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Copy pathArticleStateArmor.cpp
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155 lines (130 loc) · 4.51 KB
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/*
* Copyright 2010-2016 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 <sstream>
#include "../fmath.h"
#include "ArticleStateArmor.h"
#include "../Mod/ArticleDefinition.h"
#include "../Mod/Mod.h"
#include "../Mod/Armor.h"
#include "../Engine/Game.h"
#include "../Engine/Palette.h"
#include "../Engine/Surface.h"
#include "../Engine/LocalizedText.h"
#include "../Engine/CrossPlatform.h"
#include "../Engine/FileMap.h"
#include "../Engine/Unicode.h"
#include "../Interface/Text.h"
#include "../Interface/TextButton.h"
#include "../Interface/TextList.h"
namespace OpenXcom
{
ArticleStateArmor::ArticleStateArmor(ArticleDefinitionArmor *defs) : ArticleState(defs->id), _row(0)
{
Armor *armor = _game->getMod()->getArmor(defs->id, true);
// add screen elements
_txtTitle = new Text(300, 17, 5, 24);
// Set palette
setPalette("PAL_BATTLEPEDIA");
ArticleState::initLayout();
// add other elements
add(_txtTitle);
// Set up objects
_btnOk->setColor(Palette::blockOffset(0)+15);
_btnPrev->setColor(Palette::blockOffset(0)+15);
_btnNext->setColor(Palette::blockOffset(0)+15);
_txtTitle->setColor(Palette::blockOffset(14)+15);
_txtTitle->setBig();
_txtTitle->setText(tr(defs->title));
_image = new Surface(320, 200, 0, 0);
add(_image);
std::string look = armor->getSpriteInventory();
look += "M0.SPK";
if (!_game->getMod()->getSurface(look, false))
{
look = armor->getSpriteInventory() + ".SPK";
}
_game->getMod()->getSurface(look)->blit(_image);
_lstInfo = new TextList(150, 96, 150, 46);
add(_lstInfo);
_lstInfo->setColor(Palette::blockOffset(14)+15);
_lstInfo->setColumns(2, 125, 25);
_lstInfo->setDot(true);
_txtInfo = new Text(300, 48, 8, 150);
add(_txtInfo);
_txtInfo->setColor(Palette::blockOffset(14)+15);
_txtInfo->setWordWrap(true);
_txtInfo->setScrollable(true);
_txtInfo->setText(tr(defs->text));
// Add armor values
addStat("STR_FRONT_ARMOR", armor->getFrontArmor());
addStat("STR_LEFT_ARMOR", armor->getSideArmor());
addStat("STR_RIGHT_ARMOR", armor->getSideArmor());
addStat("STR_REAR_ARMOR", armor->getRearArmor());
addStat("STR_UNDER_ARMOR", armor->getUnderArmor());
_lstInfo->addRow(0);
++_row;
// Add damage modifiers
for (int i = 0; i < Armor::DAMAGE_TYPES; ++i)
{
ItemDamageType dt = (ItemDamageType)i;
int percentage = (int)Round(armor->getDamageModifier(dt) * 100.0f);
std::string damage = getDamageTypeText(dt);
if (percentage != 100 && damage != "STR_UNKNOWN")
{
addStat(damage, Unicode::formatPercentage(percentage));
}
}
_lstInfo->addRow(0);
++_row;
// Add unit stats
addStat("STR_TIME_UNITS", armor->getStats()->tu, true);
addStat("STR_STAMINA", armor->getStats()->stamina, true);
addStat("STR_HEALTH", armor->getStats()->health, true);
addStat("STR_BRAVERY", armor->getStats()->bravery, true);
addStat("STR_REACTIONS", armor->getStats()->reactions, true);
addStat("STR_FIRING_ACCURACY", armor->getStats()->firing, true);
addStat("STR_THROWING_ACCURACY", armor->getStats()->throwing, true);
addStat("STR_MELEE_ACCURACY", armor->getStats()->melee, true);
addStat("STR_STRENGTH", armor->getStats()->strength, true);
addStat("STR_PSIONIC_STRENGTH", armor->getStats()->psiStrength, true);
addStat("STR_PSIONIC_SKILL", armor->getStats()->psiSkill, true);
centerAllSurfaces();
}
ArticleStateArmor::~ArticleStateArmor()
{}
void ArticleStateArmor::addStat(const std::string &label, int stat, bool plus)
{
if (stat != 0)
{
std::ostringstream ss;
if (plus && stat > 0)
ss << "+";
ss << stat;
_lstInfo->addRow(2, tr(label).c_str(), ss.str().c_str());
_lstInfo->setCellColor(_row, 1, Palette::blockOffset(15)+4);
++_row;
}
}
void ArticleStateArmor::addStat(const std::string &label, const std::string &stat)
{
_lstInfo->addRow(2, tr(label).c_str(), stat.c_str());
_lstInfo->setCellColor(_row, 1, Palette::blockOffset(15)+4);
++_row;
}
}