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 "SoldierArmorState.h"
20 #include <sstream>
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 "../Ruleset/Ruleset.h"
31 #include "../Ruleset/Armor.h"
32 #include "../Savegame/SavedGame.h"
33 #include "../Savegame/Soldier.h"
34 #include "../Savegame/Base.h"
35 #include "../Savegame/ItemContainer.h"
36
37 namespace OpenXcom
38 {
39
40 /**
41 * Initializes all the elements in the Soldier Armor window.
42 * @param game Pointer to the core game.
43 * @param base Pointer to the base to get info from.
44 * @param soldier ID of the selected soldier.
45 */
SoldierArmorState(Game * game,Base * base,size_t soldier)46 SoldierArmorState::SoldierArmorState(Game *game, Base *base, size_t soldier) : State(game), _base(base), _soldier(soldier)
47 {
48 _screen = false;
49
50 // Create objects
51 _window = new Window(this, 192, 120, 64, 40, POPUP_BOTH);
52 _btnCancel = new TextButton(140, 16, 90, 136);
53 _txtTitle = new Text(182, 16, 69, 48);
54 _txtType = new Text(90, 9, 80, 72);
55 _txtQuantity = new Text(70, 9, 177, 72);
56 _lstArmor = new TextList(160, 40, 73, 88);
57
58 // Set palette
59 setPalette("PAL_BASESCAPE", 4);
60
61 add(_window);
62 add(_btnCancel);
63 add(_txtTitle);
64 add(_txtType);
65 add(_txtQuantity);
66 add(_lstArmor);
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 _btnCancel->setColor(Palette::blockOffset(13)+5);
75 _btnCancel->setText(tr("STR_CANCEL_UC"));
76 _btnCancel->onMouseClick((ActionHandler)&SoldierArmorState::btnCancelClick);
77 _btnCancel->onKeyboardPress((ActionHandler)&SoldierArmorState::btnCancelClick, Options::keyCancel);
78
79 Soldier *s = _base->getSoldiers()->at(_soldier);
80 _txtTitle->setColor(Palette::blockOffset(13)+5);
81 _txtTitle->setAlign(ALIGN_CENTER);
82 _txtTitle->setText(tr("STR_SELECT_ARMOR_FOR_SOLDIER").arg(s->getName()));
83
84 _txtType->setColor(Palette::blockOffset(13)+5);
85 _txtType->setText(tr("STR_TYPE"));
86
87 _txtQuantity->setColor(Palette::blockOffset(13)+5);
88 _txtQuantity->setText(tr("STR_QUANTITY_UC"));
89
90 _lstArmor->setColor(Palette::blockOffset(13));
91 _lstArmor->setArrowColor(Palette::blockOffset(13)+5);
92 _lstArmor->setColumns(2, 112, 41);
93 _lstArmor->setSelectable(true);
94 _lstArmor->setBackground(_window);
95 _lstArmor->setMargin(8);
96
97 const std::vector<std::string> &armors = _game->getRuleset()->getArmorsList();
98 for (std::vector<std::string>::const_iterator i = armors.begin(); i != armors.end(); ++i)
99 {
100 Armor *a = _game->getRuleset()->getArmor(*i);
101 if (_base->getItems()->getItem(a->getStoreItem()) > 0)
102 {
103 _armors.push_back(a);
104 std::wostringstream ss;
105 if (_game->getSavedGame()->getMonthsPassed() > -1)
106 {
107 ss << _base->getItems()->getItem(a->getStoreItem());
108 }
109 else
110 {
111 ss << "-";
112 }
113 _lstArmor->addRow(2, tr(a->getType()).c_str(), ss.str().c_str());
114 }
115 else if (a->getStoreItem() == "STR_NONE")
116 {
117 _armors.push_back(a);
118 _lstArmor->addRow(1, tr(a->getType()).c_str());
119 }
120 }
121 _lstArmor->onMouseClick((ActionHandler)&SoldierArmorState::lstArmorClick);
122 }
123
124 /**
125 *
126 */
~SoldierArmorState()127 SoldierArmorState::~SoldierArmorState()
128 {
129
130 }
131
132 /**
133 * Returns to the previous screen.
134 * @param action Pointer to an action.
135 */
btnCancelClick(Action *)136 void SoldierArmorState::btnCancelClick(Action *)
137 {
138 _game->popState();
139 }
140
141 /**
142 * Equips the armor on the soldier and returns to the previous screen.
143 * @param action Pointer to an action.
144 */
lstArmorClick(Action *)145 void SoldierArmorState::lstArmorClick(Action *)
146 {
147 Soldier *soldier = _base->getSoldiers()->at(_soldier);
148 if (_game->getSavedGame()->getMonthsPassed() != -1)
149 {
150 if (soldier->getArmor()->getStoreItem() != "STR_NONE")
151 {
152 _base->getItems()->addItem(soldier->getArmor()->getStoreItem());
153 }
154 if (_armors[_lstArmor->getSelectedRow()]->getStoreItem() != "STR_NONE")
155 {
156 _base->getItems()->removeItem(_armors[_lstArmor->getSelectedRow()]->getStoreItem());
157 }
158 }
159 soldier->setArmor(_armors[_lstArmor->getSelectedRow()]);
160
161 _game->popState();
162 }
163
164 }
165