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