/* 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. * * Additional copyright for this file: * Copyright (C) 1999-2000 Revolution Software Ltd. * This code is based on source code created by Revolution Software, * used with permission. * * 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 "engines/icb/common/px_common.h" #include "engines/icb/debug.h" #include "engines/icb/p4_generic.h" #include "engines/icb/common/px_scriptengine.h" #include "engines/icb/common/px_game_object.h" #include "engines/icb/mission.h" #include "engines/icb/global_objects.h" #include "engines/icb/object_structs.h" namespace ICB { #define BAR_X 500 #define BAR_Y 25 #define BAR_W 100 #define BAR_H 7 #define MAX_HEALTH 10 void _game_session::Draw_health_bar() { static int32 targetHealth = -1; static int32 barEnd; static int32 barTarget; static int32 healthStep = 0; static _rgb healthColours[MAX_HEALTH + 1] = {{254, 0, 0, 0}, // 0 {254, 0, 0, 0}, // 1 {254, 0, 0, 0}, // 2 {254, 64, 0, 0}, // 3 {254, 128, 0, 0}, // 4 {254, 196, 0, 0}, // 5 {254, 254, 0, 0}, // 6 {196, 254, 0, 0}, // 7 {128, 254, 0, 0}, // 8 {32, 254, 0, 0}, // 9 {0, 254, 0, 0}}; // 10 // Lock the surface uint8 *ad = (uint8 *)surface_manager->Lock_surface(working_buffer_id); uint32 pitch = surface_manager->Get_pitch(working_buffer_id); // Draw the glass behind the health bar _rgb pen; pen.red = 96; pen.green = 96; pen.blue = 128; for (uint16 y = BAR_Y + BAR_H; (y > BAR_Y); y--) BlendedLine(BAR_X - 1, y, BAR_X + BAR_W, y, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad); // Draw a border around the health bar General_draw_line_24_32(BAR_X - 2, BAR_Y - 1, BAR_X + BAR_W + 2, BAR_Y - 1, &pen, ad, pitch); 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); General_draw_line_24_32(BAR_X - 2, BAR_Y - 1, BAR_X - 2, BAR_Y + BAR_H + 2, &pen, ad, pitch); 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); // Find out how much health the player has (0 dead -- 10 full) CGame *ob = (CGame *)LinkedDataObject::Fetch_item_by_number(objects, player.Fetch_player_id()); int32 ret = CGameObject::GetVariable(ob, "hits"); int32 health = CGameObject::GetIntegerVariable(ob, ret); // Sort out the speed the health bar is moving at if (targetHealth == -1) { targetHealth = health; barEnd = barTarget = (BAR_W * health) / MAX_HEALTH; healthStep = 0; } if (targetHealth != health) { // Re calculate the speed we are moving the helath bar at healthStep = (((BAR_W * health) / MAX_HEALTH) - barEnd) / 6; barTarget = (BAR_W * health) / MAX_HEALTH; targetHealth = health; } if (abs(barEnd - barTarget) < abs(healthStep)) { barEnd = barTarget; healthStep = 0; } // Draw the solid part of the health bar if (healthStep > 0) { for (uint16 y = BAR_Y + BAR_H; (health != 0) && (y > BAR_Y); y--) General_draw_line_24_32(BAR_X, y, (uint16)(BAR_X + barEnd), y, &healthColours[health], ad, pitch); pen.red = 255; pen.green = 255; pen.blue = 255; BlendedLine((uint16)(BAR_X - 1), BAR_Y + 2, (uint16)(BAR_X + barEnd), BAR_Y + 2, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad); pen.red = 0; pen.green = 0; pen.blue = 0; BlendedLine((uint16)(BAR_X - 1), (BAR_Y + BAR_H), (uint16)(BAR_X + barEnd), (BAR_Y + BAR_H), pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad); } else { for (uint16 y = BAR_Y + BAR_H; (health != 0) && (y > BAR_Y); y--) General_draw_line_24_32(BAR_X, y, (uint16)(BAR_X + barTarget), y, &healthColours[health], ad, pitch); pen.red = 255; pen.green = 255; pen.blue = 255; BlendedLine((uint16)(BAR_X - 1), BAR_Y + 2, (uint16)(BAR_X + barTarget), BAR_Y + 2, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad); pen.red = 0; pen.green = 0; pen.blue = 0; BlendedLine((uint16)(BAR_X - 1), (BAR_Y + BAR_H), (uint16)(BAR_X + barTarget), (BAR_Y + BAR_H), pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad); } // Draw the fading part of the health bar if (barEnd != barTarget) { for (uint16 y = BAR_Y + BAR_H; y > BAR_Y; y--) BlendedLine((uint16)(BAR_X + barTarget - 1), y, (uint16)(BAR_X + barEnd), y, healthColours[health], SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad); } // Move the bar along barEnd += healthStep; // Unlock the surface surface_manager->Unlock_surface(working_buffer_id); } } // End of namespace ICB