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 "PrimeGrenadeState.h"
20 #include <sstream>
21 #include <cmath>
22 #include "../Engine/Game.h"
23 #include "../Resource/ResourcePack.h"
24 #include "../Engine/Language.h"
25 #include "../Engine/Palette.h"
26 #include "../Engine/Action.h"
27 #include "../Interface/Text.h"
28 #include "../Interface/Frame.h"
29 #include "../Engine/InteractiveSurface.h"
30 #include "../Savegame/BattleItem.h"
31 #include "../Savegame/SavedGame.h"
32 #include "../Savegame/SavedBattleGame.h"
33
34 namespace OpenXcom
35 {
36
37 /**
38 * Initializes all the elements in the Prime Grenade window.
39 * @param game Pointer to the core game.
40 * @param action Pointer to the action.
41 * @param inInventoryView Called from inventory?
42 * @param grenadeInInventory Pointer to associated grenade.
43 */
PrimeGrenadeState(Game * game,BattleAction * action,bool inInventoryView,BattleItem * grenadeInInventory)44 PrimeGrenadeState::PrimeGrenadeState(Game *game, BattleAction *action, bool inInventoryView, BattleItem *grenadeInInventory) : State(game), _action(action), _inInventoryView(inInventoryView), _grenadeInInventory(grenadeInInventory)
45 {
46 _screen = false;
47
48 // Create objects
49 _title = new Text(192, 24, 65, 44);
50 _frame = new Frame(192, 27, 65, 37);
51 _bg = new Surface(192, 93, 65, 45);
52
53 int x = 67;
54 int y = 68;
55 for (int i = 0; i < 24; ++i)
56 {
57 _button[i] = new InteractiveSurface(22, 22, x-1+((i%8)*24), y-4+((i/8)*25));
58 _number[i] = new Text(20, 20, x+((i%8)*24), y-1+((i/8)*25));
59 }
60
61 // Set palette
62 setPalette("PAL_BATTLESCAPE");
63
64 // Set up objects
65 add(_bg);
66 _bg->drawRect(0, 0, _bg->getWidth(), _bg->getHeight(), Palette::blockOffset(6)+9);
67
68 add(_frame);
69 _frame->setColor(Palette::blockOffset(6)+3);
70 _frame->setBackground(Palette::blockOffset(6)+12);
71 _frame->setThickness(3);
72 _frame->setHighContrast(true);
73
74 add(_title);
75 _title->setAlign(ALIGN_CENTER);
76 _title->setBig();
77 _title->setText(tr("STR_SET_TIMER"));
78 _title->setColor(Palette::blockOffset(1)-1);
79 _title->setHighContrast(true);
80
81 for (int i = 0; i < 24; ++i)
82 {
83 SDL_Rect square;
84 add(_button[i]);
85 _button[i]->onMouseClick((ActionHandler)&PrimeGrenadeState::btnClick);
86 square.x = 0;
87 square.y = 0;
88 square.w = _button[i]->getWidth();
89 square.h = _button[i]->getHeight();
90 _button[i]->drawRect(&square, Palette::blockOffset(0)+15);
91 square.x++;
92 square.y++;
93 square.w -= 2;
94 square.h -= 2;
95 _button[i]->drawRect(&square, Palette::blockOffset(6)+12);
96
97 std::wostringstream ss;
98 ss << i;
99 add(_number[i]);
100 _number[i]->setBig();
101 _number[i]->setText(ss.str());
102 _number[i]->setColor(Palette::blockOffset(1)-1);
103 _number[i]->setHighContrast(true);
104 _number[i]->setAlign(ALIGN_CENTER);
105 _number[i]->setVerticalAlign(ALIGN_MIDDLE);
106 }
107
108 centerAllSurfaces();
109 lowerAllSurfaces();
110 }
111
112 /**
113 *
114 */
~PrimeGrenadeState()115 PrimeGrenadeState::~PrimeGrenadeState()
116 {
117
118 }
119
120 /**
121 * Closes the window on right-click.
122 * @param action Pointer to an action.
123 */
handle(Action * action)124 void PrimeGrenadeState::handle(Action *action)
125 {
126 State::handle(action);
127 if (action->getDetails()->type == SDL_MOUSEBUTTONDOWN && action->getDetails()->button.button == SDL_BUTTON_RIGHT)
128 {
129 if (!_inInventoryView) _action->value = -1;
130 _game->popState();
131 }
132 }
133
134
135 /**
136 * Executes the action corresponding to this action menu item.
137 * @param action Pointer to an action.
138 */
btnClick(Action * action)139 void PrimeGrenadeState::btnClick(Action *action)
140 {
141 int btnID = -1;
142
143 if (action->getDetails()->button.button == SDL_BUTTON_RIGHT)
144 {
145 if (!_inInventoryView) _action->value = btnID;
146 _game->popState();
147 return;
148 }
149
150 // got to find out which button was pressed
151 for (int i = 0; i < 24 && btnID == -1; ++i)
152 {
153 if (action->getSender() == _button[i])
154 {
155 btnID = i;
156 }
157 }
158
159 if (btnID != -1)
160 {
161 if (_inInventoryView) _grenadeInInventory->setFuseTimer(0 + btnID);
162 else _action->value = btnID;
163 _game->popState();
164 if (!_inInventoryView) _game->popState();
165 }
166 }
167
168 }
169