/*
* 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 "CommendationLateState.h"
#include <sstream>
#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 "../Interface/TextList.h"
#include "../Savegame/Soldier.h"
#include "../Savegame/SoldierDiary.h"
#include "../Engine/Options.h"
#include "../Mod/RuleCommendations.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Medals screen.
* @param soldiersMedalled List of soldiers with medals.
*/
CommendationLateState::CommendationLateState(std::vector<Soldier*> soldiersMedalled)
{
// Create objects
_window = new Window(this, 320, 200, 0, 0);
_btnOk = new TextButton(288, 16, 16, 176);
_txtTitle = new Text(300, 16, 10, 8);
_lstSoldiers = new TextList(288, 128, 8, 32);
// Set palette
setInterface("commendationsLate");
add(_window, "window", "commendationsLate");
add(_btnOk, "button", "commendationsLate");
add(_txtTitle, "text", "commendationsLate");
add(_lstSoldiers, "list", "commendationsLate");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK02.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&CommendationLateState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&CommendationLateState::btnOkClick, Options::keyOk);
_btnOk->onKeyboardPress((ActionHandler)&CommendationLateState::btnOkClick, Options::keyCancel);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_LOST_IN_SERVICE"));
_lstSoldiers->setColumns(5, 51, 51, 51, 51, 84);
_lstSoldiers->setSelectable(true);
_lstSoldiers->setBackground(_window);
_lstSoldiers->setMargin(8);
_lstSoldiers->setFlooding(true);
/***
LOST IN SERVICE
SOLDIER NAME, RANK: ___, SCORE: ___, KILLS: ___, NUMBER OF MISSIONS: ___, DAYS WOUNDED: ___, TIMES HIT: ___
COMMENDATION
COMMENDATION
COMMENDATION
CAUSE OF DEATH: KILLED BY ALIEN_RACE ALIEN_RANK, USING WEAPON
***/
const std::map<std::string, RuleCommendations *> commendationsList = _game->getMod()->getCommendationsList();
bool modularCommendation;
std::string noun;
// Loop over dead soldiers
for (std::vector<Soldier*>::iterator s = soldiersMedalled.begin() ; s != soldiersMedalled.end(); ++s)
{
// Establish some base information
_lstSoldiers->addRow(5, (*s)->getName().c_str(),
L"",
tr((*s)->getRankString()).c_str(),
L"",
tr("STR_KILLS").arg((*s)->getDiary()->getKillTotal()).c_str());
// Loop over all commendations
for (std::map<std::string, RuleCommendations *>::const_iterator commList = commendationsList.begin(); commList != commendationsList.end();)
{
std::ostringstream wssCommendation;
modularCommendation = false;
noun = "noNoun";
// Loop over soldier's commendations
for (std::vector<SoldierCommendations*>::const_iterator soldierComm = (*s)->getDiary()->getSoldierCommendations()->begin(); soldierComm != (*s)->getDiary()->getSoldierCommendations()->end(); ++soldierComm)
{
if ((*soldierComm)->getType() == (*commList).first && (*soldierComm)->isNew() && noun == "noNoun")
{
(*soldierComm)->makeOld();
if ((*soldierComm)->getNoun() != "noNoun")
{
noun = (*soldierComm)->getNoun();
modularCommendation = true;
}
// Decoration level name
int skipCounter = 0;
int lastInt = -2;
int thisInt = -1;
int vectorIterator = 0;
for (std::vector<int>::const_iterator k = (*commList).second->getCriteria()->begin()->second.begin(); k != (*commList).second->getCriteria()->begin()->second.end(); ++k)
{
if (vectorIterator == (*soldierComm)->getDecorationLevelInt() + 1)
{
break;
}
thisInt = *k;
if (k != (*commList).second->getCriteria()->begin()->second.begin())
{
--k;
lastInt = *k;
++k;
}
if (thisInt == lastInt)
{
skipCounter++;
}
vectorIterator++;
}
// Establish comms name
// Medal name
wssCommendation << " ";
if (modularCommendation)
{
wssCommendation << tr((*commList).first).arg(tr(noun));
}
else
{
wssCommendation << tr((*commList).first);
}
_lstSoldiers->addRow(5, wssCommendation.str().c_str(), "", "", "", tr((*soldierComm)->getDecorationLevelName(skipCounter)).c_str());
break;
}
} // END SOLDIER COMMS LOOP
if (noun == "noNoun")
{
++commList;
}
} // END COMMS LOOPS
} // END SOLDIER LOOP
}
/**
*
*/
CommendationLateState::~CommendationLateState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void CommendationLateState::btnOkClick(Action *)
{
_game->popState();
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '(* s)->getDiary()' expression repeatedly.
↑ V807 Decreased performance. Consider creating a reference to avoid using the same expression repeatedly.