/*
* 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 <sstream>
#include "SackSoldierState.h"
#include "../Engine/Game.h"
#include "../Mod/Mod.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/Options.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Savegame/Base.h"
#include "../Savegame/ItemContainer.h"
#include "../Savegame/Soldier.h"
#include "../Mod/Armor.h"
namespace OpenXcom
{
/**
* Initializes all the elements in a Sack Soldier window.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param soldierId ID of the soldier to sack.
*/
SackSoldierState::SackSoldierState(Base *base, size_t soldierId) : _base(base), _soldierId(soldierId)
{
_screen = false;
// Create objects
_window = new Window(this, 152, 80, 84, 60);
_btnOk = new TextButton(44, 16, 100, 115);
_btnCancel = new TextButton(44, 16, 176, 115);
_txtTitle = new Text(142, 9, 89, 75);
_txtSoldier = new Text(142, 9, 89, 85);
// Set palette
setInterface("sackSoldier");
add(_window, "window", "sackSoldier");
add(_btnOk, "button", "sackSoldier");
add(_btnCancel, "button", "sackSoldier");
add(_txtTitle, "text", "sackSoldier");
add(_txtSoldier, "text", "sackSoldier");
centerAllSurfaces();
// Set up objects
_window->setBackground(_game->getMod()->getSurface("BACK13.SCR"));
_btnOk->setText(tr("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&SackSoldierState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&SackSoldierState::btnOkClick, Options::keyOk);
_btnCancel->setText(tr("STR_CANCEL_UC"));
_btnCancel->onMouseClick((ActionHandler)&SackSoldierState::btnCancelClick);
_btnCancel->onKeyboardPress((ActionHandler)&SackSoldierState::btnCancelClick, Options::keyCancel);
_txtTitle->setAlign(ALIGN_CENTER);
_txtTitle->setText(tr("STR_SACK"));
std::ostringstream ss;
ss << _base->getSoldiers()->at(_soldierId)->getName(true) << "?";
_txtSoldier->setAlign(ALIGN_CENTER);
_txtSoldier->setText(ss.str());
}
/**
*
*/
SackSoldierState::~SackSoldierState()
{
}
/**
* Sacks the soldier and returns
* to the previous screen.
* @param action Pointer to an action.
*/
void SackSoldierState::btnOkClick(Action *)
{
Soldier *soldier = _base->getSoldiers()->at(_soldierId);
if (soldier->getArmor()->getStoreItem() != Armor::NONE)
{
_base->getStorageItems()->addItem(soldier->getArmor()->getStoreItem());
}
_base->getSoldiers()->erase(_base->getSoldiers()->begin() + _soldierId);
delete soldier;
_game->popState();
}
/**
* Returns to the previous screen.
* @param action Pointer to an action.
*/
void SackSoldierState::btnCancelClick(Action *)
{
_game->popState();
}
}
↑ V807 Decreased performance. Consider creating a pointer to avoid using the '_base->getSoldiers()' expression repeatedly.