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 "SoldierMemorialState.h"
20 #include <sstream>
21 #include <iomanip>
22 #include "../Engine/Game.h"
23 #include "../Resource/ResourcePack.h"
24 #include "../Engine/Music.h"
25 #include "../Engine/Language.h"
26 #include "../Engine/Palette.h"
27 #include "../Engine/Options.h"
28 #include "../Interface/TextButton.h"
29 #include "../Interface/Window.h"
30 #include "../Interface/Text.h"
31 #include "../Interface/TextList.h"
32 #include "../Savegame/SavedGame.h"
33 #include "../Savegame/Base.h"
34 #include "../Savegame/Soldier.h"
35 #include "../Savegame/SoldierDeath.h"
36 #include "../Savegame/GameTime.h"
37 #include "SoldierInfoState.h"
38 
39 namespace OpenXcom
40 {
41 
42 /**
43  * Initializes all the elements in the Soldier Memorial screen.
44  * @param game Pointer to the core game.
45  */
SoldierMemorialState(Game * game)46 SoldierMemorialState::SoldierMemorialState(Game *game) : State(game)
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(310, 17, 5, 8);
52 	_txtName = new Text(114, 9, 16, 36);
53 	_txtRank = new Text(102, 9, 130, 36);
54 	_txtDate = new Text(90, 9, 218, 36);
55 	_txtRecruited = new Text(150, 9, 16, 24);
56 	_txtLost = new Text(150, 9, 160, 24);
57 	_lstSoldiers = new TextList(288, 120, 8, 44);
58 
59 	// Set palette
60 	setPalette("PAL_BASESCAPE", 7);
61 
62 	_game->getResourcePack()->playMusic("GMLOSE");
63 
64 	add(_window);
65 	add(_btnOk);
66 	add(_txtTitle);
67 	add(_txtName);
68 	add(_txtRank);
69 	add(_txtDate);
70 	add(_txtRecruited);
71 	add(_txtLost);
72 	add(_lstSoldiers);
73 
74 	centerAllSurfaces();
75 
76 	// Set up objects
77 	_window->setColor(Palette::blockOffset(13)+10);
78 	_window->setBackground(_game->getResourcePack()->getSurface("BACK02.SCR"));
79 
80 	_btnOk->setColor(Palette::blockOffset(13)+10);
81 	_btnOk->setText(tr("STR_OK"));
82 	_btnOk->onMouseClick((ActionHandler)&SoldierMemorialState::btnOkClick);
83 	_btnOk->onKeyboardPress((ActionHandler)&SoldierMemorialState::btnOkClick, Options::keyCancel);
84 
85 	_txtTitle->setColor(Palette::blockOffset(13)+10);
86 	_txtTitle->setBig();
87 	_txtTitle->setAlign(ALIGN_CENTER);
88 	_txtTitle->setText(tr("STR_MEMORIAL"));
89 
90 	_txtName->setColor(Palette::blockOffset(13)+10);
91 	_txtName->setText(tr("STR_NAME_UC"));
92 
93 	_txtRank->setColor(Palette::blockOffset(13)+10);
94 	_txtRank->setText(tr("STR_RANK"));
95 
96 	_txtDate->setColor(Palette::blockOffset(13)+10);
97 	_txtDate->setText(tr("STR_DATE_UC"));
98 
99 	size_t lost = _game->getSavedGame()->getDeadSoldiers()->size();
100 	size_t recruited = lost;
101 	for (std::vector<Base*>::iterator i = _game->getSavedGame()->getBases()->begin(); i != _game->getSavedGame()->getBases()->end(); ++i)
102 	{
103 		recruited += (*i)->getTotalSoldiers();
104 	}
105 
106 	_txtRecruited->setColor(Palette::blockOffset(13)+10);
107 	_txtRecruited->setSecondaryColor(Palette::blockOffset(13));
108 	_txtRecruited->setText(tr("STR_SOLDIERS_RECRUITED").arg(recruited));
109 
110 	_txtLost->setColor(Palette::blockOffset(13)+10);
111 	_txtLost->setSecondaryColor(Palette::blockOffset(13));
112 	_txtLost->setText(tr("STR_SOLDIERS_LOST").arg(lost));
113 
114 	_lstSoldiers->setColor(Palette::blockOffset(15)+6);
115 	_lstSoldiers->setArrowColor(Palette::blockOffset(13)+10);
116 	_lstSoldiers->setColumns(5, 114, 88, 30, 25, 35);
117 	_lstSoldiers->setSelectable(true);
118 	_lstSoldiers->setBackground(_window);
119 	_lstSoldiers->setMargin(8);
120 	_lstSoldiers->onMouseClick((ActionHandler)&SoldierMemorialState::lstSoldiersClick);
121 
122 	for (std::vector<Soldier*>::reverse_iterator i = _game->getSavedGame()->getDeadSoldiers()->rbegin(); i != _game->getSavedGame()->getDeadSoldiers()->rend(); ++i)
123 	{
124 		SoldierDeath *death = (*i)->getDeath();
125 
126 		std::wostringstream saveDay, saveMonth, saveYear;
127 		saveDay << death->getTime()->getDayString(_game->getLanguage());
128 		saveMonth << tr(death->getTime()->getMonthString());
129 		saveYear << death->getTime()->getYear();
130 		_lstSoldiers->addRow(5, (*i)->getName().c_str(), tr((*i)->getRankString()).c_str(), saveDay.str().c_str(), saveMonth.str().c_str(), saveYear.str().c_str());
131 	}
132 }
133 
134 /**
135  *
136  */
~SoldierMemorialState()137 SoldierMemorialState::~SoldierMemorialState()
138 {
139 
140 }
141 
142 /**
143  * Returns to the previous screen.
144  * @param action Pointer to an action.
145  */
btnOkClick(Action *)146 void SoldierMemorialState::btnOkClick(Action *)
147 {
148 	_game->popState();
149 	_game->getResourcePack()->playMusic("GMGEO", true);
150 }
151 
152 /**
153  * Shows the selected soldier's info.
154  * @param action Pointer to an action.
155  */
lstSoldiersClick(Action *)156 void SoldierMemorialState::lstSoldiersClick(Action *)
157 {
158 	_game->pushState(new SoldierInfoState(_game, 0, _lstSoldiers->getSelectedRow()));
159 }
160 
161 }
162