/* 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 .
*
*/
#include "ultima/ultima1/u1gfx/status.h"
#include "ultima/ultima1/game.h"
#include "ultima/ultima1/core/resources.h"
namespace Ultima {
namespace Ultima1 {
namespace U1Gfx {
BEGIN_MESSAGE_MAP(Status, Shared::Gfx::VisualItem)
ON_MESSAGE(FrameMsg)
END_MESSAGE_MAP()
Status::Status(Shared::TreeItem *parent) : Shared::Gfx::VisualItem("Status", TextRect(31, 21, 39, 24), parent),
_hitPoints(0), _food(0), _experience(0), _coins(0) {
}
bool Status::FrameMsg(CFrameMsg *msg) {
// If any of the figures have changed, mark the display as dirty
const Ultima1Game *game = static_cast(getGame());
const Shared::Character &c = *game->_party;
if (c._hitPoints != _hitPoints || c._food != _food || c._experience != _experience || c._coins != _coins)
setDirty(true);
return true;
}
void Status::draw() {
Ultima1Game *game = static_cast(getGame());
const Shared::Character &c = *game->_party;
// Update the local copy of the fields
_hitPoints = c._hitPoints;
_food = c._food;
_experience = c._experience;
_coins = c._coins;
// Clear the status area
Shared::Gfx::VisualSurface s = getSurface();
s.clear();
// Iterate through displaying the values
const uint *vals[4] = { &_hitPoints, &_food, &_experience, &_coins };
int count = game->isVGA() ? 3 : 4;
for (int idx = 0; idx < count; ++idx) {
// Write header
s.writeString(game->_res->STATUS_TEXT[idx], TextPoint(0, idx));
uint value = MIN(*vals[idx], (uint)9999);
s.writeString(Common::String::format("%4u", value), TextPoint(5, idx));
}
_isDirty = false;
}
} // End of namespace U1Gfx
} // End of namespace Ultima1
} // End of namespace Ultima