1 /*
2  * Copyright 2010-2014 OpenXcom Developers.
3  *
4  * This file is part of OpenXcom.
5  *
6  * OpenXcom is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 3 of the License, or
9  * (at your option) any later version.
10  *
11  * OpenXcom is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with OpenXcom.  If not, see <http://www.gnu.org/licenses/>.
18  */
19 #include "CraftArmorState.h"
20 #include <string>
21 #include "../Engine/Game.h"
22 #include "../Resource/ResourcePack.h"
23 #include "../Engine/Language.h"
24 #include "../Engine/Palette.h"
25 #include "../Engine/Options.h"
26 #include "../Interface/TextButton.h"
27 #include "../Interface/Window.h"
28 #include "../Interface/Text.h"
29 #include "../Interface/TextList.h"
30 #include "../Savegame/Base.h"
31 #include "../Savegame/Soldier.h"
32 #include "../Savegame/Craft.h"
33 #include "../Ruleset/RuleCraft.h"
34 #include "../Ruleset/Armor.h"
35 #include "SoldierArmorState.h"
36 
37 namespace OpenXcom
38 {
39 
40 /**
41  * Initializes all the elements in the Craft Armor screen.
42  * @param game Pointer to the core game.
43  * @param base Pointer to the base to get info from.
44  * @param craft ID of the selected craft.
45  */
CraftArmorState(Game * game,Base * base,size_t craft)46 CraftArmorState::CraftArmorState(Game *game, Base *base, size_t craft) : State(game), _base(base), _craft(craft)
47 {
48 	// Create objects
49 	_window = new Window(this, 320, 200, 0, 0);
50 	_btnOk = new TextButton(288, 16, 16, 176);
51 	_txtTitle = new Text(300, 17, 16, 7);
52 	_txtName = new Text(114, 9, 16, 32);
53 	_txtCraft = new Text(76, 9, 130, 32);
54 	_txtArmor = new Text(100, 9, 204, 32);
55 	_lstSoldiers = new TextList(288, 128, 8, 40);
56 
57 	// Set palette
58 	setPalette("PAL_BASESCAPE", 4);
59 
60 	add(_window);
61 	add(_btnOk);
62 	add(_txtTitle);
63 	add(_txtName);
64 	add(_txtCraft);
65 	add(_txtArmor);
66 	add(_lstSoldiers);
67 
68 	centerAllSurfaces();
69 
70 	// Set up objects
71 	_window->setColor(Palette::blockOffset(13)+10);
72 	_window->setBackground(_game->getResourcePack()->getSurface("BACK14.SCR"));
73 
74 	_btnOk->setColor(Palette::blockOffset(13)+10);
75 	_btnOk->setText(tr("STR_OK"));
76 	_btnOk->onMouseClick((ActionHandler)&CraftArmorState::btnOkClick);
77 	_btnOk->onKeyboardPress((ActionHandler)&CraftArmorState::btnOkClick, Options::keyCancel);
78 
79 	_txtTitle->setColor(Palette::blockOffset(13)+10);
80 	_txtTitle->setBig();
81 	_txtTitle->setText(tr("STR_SELECT_ARMOR"));
82 
83 	_txtName->setColor(Palette::blockOffset(13)+10);
84 	_txtName->setText(tr("STR_NAME_UC"));
85 
86 	_txtCraft->setColor(Palette::blockOffset(13)+10);
87 	_txtCraft->setText(tr("STR_CRAFT"));
88 
89 	_txtArmor->setColor(Palette::blockOffset(13)+10);
90 	_txtArmor->setText(tr("STR_ARMOR"));
91 
92 	_lstSoldiers->setColor(Palette::blockOffset(13)+10);
93 	_lstSoldiers->setColumns(3, 114, 74, 92);
94 	_lstSoldiers->setSelectable(true);
95 	_lstSoldiers->setBackground(_window);
96 	_lstSoldiers->setMargin(8);
97 	_lstSoldiers->onMouseClick((ActionHandler)&CraftArmorState::lstSoldiersClick);
98 
99 	int row = 0;
100 	Craft *c = _base->getCrafts()->at(_craft);
101 	for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
102 	{
103 		_lstSoldiers->addRow(3, (*i)->getName(true).c_str(), (*i)->getCraftString(_game->getLanguage()).c_str(), tr((*i)->getArmor()->getType()).c_str());
104 
105 		Uint8 color;
106 		if ((*i)->getCraft() == c)
107 		{
108 			color = Palette::blockOffset(13);
109 		}
110 		else if ((*i)->getCraft() != 0)
111 		{
112 			color = Palette::blockOffset(15)+6;
113 		}
114 		else
115 		{
116 			color = Palette::blockOffset(13)+10;
117 		}
118 		_lstSoldiers->setRowColor(row, color);
119 		row++;
120 	}
121 }
122 
123 /**
124  *
125  */
~CraftArmorState()126 CraftArmorState::~CraftArmorState()
127 {
128 }
129 
130 /**
131  * The soldier armors can change
132  * after going into other screens.
133  */
init()134 void CraftArmorState::init()
135 {
136 	State::init();
137 	int row = 0;
138 	for (std::vector<Soldier*>::iterator i = _base->getSoldiers()->begin(); i != _base->getSoldiers()->end(); ++i)
139 	{
140 		_lstSoldiers->setCellText(row, 2, tr((*i)->getArmor()->getType()));
141 		row++;
142 	}
143 }
144 
145 /**
146  * Returns to the previous screen.
147  * @param action Pointer to an action.
148  */
btnOkClick(Action *)149 void CraftArmorState::btnOkClick(Action *)
150 {
151 	_game->popState();
152 }
153 
154 /**
155  * Shows the Select Armor window.
156  * @param action Pointer to an action.
157  */
lstSoldiersClick(Action *)158 void CraftArmorState::lstSoldiersClick(Action *)
159 {
160 	Soldier *s = _base->getSoldiers()->at(_lstSoldiers->getSelectedRow());
161 	if (!(s->getCraft() && s->getCraft()->getStatus() == "STR_OUT"))
162 		_game->pushState(new SoldierArmorState(_game, _base, _lstSoldiers->getSelectedRow()));
163 }
164 
165 }
166