/*
* 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 "ItemsArrivingState.h"
#include <sstream>
#include <algorithm>
#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/SavedGame.h"
#include "../Savegame/Base.h"
#include "../Savegame/ItemContainer.h"
#include "../Savegame/Transfer.h"
#include "../Savegame/Craft.h"
#include "../Savegame/CraftWeapon.h"
#include "../Savegame/Vehicle.h"
#include "../Mod/RuleItem.h"
#include "../Mod/RuleCraftWeapon.h"
#include "GeoscapeState.h"
#include "../Engine/Options.h"
#include "../Basescape/BasescapeState.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Items Arriving window.
* @param game Pointer to the core game.
* @param state Pointer to the Geoscape state.
*/
ItemsArrivingState::ItemsArrivingState(GeoscapeState *state) : _state(state), _base(0)
{
_screen = false;
// Create objects
_window = new Window(this, 320, 184, 0, 8, POPUP_BOTH);
_btnOk = new TextButton(142, 16, 16, 166);
_btnGotoBase = new TextButton(142, 16, 162, 166);
_txtTitle = new Text(310, 17, 5, 18);
_txtItem = new Text(114, 9, 16, 34);
_txtQuantity = new Text(54, 9, 152, 34);
_txtDestination = new Text(112, 9, 212, 34);
_lstTransfers = new TextList(271, 112, 14, 50);
// Set palette
setInterface("itemsArriving");
add(_window, "window", "itemsArriving");
add(_btnOk, "button", "itemsArriving");
add(_btnGotoBase, "button", "itemsArriving");
add(_txtTitle, "text1", "itemsArriving");
add(_txtItem, "text1", "itemsArriving");
add(_txtQuantity, "text1", "itemsArriving");
add(_txtDestination, "text1", "itemsArriving");
add(_lstTransfers, "text2", "itemsArriving");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK13.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&ItemsArrivingState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&ItemsArrivingState::btnOkClick, Options::keyCancel);
_btnGotoBase->setText(tr("STR_GO_TO_BASE"));
_btnGotoBase->onMouseClick((ActionHandler)&ItemsArrivingState::btnGotoBaseClick);
_btnGotoBase->onKeyboardPress((ActionHandler)&ItemsArrivingState::btnGotoBaseClick, Options::keyOk);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_ITEMS_ARRIVING"));
_txtItem->setText(tr("STR_ITEM"));
_txtQuantity->setText(tr("STR_QUANTITY_UC"));
_txtDestination->setText(tr("STR_DESTINATION_UC"));
_lstTransfers->setColumns(3, 155, 41, 98);
_lstTransfers->setSelectable(true);
_lstTransfers->setBackground(_window);
_lstTransfers->setMargin(2);
for (std::vector<Base*>::iterator i = _game->getSavedGame()->getBases()->begin(); i != _game->getSavedGame()->getBases()->end(); ++i)
{
for (std::vector<Transfer*>::iterator j = (*i)->getTransfers()->begin(); j != (*i)->getTransfers()->end();)
{
if ((*j)->getHours() == 0)
{
_base = (*i);
// Check if we have an automated use for an item
if ((*j)->getType() == TRANSFER_ITEM)
{
RuleItem *item = _game->getMod()->getItem((*j)->getItems(), true);
if (item->getBattleType() == BT_NONE)
{
for (std::vector<Craft*>::iterator c = (*i)->getCrafts()->begin(); c != (*i)->getCrafts()->end(); ++c)
{
(*c)->reuseItem((*j)->getItems());
}
}
}
// Remove transfer
std::ostringstream ss;
ss << (*j)->getQuantity();
_lstTransfers->addRow(3, (*j)->getName(_game->getLanguage()).c_str(), ss.str().c_str(), (*i)->getName().c_str());
delete *j;
j = (*i)->getTransfers()->erase(j);
}
else
{
++j;
}
}
}
}
/**
*
*/
ItemsArrivingState::~ItemsArrivingState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void ItemsArrivingState::btnOkClick(Action *)
{
_game->popState();
}
/**
* Goes to the base for the respective transfer.
* @param action Pointer to an action.
*/
void ItemsArrivingState::btnGotoBaseClick(Action *)
{
_state->timerReset();
_game->popState();
_game->pushState(new BasescapeState(_base, _state->getGlobe()));
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '(* i)->getTransfers()' expression repeatedly.