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Copy pathNewPossibleResearchState.cpp
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133 lines (120 loc) · 4.43 KB
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/*
* Copyright 2010-2013 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include <algorithm>
#include "NewPossibleResearchState.h"
#include "../Engine/Game.h"
#include "../Engine/Palette.h"
#include "../Engine/Language.h"
#include "../Resource/ResourcePack.h"
#include "../Interface/TextButton.h"
#include "../Interface/Window.h"
#include "../Interface/Text.h"
#include "../Interface/TextList.h"
#include "../Ruleset/Ruleset.h"
#include "../Ruleset/RuleResearch.h"
#include "../Basescape/ResearchState.h"
#include "../Savegame/SavedGame.h"
#include "../Engine/Options.h"
namespace OpenXcom
{
/**
* Initializes all the elements in the EndResearch screen.
* @param game Pointer to the core game.
* @param base Pointer to the base to get info from.
* @param possibilities List of newly possible ResearchProject
*/
NewPossibleResearchState::NewPossibleResearchState(Game * game, Base * base, const std::vector<RuleResearch *> & possibilities) : State (game), _base(base)
{
_screen = false;
// Create objects
_window = new Window(this, 288, 180, 16, 10);
_btnOk = new TextButton(160, 14, 80, 149);
_btnResearch = new TextButton(160, 14, 80, 165);
_txtTitle = new Text(288, 40, 16, 20);
_lstPossibilities = new TextList(288, 80, 16, 56);
// Set palette
_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(1)), Palette::backPos, 16);
add(_window);
add(_btnOk);
add(_btnResearch);
add(_txtTitle);
add(_lstPossibilities);
centerAllSurfaces();
// Set up objects
_window->setColor(Palette::blockOffset(15)-1);
_window->setBackground(_game->getResourcePack()->getSurface("BACK05.SCR"));
_btnOk->setColor(Palette::blockOffset(8)+5);
_btnOk->setText(_game->getLanguage()->getString("STR_OK"));
_btnOk->onMouseClick((ActionHandler)&NewPossibleResearchState::btnOkClick);
_btnOk->onKeyboardPress((ActionHandler)&NewPossibleResearchState::btnOkClick, (SDLKey)Options::getInt("keyCancel"));
_btnResearch->setColor(Palette::blockOffset(8)+5);
_btnResearch->setText(_game->getLanguage()->getString("STR_ALLOCATE_RESEARCH"));
_btnResearch->onMouseClick((ActionHandler)&NewPossibleResearchState::btnResearchClick);
_btnResearch->onKeyboardPress((ActionHandler)&NewPossibleResearchState::btnResearchClick, (SDLKey)Options::getInt("keyOk"));
_txtTitle->setColor(Palette::blockOffset(15)-1);
_txtTitle->setBig();
_txtTitle->setAlign(ALIGN_CENTER);
_lstPossibilities->setColor(Palette::blockOffset(8)+10);
_lstPossibilities->setColumns(1, 288);
_lstPossibilities->setBig();
_lstPossibilities->setAlign(ALIGN_CENTER);
size_t tally(0);
for(std::vector<RuleResearch *>::const_iterator iter = possibilities.begin (); iter != possibilities.end (); ++iter)
{
bool liveAlien = _game->getRuleset()->getUnit((*iter)->getName()) != 0;
if(!_game->getSavedGame()->wasResearchPopped(*iter) && (*iter)->getRequirements().size() == 0 && !liveAlien)
{
_game->getSavedGame()->addPoppedResearch((*iter));
_lstPossibilities->addRow (1, _game->getLanguage()->getString((*iter)->getName ()).c_str());
}
else
{
tally++;
}
}
if (!(tally == possibilities.size () || possibilities.empty ()))
{
_txtTitle->setText(_game->getLanguage()->getString("STR_WE_CAN_NOW_RESEARCH"));
}
}
/**
* Resets the palette.
*/
void NewPossibleResearchState::init()
{
_game->setPalette(_game->getResourcePack()->getPalette("BACKPALS.DAT")->getColors(Palette::blockOffset(1)), Palette::backPos, 16);
}
/**
* return to the previous screen
* @param action Pointer to an action.
*/
void NewPossibleResearchState::btnOkClick(Action *)
{
_game->popState ();
}
/**
* Open the ResearchState so the player can dispatch available scientist.
* @param action Pointer to an action.
*/
void NewPossibleResearchState::btnResearchClick(Action *)
{
_game->popState();
_game->pushState (new ResearchState(_game, _base));
}
}