/*
* 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 "SellState.h"
#include <algorithm>
#include <sstream>
#include <climits>
#include <cmath>
#include <iomanip>
#include "../Engine/Action.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Interface/ComboBox.h"
#include "../Savegame/BaseFacility.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/Base.h"
#include "../Savegame/Soldier.h"
#include "../Savegame/Craft.h"
#include "../Savegame/ItemContainer.h"
#include "../Mod/RuleItem.h"
#include "../Mod/Armor.h"
#include "../Mod/RuleCraft.h"
#include "../Savegame/CraftWeapon.h"
#include "../Mod/RuleCraftWeapon.h"
#include "../Engine/Timer.h"
#include "../Engine/Options.h"
#include "../Engine/Unicode.h"
#include "../Mod/RuleInterface.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Sell/Sack screen.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param origin Game section that originated this state.
*/
SellState::SellState(Base *base, OptionsOrigin origin) : _base(base), _sel(0), _total(0), _spaceChange(0), _origin(origin)
{
bool overfull = Options::storageLimitsEnforced && _base->storesOverfull();
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnOk = new TextButton(overfull? 288:148, 16, overfull? 16:8, 176);
_btnCancel = new TextButton(148, 16, 164, 176);
_txtTitle = new Text(310, 17, 5, 8);
_txtSales = new Text(150, 9, 10, 24);
_txtFunds = new Text(150, 9, 160, 24);
_txtSpaceUsed = new Text(150, 9, 160, 34);
_txtQuantity = new Text(54, 9, 136, 44);
_txtSell = new Text(96, 9, 190, 44);
_txtValue = new Text(40, 9, 270, 44);
_cbxCategory = new ComboBox(this, 120, 16, 10, 36);
_lstItems = new TextList(287, 120, 8, 54);
// Set palette
setInterface("sellMenu");
_ammoColor = _game->getMod()->getInterface("sellMenu")->getElement("ammoColor")->color;
add(_window, "window", "sellMenu");
add(_btnOk, "button", "sellMenu");
add(_btnCancel, "button", "sellMenu");
add(_txtTitle, "text", "sellMenu");
add(_txtSales, "text", "sellMenu");
add(_txtFunds, "text", "sellMenu");
add(_txtSpaceUsed, "text", "sellMenu");
add(_txtQuantity, "text", "sellMenu");
add(_txtSell, "text", "sellMenu");
add(_txtValue, "text", "sellMenu");
add(_lstItems, "list", "sellMenu");
add(_cbxCategory, "text", "sellMenu");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK13.SCR"));
_btnOk->setText(tr("STR_SELL_SACK"));
_btnOk->onMouseClick((ActionHandler)&SellState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&SellState::btnOkClick, Options::keyOk);
_btnCancel->setText(tr("STR_CANCEL"));
_btnCancel->onMouseClick((ActionHandler)&SellState::btnCancelClick);
_btnCancel->onKeyboardPress((ActionHandler)&SellState::btnCancelClick, Options::keyCancel);
if (overfull)
{
_btnCancel->setVisible(false);
_btnOk->setVisible(false);
}
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_SELL_ITEMS_SACK_PERSONNEL"));
_txtSales->setText(tr("STR_VALUE_OF_SALES").arg(Unicode::formatFunding(_total)));
_txtFunds->setText(tr("STR_FUNDS").arg(Unicode::formatFunding(_game->getSavedGame()->getFunds())));
_txtSpaceUsed->setVisible(Options::storageLimitsEnforced);
std::ostringstream ss;
ss << _base->getUsedStores() << ":" << _base->getAvailableStores();
_txtSpaceUsed->setText(ss.str());
_txtSpaceUsed->setText(tr("STR_SPACE_USED").arg(ss.str()));
_txtQuantity->setText(tr("STR_QUANTITY_UC"));
_txtSell->setText(tr("STR_SELL_SACK"));
_txtValue->setText(tr("STR_VALUE"));
_lstItems->setArrowColumn(182, ARROW_VERTICAL);
_lstItems->setColumns(4, 156, 54, 24, 53);
_lstItems->setSelectable(true);
_lstItems->setBackground(_window);
_lstItems->setMargin(2);
_lstItems->onLeftArrowPress((ActionHandler)&SellState::lstItemsLeftArrowPress);
_lstItems->onLeftArrowRelease((ActionHandler)&SellState::lstItemsLeftArrowRelease);
_lstItems->onLeftArrowClick((ActionHandler)&SellState::lstItemsLeftArrowClick);
_lstItems->onRightArrowPress((ActionHandler)&SellState::lstItemsRightArrowPress);
_lstItems->onRightArrowRelease((ActionHandler)&SellState::lstItemsRightArrowRelease);
_lstItems->onRightArrowClick((ActionHandler)&SellState::lstItemsRightArrowClick);
_lstItems->onMousePress((ActionHandler)&SellState::lstItemsMousePress);
_cats.push_back("STR_ALL_ITEMS");
const std::vector<std::string> &cw = _game->getMod()->getCraftWeaponsList();
for (std::vector<std::string>::const_iterator i = cw.begin(); i != cw.end(); ++i)
{
RuleCraftWeapon *rule = _game->getMod()->getCraftWeapon(*i);
_craftWeapons.insert(rule->getLauncherItem());
_craftWeapons.insert(rule->getClipItem());
}
const std::vector<std::string> &ar = _game->getMod()->getArmorsList();
for (std::vector<std::string>::const_iterator i = ar.begin(); i != ar.end(); ++i)
{
Armor *rule = _game->getMod()->getArmor(*i);
_armors.insert(rule->getStoreItem());
}
for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
{
if ((*i)->getCraft() == 0)
{
TransferRow row = { TRANSFER_SOLDIER, (*i), (*i)->getName(true), 0, 1, 0, 0 };
_items.push_back(row);
std::string cat = getCategory(_items.size() - 1);
if (std::find(_cats.begin(), _cats.end(), cat) == _cats.end())
{
_cats.push_back(cat);
}
}
}
for (std::vector<Craft*>::iterator i = _base->getCrafts()->begin(); i != _base->getCrafts()->end(); ++i)
{
if ((*i)->getStatus() != "STR_OUT")
{
TransferRow row = { TRANSFER_CRAFT, (*i), (*i)->getName(_game->getLanguage()), (*i)->getRules()->getSellCost(), 1, 0, 0 };
_items.push_back(row);
std::string cat = getCategory(_items.size() - 1);
if (std::find(_cats.begin(), _cats.end(), cat) == _cats.end())
{
_cats.push_back(cat);
}
}
}
if (_base->getAvailableScientists() > 0)
{
TransferRow row = { TRANSFER_SCIENTIST, 0, tr("STR_SCIENTIST"), 0, _base->getAvailableScientists(), 0, 0 };
_items.push_back(row);
std::string cat = getCategory(_items.size() - 1);
if (std::find(_cats.begin(), _cats.end(), cat) == _cats.end())
{
_cats.push_back(cat);
}
}
if (_base->getAvailableEngineers() > 0)
{
TransferRow row = { TRANSFER_ENGINEER, 0, tr("STR_ENGINEER"), 0, _base->getAvailableEngineers(), 0, 0 };
_items.push_back(row);
std::string cat = getCategory(_items.size() - 1);
if (std::find(_cats.begin(), _cats.end(), cat) == _cats.end())
{
_cats.push_back(cat);
}
}
const std::vector<std::string> &items = _game->getMod()->getItemsList();
for (std::vector<std::string>::const_iterator i = items.begin(); i != items.end(); ++i)
{
int qty = _base->getStorageItems()->getItem(*i);
if (Options::storageLimitsEnforced && _origin == OPT_BATTLESCAPE)
{
for (std::vector<Transfer*>::iterator j = _base->getTransfers()->begin(); j != _base->getTransfers()->end(); ++j)
{
if ((*j)->getItems() == *i)
{
qty += (*j)->getQuantity();
}
}
for (std::vector<Craft*>::iterator j = _base->getCrafts()->begin(); j != _base->getCrafts()->end(); ++j)
{
qty += (*j)->getItems()->getItem(*i);
}
}
RuleItem *rule = _game->getMod()->getItem(*i, true);
if (qty > 0 && (Options::canSellLiveAliens || !rule->isAlien()))
{
TransferRow row = { TRANSFER_ITEM, rule, tr(*i), rule->getSellCost(), qty, 0, 0 };
_items.push_back(row);
std::string cat = getCategory(_items.size() - 1);
if (std::find(_cats.begin(), _cats.end(), cat) == _cats.end())
{
_cats.push_back(cat);
}
}
}
_cbxCategory->setOptions(_cats, true);
_cbxCategory->onChange((ActionHandler)&SellState::cbxCategoryChange);
updateList();
_timerInc = new Timer(250);
_timerInc->onTimer((StateHandler)&SellState::increase);
_timerDec = new Timer(250);
_timerDec->onTimer((StateHandler)&SellState::decrease);
}
/**
*
*/
SellState::~SellState()
{
delete _timerInc;
delete _timerDec;
}
/**
* Runs the arrow timers.
*/
void SellState::think()
{
State::think();
_timerInc->think(this, 0);
_timerDec->think(this, 0);
}
/**
* Determines the category a row item belongs in.
* @param sel Selected row.
* @returns Item category.
*/
std::string SellState::getCategory(int sel) const
{
RuleItem *rule = 0;
switch (_items[sel].type)
{
case TRANSFER_SOLDIER:
case TRANSFER_SCIENTIST:
case TRANSFER_ENGINEER:
return "STR_PERSONNEL";
case TRANSFER_CRAFT:
return "STR_CRAFT_ARMAMENT";
case TRANSFER_ITEM:
rule = (RuleItem*)_items[sel].rule;
if (rule->getBattleType() == BT_CORPSE || rule->isAlien())
{
return "STR_ALIENS";
}
if (rule->getBattleType() == BT_NONE)
{
if (_craftWeapons.find(rule->getType()) != _craftWeapons.end())
{
return "STR_CRAFT_ARMAMENT";
}
if (_armors.find(rule->getType()) != _armors.end())
{
return "STR_EQUIPMENT";
}
return "STR_COMPONENTS";
}
return "STR_EQUIPMENT";
}
return "STR_ALL_ITEMS";
}
/**
* Filters the current list of items.
*/
void SellState::updateList()
{
_lstItems->clearList();
_rows.clear();
for (size_t i = 0; i < _items.size(); ++i)
{
std::string cat = _cats[_cbxCategory->getSelected()];
if (cat != "STR_ALL_ITEMS" && cat != getCategory(i))
{
continue;
}
std::string name = _items[i].name;
bool ammo = false;
if (_items[i].type == TRANSFER_ITEM)
{
RuleItem *rule = (RuleItem*)_items[i].rule;
ammo = (rule->getBattleType() == BT_AMMO || (rule->getBattleType() == BT_NONE && rule->getClipSize() > 0));
if (ammo)
{
name.insert(0, " ");
}
}
std::ostringstream ssQty, ssAmount;
ssQty << _items[i].qtySrc - _items[i].amount;
ssAmount << _items[i].amount;
_lstItems->addRow(4, name.c_str(), ssQty.str().c_str(), ssAmount.str().c_str(), Unicode::formatFunding(_items[i].cost).c_str());
_rows.push_back(i);
if (_items[i].amount > 0)
{
_lstItems->setRowColor(_rows.size() - 1, _lstItems->getSecondaryColor());
}
else if (ammo)
{
_lstItems->setRowColor(_rows.size() - 1, _ammoColor);
}
}
}
/**
* Sells the selected items.
* @param action Pointer to an action.
*/
void SellState::btnOkClick(Action *)
{
_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() + _total);
Soldier *soldier;
Craft *craft;
for (std::vector<TransferRow>::const_iterator i = _items.begin(); i != _items.end(); ++i)
{
if (i->amount > 0)
{
switch (i->type)
{
case TRANSFER_SOLDIER:
soldier = (Soldier*)i->rule;
for (std::vector<Soldier*>::iterator s = _base->getSoldiers()->begin(); s != _base->getSoldiers()->end(); ++s)
{
if (*s == soldier)
{
if ((*s)->getArmor()->getStoreItem() != Armor::NONE)
{
_base->getStorageItems()->addItem((*s)->getArmor()->getStoreItem());
}
_base->getSoldiers()->erase(s);
break;
}
}
delete soldier;
break;
case TRANSFER_CRAFT:
craft = (Craft*)i->rule;
_base->removeCraft(craft, true);
delete craft;
break;
case TRANSFER_SCIENTIST:
_base->setScientists(_base->getScientists() - i->amount);
break;
case TRANSFER_ENGINEER:
_base->setEngineers(_base->getEngineers() - i->amount);
break;
case TRANSFER_ITEM:
RuleItem *item = (RuleItem*)i->rule;
if (_base->getStorageItems()->getItem(item->getType()) < i->amount)
{
int toRemove = i->amount - _base->getStorageItems()->getItem(item->getType());
// remove all of said items from base
_base->getStorageItems()->removeItem(item->getType(), INT_MAX);
// if we still need to remove any, remove them from the crafts first, and keep a running tally
for (std::vector<Craft*>::iterator j = _base->getCrafts()->begin(); j != _base->getCrafts()->end() && toRemove; ++j)
{
if ((*j)->getItems()->getItem(item->getType()) < toRemove)
{
toRemove -= (*j)->getItems()->getItem(item->getType());
(*j)->getItems()->removeItem(item->getType(), INT_MAX);
}
else
{
(*j)->getItems()->removeItem(item->getType(), toRemove);
toRemove = 0;
}
}
// if there are STILL any left to remove, take them from the transfers, and if necessary, delete it.
for (std::vector<Transfer*>::iterator j = _base->getTransfers()->begin(); j != _base->getTransfers()->end() && toRemove;)
{
if ((*j)->getItems() == item->getType())
{
if ((*j)->getQuantity() <= toRemove)
{
toRemove -= (*j)->getQuantity();
delete *j;
j = _base->getTransfers()->erase(j);
}
else
{
(*j)->setItems((*j)->getItems(), (*j)->getQuantity() - toRemove);
toRemove = 0;
}
}
else
{
++j;
}
}
}
else
{
_base->getStorageItems()->removeItem(item->getType(), i->amount);
}
break;
}
}
}
_game->popState();
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SellState::btnCancelClick(Action *)
{
_game->popState();
}
/**
* Starts increasing the item.
* @param action Pointer to an action.
*/
void SellState::lstItemsLeftArrowPress(Action *action)
{
_sel = _lstItems->getSelectedRow();
if (action->getDetails()->button.button == SDL_BUTTON_LEFT && !_timerInc->isRunning()) _timerInc->start();
}
/**
* Stops increasing the item.
* @param action Pointer to an action.
*/
void SellState::lstItemsLeftArrowRelease(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
{
_timerInc->stop();
}
}
/**
* Increases the selected item;
* by one on left-click, to max on right-click.
* @param action Pointer to an action.
*/
void SellState::lstItemsLeftArrowClick(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_RIGHT) changeByValue(INT_MAX, 1);
if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
{
changeByValue(1,1);
_timerInc->setInterval(250);
_timerDec->setInterval(250);
}
}
/**
* Starts decreasing the item.
* @param action Pointer to an action.
*/
void SellState::lstItemsRightArrowPress(Action *action)
{
_sel = _lstItems->getSelectedRow();
if (action->getDetails()->button.button == SDL_BUTTON_LEFT && !_timerDec->isRunning()) _timerDec->start();
}
/**
* Stops decreasing the item.
* @param action Pointer to an action.
*/
void SellState::lstItemsRightArrowRelease(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
{
_timerDec->stop();
}
}
/**
* Decreases the selected item;
* by one on left-click, to 0 on right-click.
* @param action Pointer to an action.
*/
void SellState::lstItemsRightArrowClick(Action *action)
{
if (action->getDetails()->button.button == SDL_BUTTON_RIGHT) changeByValue(INT_MAX, -1);
if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
{
changeByValue(1,-1);
_timerInc->setInterval(250);
_timerDec->setInterval(250);
}
}
/**
* Handles the mouse-wheels on the arrow-buttons.
* @param action Pointer to an action.
*/
void SellState::lstItemsMousePress(Action *action)
{
_sel = _lstItems->getSelectedRow();
if (action->getDetails()->button.button == SDL_BUTTON_WHEELUP)
{
_timerInc->stop();
_timerDec->stop();
if (action->getAbsoluteXMouse() >= _lstItems->getArrowsLeftEdge() &&
action->getAbsoluteXMouse() <= _lstItems->getArrowsRightEdge())
{
changeByValue(Options::changeValueByMouseWheel, 1);
}
}
else if (action->getDetails()->button.button == SDL_BUTTON_WHEELDOWN)
{
_timerInc->stop();
_timerDec->stop();
if (action->getAbsoluteXMouse() >= _lstItems->getArrowsLeftEdge() &&
action->getAbsoluteXMouse() <= _lstItems->getArrowsRightEdge())
{
changeByValue(Options::changeValueByMouseWheel, -1);
}
}
}
/**
* Increases the quantity of the selected item to sell by one.
*/
void SellState::increase()
{
_timerDec->setInterval(50);
_timerInc->setInterval(50);
changeByValue(1,1);
}
/**
* Increases or decreases the quantity of the selected item to sell.
* @param change How much we want to add or remove.
* @param dir Direction to change, +1 to increase or -1 to decrease.
*/
void SellState::changeByValue(int change, int dir)
{
if (dir > 0)
{
if (0 >= change || getRow().qtySrc <= getRow().amount) return;
change = std::min(getRow().qtySrc - getRow().amount, change);
}
else
{
if (0 >= change || 0 >= getRow().amount) return;
change = std::min(getRow().amount, change);
}
getRow().amount += dir * change;
_total += dir * getRow().cost * change;
// Calculate the change in storage space.
Craft *craft;
Soldier *soldier;
RuleItem *armor, *item, *weapon, *ammo;
double total = 0.0;
switch (getRow().type)
{
case TRANSFER_SOLDIER:
soldier = (Soldier*)getRow().rule;
if (soldier->getArmor()->getStoreItem() != Armor::NONE)
{
armor = _game->getMod()->getItem(soldier->getArmor()->getStoreItem(), true);
_spaceChange += dir * armor->getSize();
}
break;
case TRANSFER_CRAFT:
craft = (Craft*)getRow().rule;
for (std::vector<CraftWeapon*>::iterator w = craft->getWeapons()->begin(); w != craft->getWeapons()->end(); ++w)
{
if (*w)
{
weapon = _game->getMod()->getItem((*w)->getRules()->getLauncherItem(), true);
total += weapon->getSize();
ammo = _game->getMod()->getItem((*w)->getRules()->getClipItem());
if (ammo)
total += ammo->getSize() * (*w)->getClipsLoaded(_game->getMod());
}
}
_spaceChange += dir * total;
break;
case TRANSFER_ITEM:
item = (RuleItem*)getRow().rule;
_spaceChange -= dir * change * item->getSize();
break;
default:
//TRANSFER_SCIENTIST and TRANSFER_ENGINEER do not own anything that takes storage
break;
}
updateItemStrings();
}
/**
* Decreases the quantity of the selected item to sell by one.
*/
void SellState::decrease()
{
_timerInc->setInterval(50);
_timerDec->setInterval(50);
changeByValue(1,-1);
}
/**
* Updates the quantity-strings of the selected item.
*/
void SellState::updateItemStrings()
{
std::ostringstream ss, ss2, ss3;
ss << getRow().amount;
_lstItems->setCellText(_sel, 2, ss.str());
ss2 << getRow().qtySrc - getRow().amount;
_lstItems->setCellText(_sel, 1, ss2.str());
_txtSales->setText(tr("STR_VALUE_OF_SALES").arg(Unicode::formatFunding(_total)));
if (getRow().amount > 0)
{
_lstItems->setRowColor(_sel, _lstItems->getSecondaryColor());
}
else
{
_lstItems->setRowColor(_sel, _lstItems->getColor());
if (getRow().type == TRANSFER_ITEM)
{
RuleItem *rule = (RuleItem*)getRow().rule;
if (rule->getBattleType() == BT_AMMO || (rule->getBattleType() == BT_NONE && rule->getClipSize() > 0))
{
_lstItems->setRowColor(_sel, _ammoColor);
}
}
}
ss3 << _base->getUsedStores();
if (std::abs(_spaceChange) > 0.05)
{
ss3 << "(";
if (_spaceChange > 0.05)
ss3 << "+";
ss3 << std::fixed << std::setprecision(1) << _spaceChange << ")";
}
ss3 << ":" << _base->getAvailableStores();
_txtSpaceUsed->setText(tr("STR_SPACE_USED").arg(ss3.str()));
if (Options::storageLimitsEnforced)
{
_btnOk->setVisible(!_base->storesOverfull(_spaceChange));
}
}
/**
* Updates the production list to match the category filter.
*/
void SellState::cbxCategoryChange(Action *)
{
updateList();
}
}
↑ V636 The 'dir * change' expression was implicitly cast from 'int' type to 'double' type. Consider utilizing an explicit type cast to avoid overflow. An example: double A = (double)(X) * Y;.