/*
* The Mana World
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World 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.
*
* The Mana World 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 The Mana World; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "status.h"
#include <guichan/widgets/label.hpp>
#include "button.h"
#include "equipmentwindow.h"
#include "inventorywindow.h"
#include "progressbar.h"
#include "skill.h"
#include "stats.h"
#include "../playerinfo.h"
extern Window *setupWindow;
#define WIN_BORDER 5
#define CONTROLS_SEPARATOR 4
StatusWindow::StatusWindow():
Window("%s Lvl: % 2i Job: % 2i GP: % 2i")
{
hp = new gcn::Label("HP");
sp = new gcn::Label("MP");
hpValue = new gcn::Label();
spValue = new gcn::Label();
expLabel = new gcn::Label("Exp");
jobExpLabel = new gcn::Label("Job");
statsButton = new Button("Stats");
statsButton->setEventId("Stats");
statsButton->addActionListener(this);
skillsButton = new Button("Skills");
skillsButton->setEventId("Skills");
skillsButton->addActionListener(this);
inventoryButton = new Button("Inventory");
inventoryButton->setEventId("Inventory");
inventoryButton->addActionListener(this);
setupButton = new Button("Setup");
setupButton->setEventId("Setup");
setupButton->addActionListener(this);
equipmentButton = new Button("Equip.");
equipmentButton->setEventId("Equipment");
equipmentButton->addActionListener(this);
hp->setPosition(WIN_BORDER, WIN_BORDER);
sp->setPosition(WIN_BORDER,
hp->getY() + hp->getHeight() + CONTROLS_SEPARATOR);
healthBar = new ProgressBar(1.0f,
WIN_BORDER + hp->getWidth() + CONTROLS_SEPARATOR, WIN_BORDER, 80,
15, 0, 171, 34);
hpValue->setPosition(
healthBar->getX() + healthBar->getWidth() + 2 * CONTROLS_SEPARATOR,
WIN_BORDER);
manaBar = new ProgressBar(1.0f,
WIN_BORDER + sp->getWidth() + CONTROLS_SEPARATOR,
hp->getY() + hp->getHeight() + CONTROLS_SEPARATOR, 80, 15, 26, 102,
230);
spValue->setPosition(
manaBar->getX() + manaBar->getWidth() + 2 * CONTROLS_SEPARATOR,
hp->getY() + hp->getHeight() + CONTROLS_SEPARATOR);
xpBar = new ProgressBar(1.0f,
manaBar->getX(), sp->getY() + sp->getHeight() + CONTROLS_SEPARATOR,
70, 15, 143, 192, 211);
expLabel->setPosition(
xpBar->getX() + xpBar->getWidth() + CONTROLS_SEPARATOR,
xpBar->getY());
jobXpBar = new ProgressBar(1.0f, manaBar->getX(),
xpBar->getY() + xpBar->getHeight() + CONTROLS_SEPARATOR, 70, 15,
220, 135, 203);
jobExpLabel->setPosition(
jobXpBar->getX() + jobXpBar->getWidth() + CONTROLS_SEPARATOR,
jobXpBar->getY());
statsButton->setPosition(WIN_BORDER,
jobXpBar->getY() + jobXpBar->getHeight() + 2 * CONTROLS_SEPARATOR);
skillsButton->setPosition(
statsButton->getX() + statsButton->getWidth() + CONTROLS_SEPARATOR,
statsButton->getY());
inventoryButton->setPosition(
skillsButton->getX() + skillsButton->getWidth() + CONTROLS_SEPARATOR,
statsButton->getY());
setupButton->setPosition(
inventoryButton->getX() + inventoryButton->getWidth() + CONTROLS_SEPARATOR,
statsButton->getY());
equipmentButton->setPosition(
setupButton->getX() + setupButton->getWidth() + CONTROLS_SEPARATOR,
statsButton->getY());
setContentSize(
equipmentButton->getX() + equipmentButton->getWidth() + WIN_BORDER,
statsButton->getY() + statsButton->getHeight() + WIN_BORDER);
add(hp);
add(sp);
add(healthBar);
add(manaBar);
add(hpValue);
add(spValue);
add(expLabel);
add(jobExpLabel);
add(xpBar);
add(jobXpBar);
add(statsButton);
add(skillsButton);
add(inventoryButton);
add(setupButton);
add(equipmentButton);
setResizable(true);
}
StatusWindow::~StatusWindow()
{
delete hp;
delete sp;
delete expLabel;
delete jobExpLabel;
delete healthBar;
delete manaBar;
delete xpBar;
delete jobXpBar;
delete statsButton;
delete skillsButton;
delete inventoryButton;
delete setupButton;
delete equipmentButton;
}
void StatusWindow::update()
{
char *tempstr = new char[64];
sprintf(tempstr, "%s Lvl: % 2i Job: % 2i GP: % 2i",
player_info->name.c_str(), player_info->lv, player_info->job_lv,
player_info->gp);
setCaption(tempstr);
sprintf(tempstr, "%d/%d", player_info->hp, player_info->max_hp);
hpValue->setCaption(tempstr);
hpValue->adjustSize();
sprintf(tempstr, "%d/%d", player_info->sp, player_info->max_sp);
spValue->setCaption(tempstr);
spValue->adjustSize();
sprintf(tempstr, "Exp: %d/%d",
(int)player_info->xp, (int)player_info->xpForNextLevel);
expLabel->setCaption(tempstr);
expLabel->adjustSize();
sprintf(tempstr, "Job: %d/%d",
(int)player_info->job_xp, (int)player_info->jobXpForNextLevel);
jobExpLabel->setCaption(tempstr);
jobExpLabel->adjustSize();
// HP Bar coloration
if (player_info->hp < int(player_info->max_hp / 3))
{
healthBar->setColor(223, 32, 32); // Red
}
else
{
if (player_info->hp < int((player_info->max_hp / 3) * 2))
{
healthBar->setColor(230, 171, 34); // Orange
}
else
{
healthBar->setColor(0, 171, 34); // Green
}
}
healthBar->setProgress((float)player_info->hp /
(float)player_info->max_hp);
xpBar->setProgress((float)player_info->xp /
(float)player_info->xpForNextLevel);
jobXpBar->setProgress((float)player_info->job_xp /
(float)player_info->jobXpForNextLevel);
delete[] tempstr;
}
void StatusWindow::draw(gcn::Graphics *graphics)
{
update();
Window::draw(graphics);
}
void StatusWindow::action(const std::string& eventId)
{
if (eventId == "Stats") {
// Show / Hide the stats dialog
statsWindow->setVisible(!statsWindow->isVisible());
}
if (eventId == "Skills") {
// Show / Hide the skills dialog
skillDialog->setVisible(!skillDialog->isVisible());
}
if (eventId == "Inventory") {
// Show / Hide the inventory dialog
inventoryWindow->setVisible(!inventoryWindow->isVisible());
}
if (eventId == "Setup") {
// Show / Hide the inventory dialog
setupWindow->setVisible(!setupWindow->isVisible());
}
if (eventId == "Equipment") {
// Show / Hide the inventory dialog
equipmentWindow->setVisible(!equipmentWindow->isVisible());
}
}