------------------[]
// | Generate a new statistics box if needed |
// []-----------------------------------------[]
if (statistics == NULL) {
char rankpick[][15] = {"unchanged", "dead", "seaman", "able seaman", "ensign", \
"lieutenant", "commander", "captain"};
char armourpick[][25] = {"unchanged", "none", "plastic aqua armour", \
"ion armour", "magnetic ion armour"};
// erase the screen behind it
for (int i = 1; i <= 25; i++) activescreenclass->drawrepeat('°', 60, \
i, 1, COLOR(LIGHT_WHITE, LIGHT_BLUE));
activescreenclass->refresh();
// update statistics box
char *buffer = new char[500];
if (buffer == NULL) no_memory();
buffer[0] = 0;
strcat(buffer, "rank: ");
strcat(buffer, rankpick[rank + 1]);
statcat(buffer, "\nlocation: base %s\n", (location < 0 ? location : location + 1));
strcat(buffer, "armour: ");
strcat(buffer, armourpick[armour + 1]);
statcat(buffer, "\nmissions: %s\n", missions);
statcat(buffer, "kills: %s\n", kills);
statcat(buffer, "recovery: %s days\n\n", recovery);
statcat(buffer, "time units: %s\n", timeunits);
statcat(buffer, "stamina: %s\n", stamina);
statcat(buffer, "health: %s\n", health);
statcat(buffer, "bravery: %s\n", bravery);
statcat(buffer, "reactions: %s\n", reactions);
statcat(buffer, "firing accuracy: %s\n", firing);
statcat(buffer, "throwing accuracy: %s\n", throwing);
statcat(buffer, "strength: %s\n", strength);
statcat(buffer, "mc skill: %s\n", mcskill);
statcat(buffer, "mc strength: %s\n", mcstrength);
if (strlen(buffer) > 500) memory_corrupt();
if ((statistics = new menuboxtype(COLOR(BLACK, LIGHT_WHITE), \
COLOR(LIGHT_WHITE, BLACK), COLOR(GRAY, LIGHT_WHITE), \
4, 10, buffer)) == NULL) no_memory();
statistics->setchoiceinfo(7, TRUE, FALSE);
delete buffer;
}
// []---------------------------------[]
// | Handle the editing of the stats |
// []---------------------------------[]
if (statistics) {
statistics->handle();
if (statistics->currentchoice && !activemouseclass->button) {
switch (statistics->currentchoice) {
case 1: // rank
rank = generic_button_pick("Select a rank:", "Unch.", \
"dead", "seaman", "able", "ensign", "lt", "cmdr", "capn");
break;
case 2: // location
location = generic_button_pick("Select a base:", "Unchanged", \
(numbases >= 1 ? "1" : NULL), (numbases >= 2 ? "2" : NULL), \
(numbases >= 3 ? "3" : NULL), (numbases >= 4 ? "4" : NULL), \
(numbases >= 5 ? "5" : NULL), (numbases >= 6 ? "6" : NULL), \
(numbases >= 7 ? "7" : NULL), (numbases >= 8 ? "8" : NULL));
break;
case 3: // armour
armour = generic_button_pick("Select an armour:", "Unchanged", \
"None", "Plastic", "Ion", "Magnetic Ion");
break;
case 4: // missions
if (stat_edit((unsigned)missions, 0, 0x7FFF, "\nNumber of missions?\n", -1)) missions = -1;
break;
case 5: // kills
if (stat_edit((unsigned)kills, 0, 0x7FFF, "\nNumber of kills?\n", -1)) kills = -1;
break;
case 6: // recovery
if (stat_edit((unsigned)recovery, 0, 0x7FFF, "\nDays until recovery?\n", -1)) recovery = -1;
break;
case 8: // time units
if (stat_edit((unsigned)timeunits, 0, 0xFF, "\nNumber of time units?\n", -1)) timeunits = -1;
break;
case 9: // stamina
if (stat_edit((unsigned)stamina, 0, 0xFF, "\nAmount of stamina?\n", -1)) stamina = -1;
break;
case 10: // health
if (stat_edit((unsigned)health, 0, 0xFF, "\nAmount of health?\n", -1)) health = -1;
break;
case 11: // bravery
if (stat_edit((unsigned)bravery, 20, 100, "\nAmount for bravery?\n", -1)) {
bravery = -1;
} else {
bravery = (bravery / 10) * 10;
}
break;
case 12: // reactions
if (stat_edit((unsigned)reactions, 0, 0xFF, "\nAmount for reactions?\n", -1)) reactions = -1;
break;
case 13: // firing accuracy
if (stat_edit((unsigned)firing, 0, 0xFF, "\nFiring accuracy?\n", -1)) firing = -1;
break;
case 14: // throwing accuracy
if (stat_edit((unsigned)throwing, 0, 0xFF, "\nThrowing accuracy?\n", -1)) throwing = -1;
break;
case 15: // strength
if (stat_edit((unsigned)strength, 0, 0xFF, "\nAmount of strength?\n", -1)) strength = -1;
break;
case 16: // mc skill
if (stat_edit((unsigned)mcskill, 0, 0xFF, "\nAmount of mc skill?\n", -1)) mcskill = -1;
break;
case 17: // mc strength
if (stat_edit((unsigned)mcstrength, 0, 0xFF, "\nAmount of mc strength?\n", -1)) mcstrength = -1;
break;
default: break;
}
delete statistics;
statistics = NULL;
}
}
// []----------------------[]
// | Handle the ok button |
// []----------------------[]
ok_button.handle();
if (ok_button.pressed) break;
// []--------------------------[]
// | Handle the cancel button |
// []--------------------------[]
cancel_button.handle();
if (cancel_button.pressed) {
rank = location = armour = missions = kills = recovery = \
timeunits = stamina = health = bravery = reactions = \
firing = throwing = strength = mcskill = mcstrength = -1;
break;
}
}
// []--------------------[]
// | Restore the screen |
// []--------------------[]
activescreenclass->restore(savebuffer);
delete savebuffer;
}
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°
//°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°°