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engines/ultima/ultima0/views/status.cpp
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114
engines/ultima/ultima0/views/status.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 "ultima/ultima0/views/status.h"
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#include "ultima/ultima0/ultima0.h"
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namespace Ultima {
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namespace Ultima0 {
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namespace Views {
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Status::Status(const Common::String &name, UIElement *parent) : View(name, parent) {
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setBounds(Common::Rect(0, DEFAULT_SCY - 4 * Gfx::GLYPH_HEIGHT, DEFAULT_SCX, DEFAULT_SCY));
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}
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bool Status::msgFocus(const FocusMessage &msg) {
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_message.clear();
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return View::msgFocus(msg);
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}
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void Status::draw() {
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const auto &player = g_engine->_player;
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auto s = getSurface();
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s.clear();
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if (!_message.empty())
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s.writeString(Common::Point(1, 0), _message);
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s.writeString(Common::Point(28, 1), "Food=");
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s.writeString(Common::Point(28, 2), "H.P.=");
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s.writeString(Common::Point(28, 3), "Gold=");
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s.setColor(C_VIOLET);
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s.writeString(Common::Point(33, 1), Common::String::format("%d", (int)player._object[OB_FOOD]));
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s.writeString(Common::Point(33, 2), Common::String::format("%d", player._attr[AT_HP]));
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s.writeString(Common::Point(33, 3), Common::String::format("%d", player._attr[AT_GOLD]));
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}
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bool Status::msgGame(const GameMessage &msg) {
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if (msg._name == "MSG") {
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_message = msg._stringValue;
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redraw();
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return true;
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}
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return false;
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}
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/*-------------------------------------------------------------------*/
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bool DungeonStatus::msgFocus(const FocusMessage &msg) {
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_lines.clear();
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return Status::msgFocus(msg);
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}
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void DungeonStatus::draw() {
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Status::draw();
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const auto &player = g_engine->_player;
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auto s = getSurface();
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// Display the current direction
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if (player._level > 0)
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s.writeString(Common::Point(15, 0), DIRECTION_NAMES[player.dungeonDir()]);
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// Draw any extra lines
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for (uint i = 0; i < _lines.size(); ++i)
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s.writeString(Common::Point(1, 1 + i), _lines[i]);
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}
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bool DungeonStatus::msgGame(const GameMessage &msg) {
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if (msg._name == "LINES") {
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_lines.clear();
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Common::String str = msg._stringValue;
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uint p;
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while ((p = str.findFirstOf('\n')) != Common::String::npos) {
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_lines.push_back(Common::String(str.c_str(), str.c_str() + p));
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str = Common::String(str.c_str() + p + 1);
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}
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if (!str.empty())
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_lines.push_back(str);
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redraw();
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return true;
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} else {
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if (msg._name == "MSG")
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// Changing message also resets any message lines
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_lines.clear();
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return Status::msgGame(msg);
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}
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}
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} // namespace Views
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} // namespace Ultima0
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} // namespace Ultima
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