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164
engines/mm/mm1/views_enh/game_party.cpp
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164
engines/mm/mm1/views_enh/game_party.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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* 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 "mm/mm1/views_enh/game.h"
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#include "mm/mm1/events.h"
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#include "mm/mm1/globals.h"
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namespace MM {
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namespace MM1 {
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namespace ViewsEnh {
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#if 0
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static const byte CONDITION_COLORS[17] = {
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9, 9, 9, 9, 9, 9, 9, 9, 32, 32, 32, 32, 6, 6, 6, 6, 15
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};
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#endif
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static const byte FACE_CONDITION_FRAMES[17] = {
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2, 2, 2, 1, 1, 4, 4, 4, 3, 2, 4, 3, 3, 5, 6, 7, 0
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};
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static const byte CHAR_FACES_X[6] = { 10, 45, 81, 117, 153, 189 };
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static const byte HP_BARS_X[6] = { 13, 50, 86, 122, 158, 194 };
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GameParty::GameParty(UIElement *owner) : TextView("GameParty", owner),
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_restoreSprites("restorex.icn"),
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_hpSprites("hpbars.icn"),
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_dseFace("dse.fac") {
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setBounds(Common::Rect(0, 144, 234, 200));
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}
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void GameParty::draw() {
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Graphics::ManagedSurface s = getSurface();
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// Draw Xeen background
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s.blitFrom(g_globals->_gameBackground, Common::Rect(0, 144, 320, 200),
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Common::Point(0, 0));
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_restoreSprites.draw(&s, 0, Common::Point(8, 5));
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// Handle drawing the party faces
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bool inCombat = g_events->isInCombat();
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// Draw character frames
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for (uint idx = 0; idx < g_globals->_party.size(); ++idx) {
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Character &c = inCombat ? *g_globals->_combatParty[idx] : g_globals->_party[idx];
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ConditionEnum charCondition = c.worstCondition();
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int charFrame = FACE_CONDITION_FRAMES[charCondition];
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Shared::Xeen::SpriteResource *sprites = (charFrame > 4) ? &_dseFace : &c._faceSprites;
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assert(sprites);
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if (charFrame > 4)
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charFrame -= 5;
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sprites->draw(&s, charFrame, Common::Point(CHAR_FACES_X[idx], 6));
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}
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for (uint idx = 0; idx < g_globals->_party.size(); ++idx) {
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const Character &c = inCombat ? *g_globals->_combatParty[idx] : g_globals->_party[idx];
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// Draw the Hp bar
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int maxHp = c._hpMax;
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int frame;
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if (c._hpCurrent < 1)
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frame = 4;
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else if (c._hpCurrent > maxHp)
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frame = 3;
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else if (c._hpCurrent == maxHp)
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frame = 0;
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else if (c._hpCurrent < (maxHp / 4))
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frame = 2;
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else
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frame = 1;
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_hpSprites.draw(&s, frame, Common::Point(HP_BARS_X[idx], 38));
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// Also draw the highlight if character is selected
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if (_highlightOn && g_globals->_currCharacter == &c)
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g_globals->_globalSprites.draw(&s, 8, Common::Point(CHAR_FACES_X[idx] - 1, 5));
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}
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// Sprite drawing doesn't automatically mark the drawn areas,
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// so manually flag the entire area as dirty
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s.markAllDirty();
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}
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bool GameParty::msgGame(const GameMessage &msg) {
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if (msg._name == "CHAR_HIGHLIGHT") {
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_highlightOn = msg._value != 0;
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draw();
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return true;
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}
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return false;
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}
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bool GameParty::msgMouseDown(const MouseDownMessage &msg) {
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for (uint i = 0; i < g_globals->_party.size(); ++i) {
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const Common::Rect r(CHAR_FACES_X[i], 150, CHAR_FACES_X[i] + 30, 180);
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if (r.contains(msg._pos)) {
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msgAction(ActionMessage((KeybindingAction)(KEYBIND_VIEW_PARTY1 + i)));
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return true;
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}
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}
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return false;
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}
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void GameParty::highlightChar(uint charNum) {
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g_globals->_currCharacter = &g_globals->_party[charNum];
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_highlightOn = true;
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draw();
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}
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bool GameParty::msgAction(const ActionMessage &msg) {
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if (msg._action >= KEYBIND_VIEW_PARTY1 &&
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msg._action <= KEYBIND_VIEW_PARTY6) {
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uint charNum = msg._action - KEYBIND_VIEW_PARTY1;
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if (charNum < g_globals->_party.size()) {
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if (dynamic_cast<ViewsEnh::Game *>(g_events->focusedView()) != nullptr) {
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// Open character info dialog
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highlightChar(charNum);
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addView("CharacterInfo");
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} else {
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// Another view is focused
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// Try passing the selected char to it to handle
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if (!send(g_events->focusedView()->getName(), msg)) {
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// Wasn't handled directly, so switch selected character,
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// and try calling the given view again with an UPDATE message
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highlightChar(charNum);
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send(g_events->focusedView()->getName(), GameMessage("UPDATE"));
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}
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}
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return true;
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}
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}
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return false;
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}
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} // namespace ViewsEnh
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} // namespace MM1
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} // namespace MM
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