/*
* 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 "PlaceFacilityState.h"
#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 "BaseView.h"
#include "../Savegame/Base.h"
#include "../Savegame/BaseFacility.h"
#include "../Mod/RuleBaseFacility.h"
#include "../Savegame/SavedGame.h"
#include "../Menu/ErrorMessageState.h"
#include "../Engine/Options.h"
#include "../Engine/Unicode.h"
#include "../Mod/RuleInterface.h"
#include <climits>
namespace OpenXcom
{
/**
* Initializes all the elements in the Place Facility window.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param rule Pointer to the facility ruleset to build.
*/
PlaceFacilityState::PlaceFacilityState(Base *base, RuleBaseFacility *rule) : _base(base), _rule(rule)
{
_screen = false;
// Create objects
_window = new Window(this, 128, 160, 192, 40);
_view = new BaseView(192, 192, 0, 8);
_btnCancel = new TextButton(112, 16, 200, 176);
_txtFacility = new Text(110, 9, 202, 50);
_txtCost = new Text(110, 9, 202, 62);
_numCost = new Text(110, 17, 202, 70);
_txtTime = new Text(110, 9, 202, 90);
_numTime = new Text(110, 17, 202, 98);
_txtMaintenance = new Text(110, 9, 202, 118);
_numMaintenance = new Text(110, 17, 202, 126);
// Set palette
setInterface("placeFacility");
add(_window, "window", "placeFacility");
add(_view, "baseView", "basescape");
add(_btnCancel, "button", "placeFacility");
add(_txtFacility, "text", "placeFacility");
add(_txtCost, "text", "placeFacility");
add(_numCost, "numbers", "placeFacility");
add(_txtTime, "text", "placeFacility");
add(_numTime, "numbers", "placeFacility");
add(_txtMaintenance, "text", "placeFacility");
add(_numMaintenance, "numbers", "placeFacility");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK01.SCR"));
_view->setTexture(_game->getMod()->getSurfaceSet("BASEBITS.PCK"));
_view->setBase(_base);
_view->setSelectable(rule->getSize());
_view->onMouseClick((ActionHandler)&PlaceFacilityState::viewClick);
_btnCancel->setText(tr("STR_CANCEL"));
_btnCancel->onMouseClick((ActionHandler)&PlaceFacilityState::btnCancelClick);
_btnCancel->onKeyboardPress((ActionHandler)&PlaceFacilityState::btnCancelClick, Options::keyCancel);
_txtFacility->setText(tr(_rule->getType()));
_txtCost->setText(tr("STR_COST_UC"));
_numCost->setBig();
_numCost->setText(Unicode::formatFunding(_rule->getBuildCost()));
_txtTime->setText(tr("STR_CONSTRUCTION_TIME_UC"));
_numTime->setBig();
_numTime->setText(tr("STR_DAY", _rule->getBuildTime()));
_txtMaintenance->setText(tr("STR_MAINTENANCE_UC"));
_numMaintenance->setBig();
_numMaintenance->setText(Unicode::formatFunding(_rule->getMonthlyCost()));
}
/**
*
*/
PlaceFacilityState::~PlaceFacilityState()
{
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void PlaceFacilityState::btnCancelClick(Action *)
{
_game->popState();
}
/**
* Processes clicking on facilities.
* @param action Pointer to an action.
*/
void PlaceFacilityState::viewClick(Action *)
{
if (!_view->isPlaceable(_rule))
{
_game->pushState(new ErrorMessageState(tr("STR_CANNOT_BUILD_HERE"), _palette, _game->getMod()->getInterface("placeFacility")->getElement("errorMessage")->color, "BACK01.SCR", _game->getMod()->getInterface("placeFacility")->getElement("errorPalette")->color));
}
else if (_game->getSavedGame()->getFunds() < _rule->getBuildCost())
{
_game->popState();
_game->pushState(new ErrorMessageState(tr("STR_NOT_ENOUGH_MONEY"), _palette, _game->getMod()->getInterface("placeFacility")->getElement("errorMessage")->color, "BACK01.SCR", _game->getMod()->getInterface("placeFacility")->getElement("errorPalette")->color));
}
else
{
BaseFacility *fac = new BaseFacility(_rule, _base);
fac->setX(_view->getGridX());
fac->setY(_view->getGridY());
fac->setBuildTime(_rule->getBuildTime());
_base->getFacilities()->push_back(fac);
if (Options::allowBuildingQueue)
{
if (_view->isQueuedBuilding(_rule)) fac->setBuildTime(INT_MAX);
_view->reCalcQueuedBuildings();
}
_game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() - _rule->getBuildCost());
_game->popState();
}
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getSavedGame()' expression repeatedly.