* Changes the base currently displayed on screen. * @param base Pointer to new base to display. */
| 227 | * @param base Pointer to new base to display. |
| 228 | */ |
| 229 | void BasescapeState::setBase(Base *base) |
| 230 | { |
| 231 | if (!_game->getSavedGame()->getBases()->empty()) |
| 232 | { |
| 233 | // Check if base still exists |
| 234 | bool exists = false; |
| 235 | for (size_t i = 0; i < _game->getSavedGame()->getBases()->size(); ++i) |
| 236 | { |
| 237 | if (_game->getSavedGame()->getBases()->at(i) == base) |
| 238 | { |
| 239 | _base = base; |
| 240 | _mini->setSelectedBase(i); |
| 241 | _game->getSavedGame()->setSelectedBase(i); |
| 242 | exists = true; |
| 243 | break; |
| 244 | } |
| 245 | } |
| 246 | // If base was removed, select first one |
| 247 | if (!exists) |
| 248 | { |
| 249 | _base = _game->getSavedGame()->getBases()->front(); |
| 250 | _mini->setSelectedBase(0); |
| 251 | _game->getSavedGame()->setSelectedBase(0); |
| 252 | } |
| 253 | } |
| 254 | else |
| 255 | { |
| 256 | // Use a blank base for special case when player has no bases |
| 257 | _base = new Base(_game->getRuleset()); |
| 258 | _mini->setSelectedBase(0); |
| 259 | _game->getSavedGame()->setSelectedBase(0); |
| 260 | } |
| 261 | } |
| 262 | |
| 263 | /** |
| 264 | * Goes to the Build New Base screen. |
no test coverage detected