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engines/icb/health_bar_pc.cpp
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142
engines/icb/health_bar_pc.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* Additional copyright for this file:
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* Copyright (C) 1999-2000 Revolution Software Ltd.
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* This code is based on source code created by Revolution Software,
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* used with permission.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "engines/icb/common/px_common.h"
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#include "engines/icb/debug.h"
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#include "engines/icb/p4_generic.h"
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#include "engines/icb/common/px_scriptengine.h"
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#include "engines/icb/common/px_game_object.h"
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#include "engines/icb/mission.h"
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#include "engines/icb/global_objects.h"
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#include "engines/icb/object_structs.h"
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namespace ICB {
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#define BAR_X 500
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#define BAR_Y 25
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#define BAR_W 100
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#define BAR_H 7
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#define MAX_HEALTH 10
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void _game_session::Draw_health_bar() {
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static int32 targetHealth = -1;
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static int32 barEnd;
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static int32 barTarget;
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static int32 healthStep = 0;
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static _rgb healthColours[MAX_HEALTH + 1] = {{254, 0, 0, 0}, // 0
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{254, 0, 0, 0}, // 1
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{254, 0, 0, 0}, // 2
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{254, 64, 0, 0}, // 3
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{254, 128, 0, 0}, // 4
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{254, 196, 0, 0}, // 5
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{254, 254, 0, 0}, // 6
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{196, 254, 0, 0}, // 7
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{128, 254, 0, 0}, // 8
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{32, 254, 0, 0}, // 9
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{0, 254, 0, 0}}; // 10
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// Lock the surface
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uint8 *ad = (uint8 *)surface_manager->Lock_surface(working_buffer_id);
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uint32 pitch = surface_manager->Get_pitch(working_buffer_id);
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// Draw the glass behind the health bar
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_rgb pen;
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pen.red = 96;
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pen.green = 96;
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pen.blue = 128;
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for (uint16 y = BAR_Y + BAR_H; (y > BAR_Y); y--)
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BlendedLine(BAR_X - 1, y, BAR_X + BAR_W, y, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
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// Draw a border around the health bar
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General_draw_line_24_32(BAR_X - 2, BAR_Y - 1, BAR_X + BAR_W + 2, BAR_Y - 1, &pen, ad, pitch);
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General_draw_line_24_32(BAR_X - 2, BAR_Y + BAR_H + 2, BAR_X + BAR_W + 2, BAR_Y + BAR_H + 2, &pen, ad, pitch);
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General_draw_line_24_32(BAR_X - 2, BAR_Y - 1, BAR_X - 2, BAR_Y + BAR_H + 2, &pen, ad, pitch);
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General_draw_line_24_32(BAR_X + BAR_W + 2, BAR_Y - 1, BAR_X + BAR_W + 2, BAR_Y + BAR_H + 2, &pen, ad, pitch);
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// Find out how much health the player has (0 dead -- 10 full)
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CGame *ob = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, player.Fetch_player_id());
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int32 ret = CGameObject::GetVariable(ob, "hits");
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int32 health = CGameObject::GetIntegerVariable(ob, ret);
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// Sort out the speed the health bar is moving at
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if (targetHealth == -1) {
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targetHealth = health;
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barEnd = barTarget = (BAR_W * health) / MAX_HEALTH;
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healthStep = 0;
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}
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if (targetHealth != health) {
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// Re calculate the speed we are moving the helath bar at
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healthStep = (((BAR_W * health) / MAX_HEALTH) - barEnd) / 6;
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barTarget = (BAR_W * health) / MAX_HEALTH;
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targetHealth = health;
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}
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if (abs(barEnd - barTarget) < abs(healthStep)) {
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barEnd = barTarget;
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healthStep = 0;
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}
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// Draw the solid part of the health bar
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if (healthStep > 0) {
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for (uint16 y = BAR_Y + BAR_H; (health != 0) && (y > BAR_Y); y--)
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General_draw_line_24_32(BAR_X, y, (uint16)(BAR_X + barEnd), y, &healthColours[health], ad, pitch);
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pen.red = 255;
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pen.green = 255;
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pen.blue = 255;
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BlendedLine((uint16)(BAR_X - 1), BAR_Y + 2, (uint16)(BAR_X + barEnd), BAR_Y + 2, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
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pen.red = 0;
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pen.green = 0;
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pen.blue = 0;
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BlendedLine((uint16)(BAR_X - 1), (BAR_Y + BAR_H), (uint16)(BAR_X + barEnd), (BAR_Y + BAR_H), pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
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} else {
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for (uint16 y = BAR_Y + BAR_H; (health != 0) && (y > BAR_Y); y--)
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General_draw_line_24_32(BAR_X, y, (uint16)(BAR_X + barTarget), y, &healthColours[health], ad, pitch);
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pen.red = 255;
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pen.green = 255;
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pen.blue = 255;
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BlendedLine((uint16)(BAR_X - 1), BAR_Y + 2, (uint16)(BAR_X + barTarget), BAR_Y + 2, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
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pen.red = 0;
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pen.green = 0;
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pen.blue = 0;
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BlendedLine((uint16)(BAR_X - 1), (BAR_Y + BAR_H), (uint16)(BAR_X + barTarget), (BAR_Y + BAR_H), pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
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}
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// Draw the fading part of the health bar
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if (barEnd != barTarget) {
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for (uint16 y = BAR_Y + BAR_H; y > BAR_Y; y--)
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BlendedLine((uint16)(BAR_X + barTarget - 1), y, (uint16)(BAR_X + barEnd), y, healthColours[health], SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
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}
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// Move the bar along
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barEnd += healthStep;
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// Unlock the surface
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surface_manager->Unlock_surface(working_buffer_id);
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}
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} // End of namespace ICB
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