/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* 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
* 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#define BOX_WIDTH 36
#define BOX_HEIGHT 36
#include <guichan/font.hpp>
#include "button.h"
#include "equipmentwindow.h"
#include "playerbox.h"
#include "../equipment.h"
#include "../graphics.h"
#include "../inventory.h"
#include "../item.h"
#include "../localplayer.h"
#include "../resources/iteminfo.h"
#include "../resources/resourcemanager.h"
#include "../utils/gettext.h"
#include "../utils/tostring.h"
// Positions of the boxes, 2nd dimension is X and Y respectively.
static const int boxPosition[][2] = {
{50, 208}, // EQUIP_LEGS_SLOT
{8, 123}, // EQUIP_FIGHT1_SLOT
{8, 78}, // EQUIP_GLOVES_SLOT
{129, 168}, // EQUIP_RING2_SLOT
{8, 168}, // EQUIP_RING1_SLOT
{129, 123}, // EQUIP_FIGHT2_SLOT
{90, 208}, // EQUIP_FEET_SLOT
{50, 40}, // EQUIP_CAPE_SLOT
{70, 0}, // EQUIP_HEAD_SLOT
{90, 40}, // EQUIP_TORSO_SLOT
{129, 78} // EQUIP_AMMO_SLOT
};
EquipmentWindow::EquipmentWindow(Equipment *equipment):
Window(_("Equipment")),
mEquipment(equipment),
mSelected(-1)
{
// Control that shows the Player
mPlayerBox = new PlayerBox;
mPlayerBox->setDimension(gcn::Rectangle(50, 80, 74, 123));
mPlayerBox->setPlayer(player_node);
setWindowName("Equipment");
setCloseButton(true);
setDefaultSize(5, 195, 180, 300);
loadWindowState();
mUnequip = new Button(_("Unequip"), "unequip", this);
gcn::Rectangle const &area = getChildrenArea();
mUnequip->setPosition(area.width - mUnequip->getWidth() - 5,
area.height - mUnequip->getHeight() - 5);
add(mPlayerBox);
add(mUnequip);
for (int i = EQUIP_LEGS_SLOT; i < EQUIP_VECTOREND; i++)
{
mEquipBox[i].posX = boxPosition[i][0] + getPadding();
mEquipBox[i].posY = boxPosition[i][1] + getTitleBarHeight();
}
mInventory = player_node->getInventory();
}
EquipmentWindow::~EquipmentWindow()
{
delete mUnequip;
}
void EquipmentWindow::draw(gcn::Graphics *graphics)
{
// Draw window graphics
Window::draw(graphics);
Item* item;
Graphics *g = static_cast<Graphics*>(graphics);
Window::drawChildren(graphics);
for (int i = EQUIP_LEGS_SLOT; i < EQUIP_VECTOREND; i++)
{
item = (i != EQUIP_AMMO_SLOT) ?
mInventory->getItem(mEquipment->getEquipment(i)) :
mInventory->getItem(mEquipment->getArrows());
if (item)
{
// Draw Item.
Image* image = item->getImage();
g->drawImage(image, mEquipBox[i].posX, mEquipBox[i].posY);
if (i == EQUIP_AMMO_SLOT)
{
g->setColor(gcn::Color(0, 0, 0));
graphics->drawText(toString(item->getQuantity()),
mEquipBox[i].posX + (BOX_WIDTH / 2),
mEquipBox[i].posY - getFont()->getHeight(),
gcn::Graphics::CENTER);
}
}
if (i == mSelected)
{
// Set color red.
g->setColor(gcn::Color(255, 0, 0));
}
else
{
// Set color black.
g->setColor(gcn::Color(0, 0, 0));
}
// Draw box border.
g->drawRectangle(gcn::Rectangle(mEquipBox[i].posX, mEquipBox[i].posY,
BOX_WIDTH, BOX_HEIGHT));
}
}
void EquipmentWindow::action(const gcn::ActionEvent &event)
{
if (event.getId() == "unequip" && mSelected > -1)
{
Item* item = (mSelected != EQUIP_AMMO_SLOT) ?
mInventory->getItem(mEquipment->getEquipment(mSelected)) :
mInventory->getItem(mEquipment->getArrows());
player_node->unequipItem(item);
mSelected = -1;
}
}
void EquipmentWindow::mousePressed(gcn::MouseEvent& mouseEvent)
{
Window::mousePressed(mouseEvent);
const int x = mouseEvent.getX();
const int y = mouseEvent.getY();
Item* item;
// Checks if any of the presses were in the equip boxes.
for (int i = EQUIP_LEGS_SLOT; i < EQUIP_VECTOREND; i++)
{
item = (i != EQUIP_AMMO_SLOT) ?
mInventory->getItem(mEquipment->getEquipment(i)) :
mInventory->getItem(mEquipment->getArrows());
gcn::Rectangle tRect(mEquipBox[i].posX, mEquipBox[i].posY,
BOX_WIDTH, BOX_HEIGHT);
if (tRect.isPointInRect(x, y))
{
if (item)
{
mSelected = i;
}
}
}
}