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

115 lines
3.2 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 "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