/*
* 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 "MedikitView.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Mod/RuleInterface.h"
#include "../Engine/SurfaceSet.h"
#include "../Engine/Action.h"
#include "../Engine/Language.h"
#include "../Savegame/BattleUnit.h"
#include "../Interface/Text.h"
namespace OpenXcom
{
/**
* User interface string identifier of body parts.
*/
const std::string PARTS_STRING[6] =
{
"STR_HEAD",
"STR_TORSO",
"STR_RIGHT_ARM",
"STR_LEFT_ARM",
"STR_RIGHT_LEG",
"STR_LEFT_LEG"
};
/**
* Initializes the Medikit view.
* @param w The MinikitView width.
* @param h The MinikitView height.
* @param x The MinikitView x origin.
* @param y The MinikitView y origin.
* @param game Pointer to the core game.
* @param unit The wounded unit.
* @param partTxt A pointer to a Text. Will be updated with the selected body part.
* @param woundTxt A pointer to a Text. Will be updated with the amount of fatal wound.
*/
MedikitView::MedikitView (int w, int h, int x, int y, Game * game, BattleUnit *unit, Text *partTxt, Text *woundTxt) : InteractiveSurface(w, h, x, y), _game(game), _selectedPart(0), _unit(unit), _partTxt(partTxt), _woundTxt(woundTxt)
{
updateSelectedPart();
_redraw = true;
}
/**
* Draws the medikit view.
*/
void MedikitView::draw()
{
SurfaceSet *set = _game->getMod()->getSurfaceSet("MEDIBITS.DAT");
int fatal_wound = _unit->getFatalWound(_selectedPart);
std::ostringstream ss, ss1;
int green = 0;
int red = 3;
if (_game->getMod()->getInterface("medikit") && _game->getMod()->getInterface("medikit")->getElement("body"))
{
green = _game->getMod()->getInterface("medikit")->getElement("body")->color;
red = _game->getMod()->getInterface("medikit")->getElement("body")->color2;
}
this->lock();
for (unsigned int i = 0; i < set->getTotalFrames(); i++)
{
int wound = _unit->getFatalWound(i);
Surface * surface = set->getFrame (i);
int baseColor = wound ? red : green;
surface->blitNShade(this, Surface::getX(), Surface::getY(), 0, false, baseColor);
}
this->unlock();
_redraw = false;
if (_selectedPart == -1)
{
return;
}
ss << _game->getLanguage()->getString(PARTS_STRING[_selectedPart]);
ss1 << fatal_wound;
_partTxt->setText(ss.str());
_woundTxt->setText(ss1.str());
}
/**
* Handles clicks on the medikit view.
* @param action Pointer to an action.
* @param state State that the action handlers belong to.
*/
void MedikitView::mouseClick (Action *action, State *)
{
SurfaceSet *set = _game->getMod()->getSurfaceSet("MEDIBITS.DAT");
int x = action->getRelativeXMouse() / action->getXScale();
int y = action->getRelativeYMouse() / action->getYScale();
for (unsigned int i = 0; i < set->getTotalFrames(); i++)
{
Surface * surface = set->getFrame (i);
if (surface->getPixel(x, y))
{
_selectedPart = i;
_redraw = true;
break;
}
}
}
/**
* Gets the selected body part.
* @return The selected body part.
*/
int MedikitView::getSelectedPart() const
{
return _selectedPart;
}
/**
* Updates the selected body part.
* If there is a wounded body part, selects that.
* Otherwise does not change the selected part.
*/
void MedikitView::updateSelectedPart()
{
for (int i = 0; i < 6; ++i)
{
if (_unit->getFatalWound(i))
{
_selectedPart = i;
break;
}
}
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getMod()->getInterface("medikit")' expression repeatedly.