/*
* 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 "SoldierDiaryMissionState.h"
#include "../Mod/Mod.h"
#include "../Engine/Game.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Options.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/Soldier.h"
#include "../Savegame/SoldierDiary.h"
#include "../Savegame/MissionStatistics.h"
#include "../Savegame/BattleUnitStatistics.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Soldier Diary Mission window.
* @param soldier Pointer to the selected soldier.
* @param rowEntry number to get mission info from.
*/
SoldierDiaryMissionState::SoldierDiaryMissionState(Soldier *soldier, int rowEntry) : _soldier(soldier), _rowEntry(rowEntry)
{
_screen = false;
// Create objects
_window = new Window(this, 300, 128, 10, 36, POPUP_HORIZONTAL);
_btnOk = new TextButton(240, 16, 40, 140);
_btnPrev = new TextButton(28, 14, 18, 44);
_btnNext = new TextButton(28, 14, 274, 44);
_txtTitle = new Text(262, 9, 29, 44);
_txtUFO = new Text(262, 9, 29, 52);
_txtScore = new Text(180, 9, 29, 68);
_txtKills = new Text(120, 9, 169, 68);
_txtLocation = new Text(180, 9, 29, 76);
_txtRace = new Text(120, 9, 169, 76);
_txtDaylight = new Text(120, 9, 169, 84);
_txtDaysWounded = new Text(180, 9, 29, 84);
_txtNoRecord = new Text(240, 9, 29, 100);
_lstKills = new TextList(270, 32, 20, 100);
// Set palette
setInterface("soldierDiaryMission");
add(_window, "window", "soldierDiaryMission");
add(_btnOk, "button", "soldierDiaryMission");
add(_btnPrev, "button", "soldierDiaryMission");
add(_btnNext, "button", "soldierDiaryMission");
add(_txtTitle, "text", "soldierDiaryMission");
add(_txtUFO, "text", "soldierDiaryMission");
add(_txtScore, "text", "soldierDiaryMission");
add(_txtKills, "text", "soldierDiaryMission");
add(_txtLocation, "text", "soldierDiaryMission");
add(_txtRace, "text", "soldierDiaryMission");
add(_txtDaylight, "text", "soldierDiaryMission");
add(_txtDaysWounded, "text", "soldierDiaryMission");
add(_txtNoRecord, "text", "soldierDiaryMission");
add(_lstKills, "list", "soldierDiaryMission");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK16.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&SoldierDiaryMissionState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&SoldierDiaryMissionState::btnOkClick, Options::keyCancel);
_btnPrev->setText("<<");
_btnPrev->onMouseClick((ActionHandler)&SoldierDiaryMissionState::btnPrevClick);
_btnPrev->onKeyboardPress((ActionHandler)&SoldierDiaryMissionState::btnPrevClick, Options::keyBattleNextUnit);
_btnNext->setText(">>");
_btnNext->onMouseClick((ActionHandler)&SoldierDiaryMissionState::btnNextClick);
_btnNext->onKeyboardPress((ActionHandler)&SoldierDiaryMissionState::btnNextClick, Options::keyBattlePrevUnit);
_txtTitle->setAlign(ALIGN_CENTER);
_txtUFO->setAlign(ALIGN_CENTER);
_lstKills->setColumns(3, 60, 110, 100);
init(); // Populate the list
}
/**
*
*/
SoldierDiaryMissionState::~SoldierDiaryMissionState()
{
}
/**
* Clears all the variables and reinitializes the stats for the mission.
*
*/
void SoldierDiaryMissionState::init()
{
State::init();
if (_soldier->getDiary()->getMissionIdList().empty())
{
_game->popState();
return;
}
std::vector<MissionStatistics*> *missionStatistics = _game->getSavedGame()->getMissionStatistics();
unsigned int missionId = _soldier->getDiary()->getMissionIdList().at(_rowEntry);
if (missionId > missionStatistics->size())
{
missionId = 0;
}
int daysWounded = missionStatistics->at(missionId)->injuryList[_soldier->getId()];
_lstKills->clearList();
_txtTitle->setText(tr(missionStatistics->at(missionId)->type));
if (missionStatistics->at(missionId)->isUfoMission())
{
_txtUFO->setText(tr(missionStatistics->at(missionId)->ufo));
}
_txtUFO->setVisible(missionStatistics->at(missionId)->isUfoMission());
_txtScore->setText(tr("STR_SCORE_VALUE").arg(missionStatistics->at(missionId)->score));
_txtLocation->setText(tr("STR_LOCATION").arg(tr(missionStatistics->at(missionId)->getLocationString())));
_txtRace->setText(tr("STR_RACE_TYPE").arg(tr(missionStatistics->at(missionId)->alienRace)));
_txtRace->setVisible(missionStatistics->at(missionId)->alienRace != "STR_UNKNOWN");
_txtDaylight->setText(tr("STR_DAYLIGHT_TYPE").arg(tr(missionStatistics->at(missionId)->getDaylightString())));
_txtDaysWounded->setText(tr("STR_DAYS_WOUNDED").arg(daysWounded));
_txtDaysWounded->setVisible(daysWounded != 0);
int kills = 0;
bool stunOrKill = false;
for (std::vector<BattleUnitKills*>::iterator i = _soldier->getDiary()->getKills().begin() ; i != _soldier->getDiary()->getKills().end() ; ++i)
{
if ((unsigned int)(*i)->mission != missionId) continue;
switch ((*i)->status)
{
case STATUS_DEAD:
kills++;
//Fall-through
case STATUS_UNCONSCIOUS:
case STATUS_PANICKING:
case STATUS_TURNING:
stunOrKill = true;
default:
break;
}
_lstKills->addRow(3, tr((*i)->getKillStatusString()).c_str(),
(*i)->getUnitName(_game->getLanguage()).c_str(),
tr((*i)->weapon).c_str());
}
_txtNoRecord->setAlign(ALIGN_CENTER);
_txtNoRecord->setText(tr("STR_NO_RECORD"));
_txtNoRecord->setVisible(!stunOrKill);
_txtKills->setText(tr("STR_KILLS").arg(kills));
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SoldierDiaryMissionState::btnOkClick(Action *)
{
_game->popState();
}
/**
* Goes to the previous mission.
* @param action Pointer to an action.
*/
void SoldierDiaryMissionState::btnPrevClick(Action *)
{
if (_rowEntry == 0)
_rowEntry = _soldier->getDiary()->getMissionTotal() - 1;
else
_rowEntry--;
init();
}
/**
* Goes to the next mission.
* @param action Pointer to an action.
*/
void SoldierDiaryMissionState::btnNextClick(Action *)
{
_rowEntry++;
if (_rowEntry >= _soldier->getDiary()->getMissionTotal())
_rowEntry = 0;
init();
}
}
↑ V1053 Calling the 'init' virtual function in the constructor may lead to unexpected result at runtime.
↑ V525 The code contains the collection of similar blocks. Check items '16', '14', '14' in lines 48, 49, 50.