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2026-02-02 04:50:13 +01:00

165 lines
4.6 KiB
C++

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