/*
* 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 "TransferBaseState.h"
#include <sstream>
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Options.h"
#include "../Engine/Unicode.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Savegame/SavedGame.h"
#include "../Savegame/Base.h"
#include "../Savegame/Region.h"
#include "../Mod/RuleRegion.h"
#include "TransferItemsState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Select Destination Base window.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
*/
TransferBaseState::TransferBaseState(Base *base) : _base(base)
{
// Create objects
_window = new Window(this, 280, 140, 20, 30);
_btnCancel = new TextButton(264, 16, 28, 146);
_txtTitle = new Text(270, 17, 25, 38);
_txtFunds = new Text(250, 9, 30, 54);
_txtName = new Text(130, 17, 28, 64);
_txtArea = new Text(130, 17, 160, 64);
_lstBases = new TextList(248, 64, 28, 80);
// Set palette
setInterface("transferBaseSelect");
add(_window, "window", "transferBaseSelect");
add(_btnCancel, "button", "transferBaseSelect");
add(_txtTitle, "text", "transferBaseSelect");
add(_txtFunds, "text", "transferBaseSelect");
add(_txtName, "text", "transferBaseSelect");
add(_txtArea, "text", "transferBaseSelect");
add(_lstBases, "list", "transferBaseSelect");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK13.SCR"));
_btnCancel->setText(tr("STR_CANCEL"));
_btnCancel->onMouseClick((ActionHandler)&TransferBaseState::btnCancelClick);
_btnCancel->onKeyboardPress((ActionHandler)&TransferBaseState::btnCancelClick, Options::keyCancel);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_SELECT_DESTINATION_BASE"));
_txtFunds->setText(tr("STR_CURRENT_FUNDS").arg(Unicode::formatFunding(_game->getSavedGame()->getFunds())));
_txtName->setText(tr("STR_NAME"));
_txtName->setBig();
_txtArea->setText(tr("STR_AREA"));
_txtArea->setBig();
_lstBases->setColumns(2, 130, 116);
_lstBases->setSelectable(true);
_lstBases->setBackground(_window);
_lstBases->setMargin(2);
_lstBases->onMouseClick((ActionHandler)&TransferBaseState::lstBasesClick);
int row = 0;
for (std::vector<Base*>::iterator i = _game->getSavedGame()->getBases()->begin(); i != _game->getSavedGame()->getBases()->end(); ++i)
{
if ((*i) != _base)
{
// Get area
std::string area;
for (std::vector<Region*>::iterator j = _game->getSavedGame()->getRegions()->begin(); j != _game->getSavedGame()->getRegions()->end(); ++j)
{
if ((*j)->getRules()->insideRegion((*i)->getLongitude(), (*i)->getLatitude()))
{
area = tr((*j)->getRules()->getType());
break;
}
}
std::ostringstream ss;
ss << Unicode::TOK_COLOR_FLIP << area;
_lstBases->addRow(2, (*i)->getName().c_str(), ss.str().c_str());
_bases.push_back(*i);
row++;
}
}
}
/**
*
*/
TransferBaseState::~TransferBaseState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void TransferBaseState::btnCancelClick(Action *)
{
_game->popState();
}
/**
* Shows the Transfer screen for the selected base.
* @param action Pointer to an action.
*/
void TransferBaseState::lstBasesClick(Action *)
{
_game->pushState(new TransferItemsState(_base, _bases[_lstBases->getSelectedRow()]));
}
}
↑ V525 The code contains the collection of similar blocks. Check items '17', '9', '17', '17' in lines 49, 50, 51, 52.