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 "SelectStartFacilityState.h"
20 #include "../Engine/Game.h"
21 #include "../Resource/ResourcePack.h"
22 #include "../Engine/Language.h"
23 #include "../Engine/Palette.h"
24 #include "../Interface/TextButton.h"
25 #include "../Interface/Window.h"
26 #include "../Interface/Text.h"
27 #include "../Interface/TextList.h"
28 #include "../Ruleset/Ruleset.h"
29 #include "../Ruleset/RuleBaseFacility.h"
30 #include "../Savegame/SavedGame.h"
31 #include "../Savegame/Base.h"
32 #include "../Savegame/BaseFacility.h"
33 #include "../Engine/Options.h"
34 #include "PlaceStartFacilityState.h"
35 #include "PlaceLiftState.h"
36
37 namespace OpenXcom
38 {
39
40 /**
41 * Initializes all the elements in the Build Facilities window.
42 * @param game Pointer to the core game.
43 * @param base Pointer to the base to get info from.
44 * @param state Pointer to the base state to refresh.
45 * @param globe Pointer to the globe to refresh.
46 */
SelectStartFacilityState(Game * game,Base * base,State * state,Globe * globe)47 SelectStartFacilityState::SelectStartFacilityState(Game *game, Base *base, State *state, Globe *globe) : BuildFacilitiesState(game, base, state), _globe(globe)
48 {
49 _facilities = _game->getRuleset()->getCustomBaseFacilities();
50
51 _btnOk->setText(tr("STR_RESET"));
52 _btnOk->onMouseClick((ActionHandler)&SelectStartFacilityState::btnOkClick);
53 _btnOk->onKeyboardPress(0, Options::keyCancel);
54
55 _lstFacilities->onMouseClick((ActionHandler)&SelectStartFacilityState::lstFacilitiesClick);
56
57 populateBuildList();
58 }
59
60 /**
61 *
62 */
~SelectStartFacilityState()63 SelectStartFacilityState::~SelectStartFacilityState()
64 {
65
66 }
67
68 /**
69 * Populates the build list from the current "available" facilities.
70 */
populateBuildList()71 void SelectStartFacilityState::populateBuildList()
72 {
73 _lstFacilities->clearList();
74 for (std::vector<RuleBaseFacility*>::iterator i = _facilities.begin(); i != _facilities.end(); ++i)
75 {
76 _lstFacilities->addRow(1, tr((*i)->getType()).c_str());
77 }
78 }
79
80 /**
81 * Resets the base building.
82 * @param action Pointer to an action.
83 */
btnOkClick(Action *)84 void SelectStartFacilityState::btnOkClick(Action *)
85 {
86 for (std::vector<BaseFacility*>::iterator i = _base->getFacilities()->begin(); i != _base->getFacilities()->end(); ++i)
87 {
88 delete *i;
89 }
90 _base->getFacilities()->clear();
91 _game->popState();
92 _game->popState();
93 _game->pushState(new PlaceLiftState(_game, _base, _globe, true));
94 }
95
96 /**
97 * Places the selected facility.
98 * @param action Pointer to an action.
99 */
lstFacilitiesClick(Action *)100 void SelectStartFacilityState::lstFacilitiesClick(Action *)
101 {
102 _game->pushState(new PlaceStartFacilityState(_game, _base, this, _facilities[_lstFacilities->getSelectedRow()]));
103 }
104
105 /**
106 * Callback from PlaceStartFacilityState.
107 * Removes placed facility from the list.
108 */
facilityBuilt()109 void SelectStartFacilityState::facilityBuilt()
110 {
111 _facilities.erase(_facilities.begin() + _lstFacilities->getSelectedRow());
112 if (_facilities.empty())
113 {
114 _game->popState();
115 _game->popState(); // return to geoscape, force timer to start.
116 }
117 else
118 {
119 populateBuildList();
120 }
121 }
122
123 }
124