/*
* 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 <sstream>
#include "PsiTrainingState.h"
#include "AllocatePsiTrainingState.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 "../Savegame/SavedGame.h"
#include "../Savegame/Base.h"
#include "../Interface/TextList.h"
#include "../Savegame/Soldier.h"
#include "../Engine/Action.h"
#include "../Engine/Options.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Psi Training screen.
* @param game Pointer to the core game.
* @param base Pointer to the base to handle.
*/
AllocatePsiTrainingState::AllocatePsiTrainingState(Base *base) : _sel(0)
{
_base = base;
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_txtTitle = new Text(300, 17, 10, 8);
_txtRemaining = new Text(300, 10, 10, 24);
_txtName = new Text(64, 10, 10, 40);
_txtPsiStrength = new Text(80, 20, 124, 32);
_txtPsiSkill = new Text(80, 20, 188, 32);
_txtTraining = new Text(48, 20, 270, 32);
_btnOk = new TextButton(160, 14, 80, 174);
_lstSoldiers = new TextList(290, 112, 8, 52);
// Set palette
setInterface("allocatePsi");
add(_window, "window", "allocatePsi");
add(_btnOk, "button", "allocatePsi");
add(_txtName, "text", "allocatePsi");
add(_txtTitle, "text", "allocatePsi");
add(_txtRemaining, "text", "allocatePsi");
add(_txtPsiStrength, "text", "allocatePsi");
add(_txtPsiSkill, "text", "allocatePsi");
add(_txtTraining, "text", "allocatePsi");
add(_lstSoldiers, "list", "allocatePsi");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK01.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&AllocatePsiTrainingState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&AllocatePsiTrainingState::btnOkClick, Options::keyCancel);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_PSIONIC_TRAINING"));
_labSpace = base->getAvailablePsiLabs() - base->getUsedPsiLabs();
_txtRemaining->setText(tr("STR_REMAINING_PSI_LAB_CAPACITY").arg(_labSpace));
_txtName->setText(tr("STR_NAME"));
_txtPsiStrength->setText(tr("STR_PSIONIC__STRENGTH"));
_txtPsiSkill->setText(tr("STR_PSIONIC_SKILL_IMPROVEMENT"));
_txtTraining->setText(tr("STR_IN_TRAINING"));
_lstSoldiers->setAlign(ALIGN_RIGHT, 3);
_lstSoldiers->setColumns(4, 114, 80, 62, 30);
_lstSoldiers->setSelectable(true);
_lstSoldiers->setBackground(_window);
_lstSoldiers->setMargin(2);
_lstSoldiers->onMouseClick((ActionHandler)&AllocatePsiTrainingState::lstSoldiersClick);
int row = 0;
for (std::vector<Soldier*>::const_iterator s = base->getSoldiers()->begin(); s != base->getSoldiers()->end(); ++s)
{
std::ostringstream ssStr;
std::ostringstream ssSkl;
_soldiers.push_back(*s);
if ((*s)->getCurrentStats()->psiSkill > 0 || (Options::psiStrengthEval && _game->getSavedGame()->isResearched(_game->getMod()->getPsiRequirements())))
{
ssStr << " " << (*s)->getCurrentStats()->psiStrength;
if (Options::allowPsiStrengthImprovement) ssStr << "/+" << (*s)->getPsiStrImprovement();
}
else
{
ssStr << tr("STR_UNKNOWN");
}
if ((*s)->getCurrentStats()->psiSkill > 0)
{
ssSkl << (*s)->getCurrentStats()->psiSkill << "/+" << (*s)->getImprovement();
}
else
{
ssSkl << "0/+0";
}
if ((*s)->isInPsiTraining())
{
_lstSoldiers->addRow(4, (*s)->getName(true).c_str(), ssStr.str().c_str(), ssSkl.str().c_str(), tr("STR_YES").c_str());
_lstSoldiers->setRowColor(row, _lstSoldiers->getSecondaryColor());
}
else
{
_lstSoldiers->addRow(4, (*s)->getName(true).c_str(), ssStr.str().c_str(), ssSkl.str().c_str(), tr("STR_NO").c_str());
_lstSoldiers->setRowColor(row, _lstSoldiers->getColor());
}
row++;
}
}
/**
*
*/
AllocatePsiTrainingState::~AllocatePsiTrainingState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void AllocatePsiTrainingState::btnOkClick(Action *)
{
for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
{
(*i)->calcStatString(_game->getMod()->getStatStrings(), (Options::psiStrengthEval && _game->getSavedGame()->isResearched(_game->getMod()->getPsiRequirements())));
}
_game->popState();
}
/**
* Assigns / removes a soldier from Psi Training.
* @param action Pointer to an action.
*/
void AllocatePsiTrainingState::lstSoldiersClick(Action *action)
{
_sel = _lstSoldiers->getSelectedRow();
if (action->getDetails()->button.button == SDL_BUTTON_LEFT)
{
if (!_base->getSoldiers()->at(_sel)->isInPsiTraining())
{
if (_base->getUsedPsiLabs() < _base->getAvailablePsiLabs())
{
_lstSoldiers->setCellText(_sel, 3, tr("STR_YES"));
_lstSoldiers->setRowColor(_sel, _lstSoldiers->getSecondaryColor());
_labSpace--;
_txtRemaining->setText(tr("STR_REMAINING_PSI_LAB_CAPACITY").arg(_labSpace));
_base->getSoldiers()->at(_sel)->setPsiTraining(true);
}
}
else
{
_lstSoldiers->setCellText(_sel, 3, tr("STR_NO"));
_lstSoldiers->setRowColor(_sel, _lstSoldiers->getColor());
_labSpace++;
_txtRemaining->setText(tr("STR_REMAINING_PSI_LAB_CAPACITY").arg(_labSpace));
_base->getSoldiers()->at(_sel)->setPsiTraining(false);
}
}
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '(* s)->getCurrentStats()' expression repeatedly.