/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "CraftArmorState.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Options.h"
#include "../Engine/Action.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Savegame/Base.h"
#include "../Savegame/Soldier.h"
#include "../Savegame/Craft.h"
#include "../Mod/Armor.h"
#include "SoldierArmorState.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/ItemContainer.h"
#include "../Mod/RuleInterface.h"
#include "../Mod/RuleSoldier.h"
#include <algorithm>
namespace OpenXcom
{
/**
* Initializes all the elements in the Craft Armor 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.
*/
CraftArmorState::CraftArmorState(Base *base, size_t craft) : _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, 17, 16, 7);
_txtName = new Text(114, 9, 16, 32);
_txtCraft = new Text(76, 9, 130, 32);
_txtArmor = new Text(100, 9, 199, 32);
_lstSoldiers = new TextList(292, 128, 8, 40);
// Set palette
setInterface("craftArmor");
add(_window, "window", "craftArmor");
add(_btnOk, "button", "craftArmor");
add(_txtTitle, "text", "craftArmor");
add(_txtName, "text", "craftArmor");
add(_txtCraft, "text", "craftArmor");
add(_txtArmor, "text", "craftArmor");
add(_lstSoldiers, "list", "craftArmor");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK14.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&CraftArmorState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&CraftArmorState::btnOkClick, Options::keyCancel);
_txtTitle->setBig();
_txtTitle->setText(tr("STR_SELECT_ARMOR"));
_txtName->setText(tr("STR_NAME_UC"));
_txtCraft->setText(tr("STR_CRAFT"));
_txtArmor->setText(tr("STR_ARMOR"));
_lstSoldiers->setColumns(3, 114, 69, 101);
_lstSoldiers->setSelectable(true);
_lstSoldiers->setBackground(_window);
_lstSoldiers->setMargin(8);
_lstSoldiers->setScrolling(true, 0);
_lstSoldiers->onMousePress((ActionHandler)&CraftArmorState::lstSoldiersClick);
Uint8 otherCraftColor = _game->getMod()->getInterface("craftArmor")->getElement("otherCraft")->color;
int row = 0;
Craft *c = _base->getCrafts()->at(_craft);
for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
{
_lstSoldiers->addRow(3, (*i)->getName(true).c_str(), (*i)->getCraftString(_game->getLanguage()).c_str(), tr((*i)->getArmor()->getType()).c_str());
Uint8 color;
if ((*i)->getCraft() == c)
{
color = _lstSoldiers->getSecondaryColor();
}
else if ((*i)->getCraft() != 0)
{
color = otherCraftColor;
}
else
{
color = _lstSoldiers->getColor();
}
_lstSoldiers->setRowColor(row, color);
row++;
}
}
/**
*
*/
CraftArmorState::~CraftArmorState()
{
}
/**
* The soldier armors can change
* after going into other screens.
*/
void CraftArmorState::init()
{
State::init();
int row = 0;
for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
{
_lstSoldiers->setCellText(row, 2, tr((*i)->getArmor()->getType()));
row++;
}
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void CraftArmorState::btnOkClick(Action *)
{
_game->popState();
}
/**
* Shows the Select Armor window.
* @param action Pointer to an action.
*/
void CraftArmorState::lstSoldiersClick(Action *action)
{
Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
if (!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT"))
{
if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
{
_game->pushState(new SoldierArmorState(_base, _lstSoldiers->getSelectedRow()));
}
else if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
{
SavedGame *save;
save = _game->getSavedGame();
Armor *a = _game->getMod()->getArmor(save->getLastSelectedArmor());
if (a && (a->getUnits().empty() || std::find(a->getUnits().begin(), a->getUnits().end(), s->getRules()->getType()) != a->getUnits().end()))
{
if (save->getMonthsPassed() != -1)
{
if (_base->getStorageItems()->getItem(a->getStoreItem()) > 0 || a->getStoreItem() == Armor::NONE)
{
if (s->getArmor()->getStoreItem() != Armor::NONE)
{
_base->getStorageItems()->addItem(s->getArmor()->getStoreItem());
}
if (a->getStoreItem() != Armor::NONE)
{
_base->getStorageItems()->removeItem(a->getStoreItem());
}
s->setArmor(a);
_lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType()));
}
}
else
{
s->setArmor(a);
_lstSoldiers->setCellText(_lstSoldiers->getSelectedRow(), 2, tr(a->getType()));
}
}
}
}
}
}
↑ V525 The code contains the collection of similar blocks. Check items '17', '9', '9', '9' in lines 54, 55, 56, 57.