File: game_party.cpp

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/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * This program 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.
 *
 * This program 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 this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

#include "mm/mm1/views_enh/game.h"
#include "mm/mm1/events.h"
#include "mm/mm1/globals.h"

namespace MM {
namespace MM1 {
namespace ViewsEnh {

#if 0
static const byte CONDITION_COLORS[17] = {
	9, 9, 9, 9, 9, 9, 9, 9, 32, 32, 32, 32, 6, 6, 6, 6, 15
};
#endif

static const byte FACE_CONDITION_FRAMES[17] = {
	2, 2, 2, 1, 1, 4, 4, 4, 3, 2, 4, 3, 3, 5, 6, 7, 0
};

static const byte CHAR_FACES_X[6] = { 10, 45, 81, 117, 153, 189 };

static const byte HP_BARS_X[6] = { 13, 50, 86, 122, 158, 194 };

GameParty::GameParty(UIElement *owner) : TextView("GameParty", owner),
		_restoreSprites("restorex.icn"),
		_hpSprites("hpbars.icn"),
		_dseFace("dse.fac") {
	setBounds(Common::Rect(0, 144, 234, 200));
}

void GameParty::draw() {
	Graphics::ManagedSurface s = getSurface();

	// Draw Xeen background
	s.blitFrom(g_globals->_gameBackground, Common::Rect(0, 144, 320, 200),
		Common::Point(0, 0));

	_restoreSprites.draw(&s, 0, Common::Point(8, 5));

	// Handle drawing the party faces
	bool inCombat = g_events->isInCombat();

	// Draw character frames
	for (uint idx = 0; idx < g_globals->_party.size(); ++idx) {
		Character &c = inCombat ? *g_globals->_combatParty[idx] : g_globals->_party[idx];
		ConditionEnum charCondition = c.worstCondition();
		int charFrame = FACE_CONDITION_FRAMES[charCondition];

		Shared::Xeen::SpriteResource *sprites = (charFrame > 4) ? &_dseFace : &c._faceSprites;
		assert(sprites);
		if (charFrame > 4)
			charFrame -= 5;

		sprites->draw(&s, charFrame, Common::Point(CHAR_FACES_X[idx], 6));
	}

	for (uint idx = 0; idx < g_globals->_party.size(); ++idx) {
		const Character &c = inCombat ? *g_globals->_combatParty[idx] : g_globals->_party[idx];

		// Draw the Hp bar
		int maxHp = c._hpMax;
		int frame;
		if (c._hpCurrent < 1)
			frame = 4;
		else if (c._hpCurrent > maxHp)
			frame = 3;
		else if (c._hpCurrent == maxHp)
			frame = 0;
		else if (c._hpCurrent < (maxHp / 4))
			frame = 2;
		else
			frame = 1;

		_hpSprites.draw(&s, frame, Common::Point(HP_BARS_X[idx], 38));

		// Also draw the highlight if character is selected
		if (_highlightOn && g_globals->_currCharacter == &c)
			g_globals->_globalSprites.draw(&s, 8, Common::Point(CHAR_FACES_X[idx] - 1, 5));
	}

	// Sprite drawing doesn't automatically mark the drawn areas,
	// so manually flag the entire area as dirty
	s.markAllDirty();
}

bool GameParty::msgGame(const GameMessage &msg) {
	if (msg._name == "CHAR_HIGHLIGHT") {
		_highlightOn = msg._value != 0;
		draw();
		return true;
	}

	return false;
}

bool GameParty::msgMouseDown(const MouseDownMessage &msg) {
	for (uint i = 0; i < g_globals->_party.size(); ++i) {
		const Common::Rect r(CHAR_FACES_X[i], 150, CHAR_FACES_X[i] + 30, 180);
		if (r.contains(msg._pos)) {
			msgAction(ActionMessage((KeybindingAction)(KEYBIND_VIEW_PARTY1 + i)));
			return true;
		}
	}

	return false;
}

void GameParty::highlightChar(uint charNum) {
	g_globals->_currCharacter = &g_globals->_party[charNum];
	_highlightOn = true;
	draw();
}

bool GameParty::msgAction(const ActionMessage &msg) {
	if (msg._action >= KEYBIND_VIEW_PARTY1 &&
			msg._action <= KEYBIND_VIEW_PARTY6) {
		uint charNum = msg._action - KEYBIND_VIEW_PARTY1;
		if (charNum < g_globals->_party.size()) {
			if (dynamic_cast<ViewsEnh::Game *>(g_events->focusedView()) != nullptr) {
				// Open character info dialog
				highlightChar(charNum);
				addView("CharacterInfo");

			} else {
				// Another view is focused
				// Try passing the selected char to it to handle
				if (!send(g_events->focusedView()->getName(), msg)) {
					// Wasn't handled directly, so switch selected character,
					// and try calling the given view again with an UPDATE message
					highlightChar(charNum);
					send(g_events->focusedView()->getName(), GameMessage("UPDATE"));
				}
			}

			return true;
		}
	}

	return false;
}

} // namespace ViewsEnh
} // namespace MM1
} // namespace MM