/*
 * 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 "../Mod/ArticleDefinition.h"
#include "ArticleStateTFTDVehicle.h"
#include <sstream>
#include "../Engine/Game.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Palette.h"
#include "../Interface/TextList.h"
#include "../Mod/Mod.h"
#include "../Mod/Unit.h"
#include "../Mod/Armor.h"
#include "../Mod/RuleItem.h"
 
namespace OpenXcom
{
 
	ArticleStateTFTDVehicle::ArticleStateTFTDVehicle(ArticleDefinitionTFTD *defs) : ArticleStateTFTD(defs)
	{
		_txtInfo->setHeight(72);
 
		Unit *unit = _game->getMod()->getUnit(defs->id, true);
		Armor *armor = _game->getMod()->getArmor(unit->getArmor(), true);
		RuleItem *item = _game->getMod()->getItem(defs->id, true);
 
		_lstStats = new TextList(150, 65, 168, 106);
 
		add(_lstStats);
 
		_lstStats->setColor(Palette::blockOffset(0)+2);
		_lstStats->setColumns(2, 100, 50);
		_lstStats->setDot(true);
 
		_lstStats2 = new TextList(195, 33, 25, 166);
 
		add(_lstStats2);
 
		_lstStats2->setColor(Palette::blockOffset(0) + 2);
		_lstStats2->setColumns(2, 65, 130);
		_lstStats2->setDot(true);
 
		std::ostringstream ss;
		ss << unit->getStats()->tu;
		_lstStats->addRow(2, tr("STR_TIME_UNITS").c_str(), ss.str().c_str());
 
		std::ostringstream ss2;
		ss2 << unit->getStats()->health;
		_lstStats->addRow(2, tr("STR_HEALTH").c_str(), ss2.str().c_str());
 
		std::ostringstream ss3;
		ss3 << armor->getFrontArmor();
		_lstStats->addRow(2, tr("STR_FRONT_ARMOR").c_str(), ss3.str().c_str());
 
		std::ostringstream ss4;
		ss4 << armor->getSideArmor();
		_lstStats->addRow(2, tr("STR_LEFT_ARMOR").c_str(), ss4.str().c_str());
 
		std::ostringstream ss5;
		ss5 << armor->getSideArmor();
		_lstStats->addRow(2, tr("STR_RIGHT_ARMOR").c_str(), ss5.str().c_str());
 
		std::ostringstream ss6;
		ss6 << armor->getRearArmor();
		_lstStats->addRow(2, tr("STR_REAR_ARMOR").c_str(), ss6.str().c_str());
 
		std::ostringstream ss7;
		ss7 << armor->getUnderArmor();
		_lstStats->addRow(2, tr("STR_UNDER_ARMOR").c_str(), ss7.str().c_str());
 
		_lstStats2->addRow(2, tr("STR_WEAPON").c_str(), tr(defs->weapon).c_str());
 
		if (!item->getCompatibleAmmo()->empty())
		{
			RuleItem *ammo = _game->getMod()->getItem(item->getCompatibleAmmo()->front(), true);
 
			std::ostringstream ss8;
			ss8 << ammo->getPower();
			_lstStats2->addRow(2, tr("STR_WEAPON_POWER").c_str(), ss8.str().c_str());
 
			_lstStats2->addRow(2, tr("STR_AMMUNITION").c_str(), tr(ammo->getName()).c_str());
 
			std::ostringstream ss9;
			if (item->getClipSize() > 0)
			{
				ss9 << item->getClipSize();
			}
			else
			{
				ss9 << ammo->getClipSize();
			}
 
			_lstStats2->addRow(2, tr("STR_ROUNDS").c_str(), ss9.str().c_str());
		}
		else
		{
			std::ostringstream ss8;
			ss8 << item->getPower();
			_lstStats2->addRow(2, tr("STR_WEAPON_POWER").c_str(), ss8.str().c_str());
		}
 
		for (size_t i = 0; i != _lstStats->getRows(); ++i)
		{
			_lstStats->setCellColor(i, 1, Palette::blockOffset(15)+4);
		}
		for (size_t i = 0; i != _lstStats2->getRows(); ++i)
		{
			_lstStats2->setCellColor(i, 1, Palette::blockOffset(15) + 4);
		}
 
		centerAllSurfaces();
	}
 
	ArticleStateTFTDVehicle::~ArticleStateTFTDVehicle()
	{}
 
}

V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getMod()' expression repeatedly.