/*
* 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 "ArticleStateVehicle.h"
#include <sstream>
#include "../Engine/Game.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Palette.h"
#include "../Engine/Surface.h"
#include "../Mod/Mod.h"
#include "../Interface/Text.h"
#include "../Interface/TextButton.h"
#include "../Interface/TextList.h"
#include "../Mod/Unit.h"
#include "../Mod/Armor.h"
#include "../Mod/RuleItem.h"
namespace OpenXcom
{
ArticleStateVehicle::ArticleStateVehicle(ArticleDefinitionVehicle *defs) : ArticleState(defs->id)
{
Unit *unit = _game->getMod()->getUnit(defs->id, true);
Armor *armor = _game->getMod()->getArmor(unit->getArmor(), true);
RuleItem *item = _game->getMod()->getItem(defs->id, true);
// add screen elements
_txtTitle = new Text(310, 17, 5, 23);
_txtInfo = new Text(300, 150, 10, 122);
_lstStats = new TextList(300, 89, 10, 48);
// Set palette
setPalette("PAL_UFOPAEDIA");
ArticleState::initLayout();
// add other elements
add(_txtTitle);
add(_txtInfo);
add(_lstStats);
// Set up objects
_game->getMod()->getSurface("BACK10.SCR")->blit(_bg);
_btnOk->setColor(Palette::blockOffset(5));
_btnPrev->setColor(Palette::blockOffset(5));
_btnNext->setColor(Palette::blockOffset(5));
_txtTitle->setColor(Palette::blockOffset(15)+4);
_txtTitle->setBig();
_txtTitle->setText(tr(defs->title));
_txtInfo->setColor(Palette::blockOffset(15)-1);
_txtInfo->setWordWrap(true);
_txtInfo->setScrollable(true);
_txtInfo->setText(tr(defs->text));
_lstStats->setColor(Palette::blockOffset(15)+4);
_lstStats->setColumns(2, 175, 145);
_lstStats->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());
_lstStats->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();
_lstStats->addRow(2, tr("STR_WEAPON_POWER").c_str(), ss8.str().c_str());
_lstStats->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();
}
_lstStats->addRow(2, tr("STR_ROUNDS").c_str(), ss9.str().c_str());
_txtInfo->setY(138);
}
else
{
std::ostringstream ss8;
ss8 << item->getPower();
_lstStats->addRow(2, tr("STR_WEAPON_POWER").c_str(), ss8.str().c_str());
}
centerAllSurfaces();
}
ArticleStateVehicle::~ArticleStateVehicle()
{}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getMod()' expression repeatedly.