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