/* * 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 #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()); } }