/*
* 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 "PlaceLiftState.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Interface/Text.h"
#include "BaseView.h"
#include "../Savegame/Base.h"
#include "../Savegame/BaseFacility.h"
#include "../Mod/RuleBaseFacility.h"
#include "BasescapeState.h"
#include "SelectStartFacilityState.h"
#include "../Savegame/SavedGame.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the Place Lift screen.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param globe Pointer to the Geoscape globe.
* @param first Is this a custom starting base?
*/
PlaceLiftState::PlaceLiftState(Base *base, Globe *globe, bool first) : _base(base), _globe(globe), _first(first)
{
// Create objects
_view = new BaseView(192, 192, 0, 8);
_txtTitle = new Text(320, 9, 0, 0);
// Set palette
setInterface("placeFacility");
add(_view, "baseView", "basescape");
add(_txtTitle, "text", "placeFacility");
centerAllSurfaces();
// Set up objects
_view->setTexture(_game->getMod()->getSurfaceSet("BASEBITS.PCK"));
_view->setBase(_base);
for (std::vector<std::string>::const_iterator i = _game->getMod()->getBaseFacilitiesList().begin(); i != _game->getMod()->getBaseFacilitiesList().end(); ++i)
{
if (_game->getMod()->getBaseFacility(*i)->isLift())
{
_lift = _game->getMod()->getBaseFacility(*i);
break;
}
}
_view->setSelectable(_lift->getSize());
_view->onMouseClick((ActionHandler)&PlaceLiftState::viewClick);
_txtTitle->setText(tr("STR_SELECT_POSITION_FOR_ACCESS_LIFT"));
}
/**
*
*/
PlaceLiftState::~PlaceLiftState()
{
}
/**
* Processes clicking on facilities.
* @param action Pointer to an action.
*/
void PlaceLiftState::viewClick(Action *)
{
BaseFacility *fac = new BaseFacility(_lift, _base);
fac->setX(_view->getGridX());
fac->setY(_view->getGridY());
_base->getFacilities()->push_back(fac);
_game->popState();
BasescapeState *bState = new BasescapeState(_base, _globe);
_game->getSavedGame()->setSelectedBase(_game->getSavedGame()->getBases()->size() - 1);
_game->pushState(bState);
if (_first)
{
_game->pushState(new SelectStartFacilityState(_base, bState, _globe));
}
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_game->getMod()' expression repeatedly.