/* 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 2 * 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, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #include "ultima/nuvie/core/nuvie_defs.h" #include "ultima/nuvie/misc/u6_misc.h" #include "ultima/nuvie/core/party.h" #include "ultima/nuvie/screen/game_palette.h" #include "ultima/nuvie/views/view_manager.h" #include "ultima/nuvie/views/view.h" #include "ultima/nuvie/actors/actor.h" #include "ultima/nuvie/gui/widgets/gui_widget.h" #include "ultima/nuvie/gui/gui_button.h" namespace Ultima { namespace Nuvie { View::View(Configuration *cfg) : GUI_Widget(NULL, 0, 0, 0, 0) { config = cfg; new_ui_mode = false; left_button = NULL; font = NULL; tile_manager = NULL; right_button = NULL; obj_manager = NULL; party = NULL; party_button = NULL; inventory_button = NULL; actor_button = NULL; bg_color = 0; cur_party_member = 0; } View::~View() { } bool View::init(uint16 x, uint16 y, Font *f, Party *p, TileManager *tm, ObjManager *om) { if (Game::get_game()->get_game_type() == NUVIE_GAME_U6) GUI_Widget::Init(NULL, x, y, 136, 96); else if (Game::get_game()->get_game_type() == NUVIE_GAME_SE) GUI_Widget::Init(NULL, x + 7, y - 2, 132, 113); else GUI_Widget::Init(NULL, x + 8, y - 4, 128, 118); Hide(); font = f; party = p; tile_manager = tm; obj_manager = om; set_party_member(0); bg_color = Game::get_game()->get_palette()->get_bg_color(); new_ui_mode = Game::get_game()->is_new_style(); return true; } bool View::set_party_member(uint8 party_member) { uint16 size = party->get_party_size(); if (party_member < size) { cur_party_member = party_member; if (left_button && right_button) { if (party_member == 0) left_button->Hide(); else left_button->Show(); if (party_member == size - 1) right_button->Hide(); else right_button->Show(); } Redraw(); return true; } return false; } bool View::next_party_member() { if ((cur_party_member + 1) < party->get_party_size()) return set_party_member(cur_party_member + 1); return false; } bool View::prev_party_member() { if (cur_party_member != 0) return set_party_member(cur_party_member - 1); return false; } void View::fill_md_background(uint8 color, const Common::Rect &r) { Screen *scr = Game::get_game()->get_screen(); scr->fill(color, r.left + 1, r.top + 9, 1, 1); // left pillar scr->fill(color, r.left + 2, r.top + 6, 1, 4); // left pillar scr->fill(color, r.left + 3, r.top + 3, 1, 11); // left pillar scr->fill(color, r.left + r.width() - 2, r.top + 9, 1, 1); // right pillar scr->fill(color, r.left + r.width() - 3, r.top + 6, 1, 4); // right pillar scr->fill(color, r.left + r.width() - 4, r.top + 3, 1, 11); // right pillar scr->fill(color, r.left + 4, r.top, r.width() - 8, 15); // top center scr->fill(color, r.left, r.top + 14, r.width(), r.height() - 14); // bottom //scr->fill(15, r.left, r.top, r.width(), r.height()); // bottom } void View::set_combat_mode(Actor *actor) { uint8 combat_mode = actor->get_combat_mode(); if (Game::get_game()->get_game_type() == NUVIE_GAME_U6) { combat_mode++; if (combat_mode > ACTOR_WT_ASSAULT) combat_mode = ACTOR_WT_PLAYER; } else { if (combat_mode == ACTOR_WT_PLAYER) combat_mode = ACTOR_WT_RANGED; else if (combat_mode == ACTOR_WT_RANGED) combat_mode = ACTOR_WT_RETREAT; else if (combat_mode == ACTOR_WT_RETREAT) combat_mode = ACTOR_WT_ASSAULT; else if (combat_mode == ACTOR_WT_ASSAULT) combat_mode = ACTOR_WT_PLAYER; } actor->set_combat_mode(combat_mode); } uint8 View::get_combat_mode_index(Actor *actor) { uint8 combat_mode = actor->get_combat_mode(); if (Game::get_game()->get_game_type() == NUVIE_GAME_U6) return (combat_mode - 2); else { uint8 combat_mode_index = 0; if (combat_mode == ACTOR_WT_PLAYER) combat_mode_index = 0; else if (combat_mode == ACTOR_WT_RANGED) combat_mode_index = 1; else if (combat_mode == ACTOR_WT_RETREAT) combat_mode_index = 2; else if (combat_mode == ACTOR_WT_ASSAULT) combat_mode_index = 3; return combat_mode_index; } } GUI_status View::callback(uint16 msg, GUI_CallBack *caller, void *data) { ViewManager *view_manager; if (caller == left_button) { prev_party_member(); return GUI_YUM; } if (caller == right_button) { next_party_member(); return GUI_YUM; } if (caller == actor_button) { view_manager = (ViewManager *)data; view_manager->set_actor_mode(); return GUI_YUM; } if (caller == party_button) { view_manager = (ViewManager *)data; view_manager->set_party_mode(); return GUI_YUM; } if (caller == inventory_button) { view_manager = (ViewManager *)data; view_manager->set_inventory_mode(); return GUI_YUM; } return GUI_PASS; } GUI_Button *View::loadButton(Std::string dir, Std::string name, uint16 x, uint16 y) { GUI_Button *button; Std::string imagefile; Std::string path; Graphics::ManagedSurface *image, *image1; build_path(dir, name + "_btn_up.bmp", imagefile); image = SDL_LoadBMP(imagefile.c_str()); build_path(dir, name + "_btn_down.bmp", imagefile); image1 = SDL_LoadBMP(imagefile.c_str()); button = new GUI_Button(NULL, x, y, image, image1, this); this->AddWidget(button); return button; } } // End of namespace Nuvie } // End of namespace Ultima