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00018 #include <pgimage.h>
00019 #include <pgtooltiphelp.h>
00020 #include "unitcounting.h"
00021 #include "vehicletypeselector.h"
00022 #include "../vehicle.h"
00023 #include "../containerbase.h"
00024 #include "../gamemap.h"
00025 #include "../unitset.h"
00026 #include "fileselector.h"
00027
00028
00029
00030 class VehicleCounterFactory: public SelectionItemFactory, public SigC::Object {
00031 public:
00032 typedef vector<const Vehicletype*> Container;
00033 protected:
00034 Container::iterator it;
00035 Container items;
00036
00037 typedef map<const Vehicletype*,int> Counter;
00038 Counter counter;
00039 GameMap* gamemap;
00040
00041 void calcCargoSummary( const ContainerBase* cb, Counter& summary )
00042 {
00043 for ( ContainerBase::Cargo::const_iterator i = cb->getCargo().begin(); i != cb->getCargo().end(); ++i )
00044 if ( *i ) {
00045 calcCargoSummary( *i, summary );
00046 if ( (*i)->getOwner() == cb->getMap()->actplayer )
00047 summary[ (*i)->typ] += 1;
00048 }
00049 }
00050
00051
00052 public:
00053 VehicleCounterFactory( GameMap* actmap );
00054 VehicleCounterFactory( const ContainerBase* container );
00055
00056 ASCString toString();
00057
00058 void restart();
00059 SelectionWidget* spawnNextItem( PG_Widget* parent, const PG_Point& pos );
00060 void itemSelected( const SelectionWidget* widget, bool mouse ) {}
00061 };
00062
00063 VehicleCounterFactory :: VehicleCounterFactory( GameMap* actmap ) : gamemap ( actmap )
00064 {
00065 for ( int y = 0; y < actmap->ysize; ++y )
00066 for ( int x = 0; x < actmap->xsize; ++x ) {
00067 tfield* fld = actmap->getField(x,y);
00068 if ( fld ) {
00069 if ( fld->vehicle ) {
00070 calcCargoSummary( fld->vehicle, counter );
00071 if ( fld->vehicle->getOwner() == actmap->actplayer )
00072 counter[ fld->vehicle->typ] += 1;
00073 }
00074 if ( fld->building && (fld->bdt & getTerrainBitType(cbbuildingentry)).any() )
00075 calcCargoSummary( fld->getContainer(), counter );
00076 }
00077 }
00078
00079 for ( Counter::iterator i = counter.begin(); i != counter.end(); ++i )
00080 items.push_back( i->first );
00081
00082 sort( items.begin(), items.end(), vehicleComp );
00083 restart();
00084 };
00085
00086
00087 VehicleCounterFactory::VehicleCounterFactory( const ContainerBase* container ) : gamemap( container->getMap() )
00088 {
00089 calcCargoSummary( container, counter );
00090 for ( Counter::iterator i = counter.begin(); i != counter.end(); ++i )
00091 items.push_back( i->first );
00092
00093 sort( items.begin(), items.end(), vehicleComp );
00094 restart();
00095 }
00096
00097
00098
00099 void VehicleCounterFactory::restart()
00100 {
00101 it = items.begin();
00102 };
00103
00104
00105 SelectionWidget* VehicleCounterFactory::spawnNextItem( PG_Widget* parent, const PG_Point& pos )
00106 {
00107 if ( it != items.end() ) {
00108 const Vehicletype* v = *(it++);
00109 return new VehicleTypeCountWidget( parent, pos, parent->Width() - 15, v, gamemap->getCurrentPlayer(), counter[v] );
00110 } else
00111 return NULL;
00112 };
00113
00114 ASCString VehicleCounterFactory::toString()
00115 {
00116 ASCString t;
00117 for ( Counter::const_iterator i = counter.begin(); i != counter.end(); ++i ) {
00118 const Vehicletype* v = i->first;
00119 t += v->getName() + "\t" + ASCString::toString(i->second) + "\n";
00120 }
00121 return t;
00122 }
00123
00124
00125
00126
00127
00128
00129
00130
00131
00132
00133
00134
00135
00136 #include "fieldmarker.h"
00137
00138 void showAllUnitPositions( const Vehicletype* vt, GameMap* gamemap )
00139 {
00140 Player& player = gamemap->getPlayer( gamemap->actplayer );
00141
00142 SelectFromMap::CoordinateList coordinates;
00143
00144 for ( Player::VehicleList::iterator i = player.vehicleList.begin(); i != player.vehicleList.end(); ++i ) {
00145 if ( (*i)->typ == vt )
00146 if ( find ( coordinates.begin(), coordinates.end(),(*i)->getPosition() ) == coordinates.end() )
00147 coordinates.push_back ( (*i)->getPosition() );
00148 }
00149
00150 SelectFromMap sfm( coordinates, gamemap, false, true );
00151 sfm.Show();
00152 sfm.RunModal();
00153 }
00154
00155 class UnitSummaryWindow : public ItemSelectorWindow {
00156 private:
00157 GameMap* gamemap;
00158 VehicleCounterFactory* factory;
00159
00160 virtual void itemSelected( const SelectionWidget* sw) {
00161 const VehicleTypeCountWidget* vtcw = dynamic_cast<const VehicleTypeCountWidget*>(sw);
00162 assert( vtcw );
00163
00164 if ( gamemap ) {
00165 Hide();
00166 showAllUnitPositions( vtcw->getVehicletype(), gamemap );
00167 Show();
00168 }
00169 };
00170
00171
00172 void saveText()
00173 {
00174 ASCString name = selectFile( "*.txt", false );
00175 if ( !name.empty() ) {
00176 tn_file_buf_stream s( name, tnstream::writing );
00177 s.writeString( factory->toString(), true );
00178 }
00179 }
00180
00181 bool eventKeyDown(const SDL_KeyboardEvent* key) {
00182 int mod = SDL_GetModState() & ~(KMOD_NUM | KMOD_CAPS | KMOD_MODE);
00183 if ( mod & KMOD_CTRL )
00184 if ( key->keysym.sym == SDLK_s )
00185 saveText();
00186
00187 return ItemSelectorWindow::eventKeyDown( key );
00188 }
00189
00190 public:
00191 UnitSummaryWindow ( PG_Widget *parent, const PG_Rect &r , const ASCString& title, VehicleCounterFactory* itemFactory, GameMap* actmap ) : ItemSelectorWindow( parent, r, title, itemFactory ), gamemap( actmap ), factory( itemFactory ) {};
00192 };
00193
00194
00195 void showUnitCargoSummary( ContainerBase* cb )
00196 {
00197 UnitSummaryWindow isw( NULL, PG_Rect( -1, -1, 500, 700 ), "cargo summary", new VehicleCounterFactory( cb ), NULL );
00198 isw.Show();
00199 isw.RunModal();
00200 }
00201
00202
00203 void showUnitSummary( GameMap* actmap )
00204 {
00205 UnitSummaryWindow isw( NULL, PG_Rect( -1, -1, 500, 700 ), "unit summary", new VehicleCounterFactory( actmap ), actmap );
00206 isw.Show();
00207 isw.RunModal();
00208 }