20 #include "../Engine/State.h" 24 #include "../Savegame/SavedGame.h" 41 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; };
43 struct ReequipStat { std::string item;
int qty; std::wstring craft; };
57 std::vector<DebriefingStat*> _stats;
60 Text *_txtTitle, *_txtItem, *_txtQuantity, *_txtScore, *_txtRecovery, *_txtRating;
61 TextList *_lstStats, *_lstRecovery, *_lstTotal;
62 std::vector<ReequipStat> _missingItems;
63 std::map<RuleItem*, int> _rounds;
64 std::map<int, RecoveryItem*> _recoveryStats;
65 bool _positiveScore, _noContainment, _manageContainment, _destroyBase;
68 std::vector<Soldier*> _soldiersCommended, _deadSoldiersCommended;
70 void addStat(
const std::string &name,
int quantity,
int score);
72 void prepareDebriefing();
74 void recoverItems(std::vector<BattleItem*> *from,
Base *base);
78 void reequipCraft(
Base *base,
Craft *craft,
bool vehicleItemsCanBeDestroyed);
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
~DebriefingState()
Cleans up the Debriefing state.
Definition: DebriefingState.cpp:420
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
void btnOkClick(Action *action)
Handler for clicking the OK button.
Definition: DebriefingState.cpp:460
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:51
Container for mission statistics.
Definition: MissionStatistics.h:32
Definition: DebriefingState.h:43
Represents a player base on the globe.
Definition: Base.h:45
Definition: DebriefingState.h:45
Coloured button with a text label.
Definition: TextButton.h:38
Definition: DebriefingState.h:41
void init()
Initializes the state.
Definition: DebriefingState.cpp:438
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
DebriefingState()
Creates the Debriefing state.
Definition: DebriefingState.cpp:75
Definition: BaseInfoState.cpp:40