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 "DismantleFacilityState.h"
20 #include "../Engine/Game.h"
21 #include "../Resource/ResourcePack.h"
22 #include "../Engine/Language.h"
23 #include "../Engine/Palette.h"
24 #include "../Engine/Options.h"
25 #include "../Interface/TextButton.h"
26 #include "../Interface/Window.h"
27 #include "../Interface/Text.h"
28 #include "../Savegame/Base.h"
29 #include "../Savegame/BaseFacility.h"
30 #include "../Basescape/BaseView.h"
31 #include "../Ruleset/RuleBaseFacility.h"
32 #include "../Savegame/SavedGame.h"
33
34 namespace OpenXcom
35 {
36
37 /**
38 * Initializes all the elements in a Dismantle Facility window.
39 * @param game Pointer to the core game.
40 * @param base Pointer to the base to get info from.
41 * @param view Pointer to the baseview to update.
42 * @param fac Pointer to the facility to dismantle.
43 */
DismantleFacilityState(Game * game,Base * base,BaseView * view,BaseFacility * fac)44 DismantleFacilityState::DismantleFacilityState(Game *game, Base *base, BaseView *view, BaseFacility *fac) : State(game), _base(base), _view(view), _fac(fac)
45 {
46 _screen = false;
47
48 // Create objects
49 _window = new Window(this, 152, 80, 20, 60);
50 _btnOk = new TextButton(44, 16, 36, 115);
51 _btnCancel = new TextButton(44, 16, 112, 115);
52 _txtTitle = new Text(142, 9, 25, 75);
53 _txtFacility = new Text(142, 9, 25, 85);
54
55 // Set palette
56 setPalette("PAL_BASESCAPE", 6);
57
58 add(_window);
59 add(_btnOk);
60 add(_btnCancel);
61 add(_txtTitle);
62 add(_txtFacility);
63
64 centerAllSurfaces();
65
66 // Set up objects
67 _window->setColor(Palette::blockOffset(15)+1);
68 _window->setBackground(_game->getResourcePack()->getSurface("BACK13.SCR"));
69
70 _btnOk->setColor(Palette::blockOffset(15)+6);
71 _btnOk->setText(tr("STR_OK"));
72 _btnOk->onMouseClick((ActionHandler)&DismantleFacilityState::btnOkClick);
73 _btnOk->onKeyboardPress((ActionHandler)&DismantleFacilityState::btnOkClick, Options::keyOk);
74
75 _btnCancel->setColor(Palette::blockOffset(15)+6);
76 _btnCancel->setText(tr("STR_CANCEL_UC"));
77 _btnCancel->onMouseClick((ActionHandler)&DismantleFacilityState::btnCancelClick);
78 _btnCancel->onKeyboardPress((ActionHandler)&DismantleFacilityState::btnCancelClick, Options::keyCancel);
79
80 _txtTitle->setColor(Palette::blockOffset(13)+10);
81 _txtTitle->setAlign(ALIGN_CENTER);
82 _txtTitle->setText(tr("STR_DISMANTLE"));
83
84 _txtFacility->setColor(Palette::blockOffset(13)+10);
85 _txtFacility->setAlign(ALIGN_CENTER);
86 _txtFacility->setText(tr(_fac->getRules()->getType()));
87 }
88
89 /**
90 *
91 */
~DismantleFacilityState()92 DismantleFacilityState::~DismantleFacilityState()
93 {
94
95 }
96
97 /**
98 * Dismantles the facility and returns
99 * to the previous screen.
100 * @param action Pointer to an action.
101 */
btnOkClick(Action *)102 void DismantleFacilityState::btnOkClick(Action *)
103 {
104 if (!_fac->getRules()->isLift())
105 {
106 // Give refund if this is an unstarted, queued build.
107 if (_fac->getBuildTime() > _fac->getRules()->getBuildTime())
108 {
109 _game->getSavedGame()->setFunds(_game->getSavedGame()->getFunds() + _fac->getRules()->getBuildCost());
110 }
111
112 for (std::vector<BaseFacility*>::iterator i = _base->getFacilities()->begin(); i != _base->getFacilities()->end(); ++i)
113 {
114 if (*i == _fac)
115 {
116 _base->getFacilities()->erase(i);
117 _view->resetSelectedFacility();
118 delete _fac;
119 if (Options::allowBuildingQueue) _view->reCalcQueuedBuildings();
120 break;
121 }
122 }
123 }
124 // Remove whole base if it's the access lift
125 else
126 {
127 for (std::vector<Base*>::iterator i = _game->getSavedGame()->getBases()->begin(); i != _game->getSavedGame()->getBases()->end(); ++i)
128 {
129 if (*i == _base)
130 {
131 _game->getSavedGame()->getBases()->erase(i);
132 delete _base;
133 break;
134 }
135 }
136 }
137 _game->popState();
138 }
139
140 /**
141 * Returns to the previous screen.
142 * @param action Pointer to an action.
143 */
btnCancelClick(Action *)144 void DismantleFacilityState::btnCancelClick(Action *)
145 {
146 _game->popState();
147 }
148
149 }
150