/*
* 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
*/
#include "button.h"
#include "label.h"
#include "progressbar.h"
#include "status.h"
#include "windowcontainer.h"
#include "widgets/layout.h"
#include "../localplayer.h"
#include "../units.h"
#include "../utils/gettext.h"
#include "../utils/strprintf.h"
#include "../utils/stringutils.h"
StatusWindow::StatusWindow(LocalPlayer *player):
Window(player->getName()),
mPlayer(player),
mCurrency(0)
{
setWindowName("Status");
setCloseButton(true);
setDefaultSize(400, 345, ImageRect::CENTER);
// ----------------------
// Status Part
// ----------------------
mLvlLabel = new Label(strprintf(_("Level: %d"), 0));
mJobLvlLabel = new Label(strprintf(_("Job: %d"), 0));
mGpLabel = new Label(strprintf(_("Money: %s"),
Units::formatCurrency(mCurrency).c_str()));
mHpLabel = new Label(_("HP:"));
mHpBar = new ProgressBar(1.0f, 80, 15, 0, 171, 34);
mXpLabel = new Label(_("Exp:"));
mXpBar = new ProgressBar(1.0f, 80, 15, 143, 192, 211);
mMpLabel = new Label(_("MP:"));
mMpBar = new ProgressBar(1.0f, 80, 15, 26, 102, 230);
mJobLabel = new Label(_("Job:"));
mJobBar = new ProgressBar(1.0f, 80, 15, 220, 135, 203);
// ----------------------
// Stats Part
// ----------------------
// Static Labels
gcn::Label *mStatsTitleLabel = new Label(_("Stats"));
gcn::Label *mStatsTotalLabel = new Label(_("Total"));
gcn::Label *mStatsCostLabel = new Label(_("Cost"));
mStatsTotalLabel->setAlignment(gcn::Graphics::CENTER);
// Derived Stats
mStatsAttackLabel = new Label(_("Attack:"));
mStatsDefenseLabel= new Label(_("Defense:"));
mStatsMagicAttackLabel = new Label(_("M.Attack:"));
mStatsMagicDefenseLabel = new Label(_("M.Defense:"));
// Gettext flag for next line: xgettext:no-c-format
mStatsAccuracyLabel = new Label(_("% Accuracy:"));
// Gettext flag for next line: xgettext:no-c-format
mStatsEvadeLabel = new Label(_("% Evade:"));
// Gettext flag for next line: xgettext:no-c-format
mStatsReflexLabel = new Label(_("% Reflex:"));
mStatsAttackPoints = new Label;
mStatsDefensePoints = new Label;
mStatsMagicAttackPoints = new Label;
mStatsMagicDefensePoints = new Label;
mStatsAccuracyPoints = new Label;
mStatsEvadePoints = new Label;
mStatsReflexPoints = new Label;
// New labels
for (int i = 0; i < 6; i++)
{
mStatsLabel[i] = new Label("0");
mStatsLabel[i]->setAlignment(gcn::Graphics::CENTER);
mStatsDisplayLabel[i] = new Label;
mPointsLabel[i] = new Label("0");
mPointsLabel[i]->setAlignment(gcn::Graphics::CENTER);
}
mRemainingStatsPointsLabel = new Label;
// Set button events Id
mStatsButton[0] = new Button("+", "STR", this);
mStatsButton[1] = new Button("+", "AGI", this);
mStatsButton[2] = new Button("+", "VIT", this);
mStatsButton[3] = new Button("+", "INT", this);
mStatsButton[4] = new Button("+", "DEX", this);
mStatsButton[5] = new Button("+", "LUK", this);
// Assemble
ContainerPlacer place;
place = getPlacer(0, 0);
place(0, 0, mLvlLabel, 3);
place(5, 0, mJobLvlLabel, 3);
place(8, 0, mGpLabel, 3);
place(1, 1, mHpLabel).setPadding(3);
place(2, 1, mHpBar, 3);
place(6, 1, mXpLabel).setPadding(3);
place(7, 1, mXpBar, 3);
place(1, 2, mMpLabel).setPadding(3);
place(2, 2, mMpBar, 3);
place(6, 2, mJobLabel).setPadding(3);
place(7, 2, mJobBar, 3);
place.getCell().matchColWidth(0, 1);
place = getPlacer(0, 3);
place(0, 0, mStatsTitleLabel, 5);
place(5, 1, mStatsTotalLabel, 5);
place(12, 1, mStatsCostLabel, 5);
for (int i = 0; i < 6; i++)
{
place(0, 2 + i, mStatsLabel[i], 7).setPadding(5);
place(7, 2 + i, mStatsDisplayLabel[i]).setPadding(5);
place(10, 2 + i, mStatsButton[i]);
place(12, 2 + i, mPointsLabel[i]).setPadding(5);
}
place(14, 2, mStatsAttackLabel, 7).setPadding(5);
place(14, 3, mStatsDefenseLabel, 7).setPadding(5);
place(14, 4, mStatsMagicAttackLabel, 7).setPadding(5);
place(14, 5, mStatsMagicDefenseLabel, 7).setPadding(5);
place(14, 6, mStatsAccuracyLabel, 7).setPadding(5);
place(14, 7, mStatsEvadeLabel, 7).setPadding(5);
place(14, 8, mStatsReflexLabel, 7).setPadding(5);
place(21, 2, mStatsAttackPoints, 3).setPadding(5);
place(21, 3, mStatsDefensePoints, 3).setPadding(5);
place(21, 4, mStatsMagicAttackPoints, 3).setPadding(5);
place(21, 5, mStatsMagicDefensePoints, 3).setPadding(5);
place(21, 6, mStatsAccuracyPoints, 3).setPadding(5);
place(21, 7, mStatsEvadePoints, 3).setPadding(5);
place(21, 8, mStatsReflexPoints, 3).setPadding(5);
place(0, 8, mRemainingStatsPointsLabel, 3).setPadding(5);
Layout &layout = getLayout();
layout.setRowHeight(0, Layout::AUTO_SET);
loadWindowState();
}
void StatusWindow::update()
{
// Status Part
// -----------
mLvlLabel->setCaption(strprintf(_("Level: %d"), mPlayer->getLevel()));
mLvlLabel->adjustSize();
mJobLvlLabel->setCaption(strprintf(_("Job: %d"), mPlayer->mJobLevel));
mJobLvlLabel->adjustSize();
if (mCurrency != mPlayer->getMoney()) {
mCurrency = mPlayer->getMoney();
mGpLabel->setCaption(strprintf(_("Money: %s"),
Units::formatCurrency(mCurrency).c_str()));
mGpLabel->adjustSize();
}
updateHPBar(mHpBar, true);
updateMPBar(mMpBar, true);
updateXPBar(mXpBar, false);
updateJobBar(mJobBar, false);
// Stats Part
// ----------
static const char *attrNames[6] = {
N_("Strength"),
N_("Agility"),
N_("Vitality"),
N_("Intelligence"),
N_("Dexterity"),
N_("Luck")
};
int statusPoints = mPlayer->mStatsPointsToAttribute;
// Update labels
for (int i = 0; i < 6; i++)
{
mStatsLabel[i]->setCaption(gettext(attrNames[i]));
mStatsDisplayLabel[i]->setCaption(toString((int) mPlayer->mAttr[i]));
mPointsLabel[i]->setCaption(toString((int) mPlayer->mAttrUp[i]));
mStatsLabel[i]->adjustSize();
mStatsDisplayLabel[i]->adjustSize();
mPointsLabel[i]->adjustSize();
mStatsButton[i]->setEnabled(mPlayer->mAttrUp[i] <= statusPoints);
}
mRemainingStatsPointsLabel->setCaption(
strprintf(_("Remaining Status Points: %d"), statusPoints));
mRemainingStatsPointsLabel->adjustSize();
// Derived Stats Points
// Attack TODO: Count equipped Weapons and items attack bonuses
mStatsAttackPoints->setCaption(
toString(mPlayer->ATK + mPlayer->ATK_BONUS));
mStatsAttackPoints->adjustSize();
// Defense TODO: Count equipped Armors and items defense bonuses
mStatsDefensePoints->setCaption(
toString(mPlayer->DEF + mPlayer->DEF_BONUS));
mStatsDefensePoints->adjustSize();
// Magic Attack TODO: Count equipped items M.Attack bonuses
mStatsMagicAttackPoints->setCaption(
toString(mPlayer->MATK + mPlayer->MATK_BONUS));
mStatsMagicAttackPoints->adjustSize();
// Magic Defense TODO: Count equipped items M.Defense bonuses
mStatsMagicDefensePoints->setCaption(
toString(mPlayer->MDEF + mPlayer->MDEF_BONUS));
mStatsMagicDefensePoints->adjustSize();
// Accuracy %
mStatsAccuracyPoints->setCaption(toString(mPlayer->HIT));
mStatsAccuracyPoints->adjustSize();
// Evasion %
mStatsEvadePoints->setCaption(toString(mPlayer->FLEE));
mStatsEvadePoints->adjustSize();
// Reflex %
mStatsReflexPoints->setCaption(toString(mPlayer->DEX / 4)); // + counter
mStatsReflexPoints->adjustSize();
}
void StatusWindow::draw(gcn::Graphics *g)
{
if (!isVisible())
return;
update();
Window::draw(g);
}
void StatusWindow::action(const gcn::ActionEvent &event)
{
// Stats Part
if (event.getId().length() == 3)
{
if (event.getId() == "STR")
player_node->raiseAttribute(LocalPlayer::STR);
if (event.getId() == "AGI")
player_node->raiseAttribute(LocalPlayer::AGI);
if (event.getId() == "VIT")
player_node->raiseAttribute(LocalPlayer::VIT);
if (event.getId() == "INT")
player_node->raiseAttribute(LocalPlayer::INT);
if (event.getId() == "DEX")
player_node->raiseAttribute(LocalPlayer::DEX);
if (event.getId() == "LUK")
player_node->raiseAttribute(LocalPlayer::LUK);
}
}
void StatusWindow::updateHPBar(ProgressBar *bar, bool showMax)
{
if (showMax)
bar->setText(toString(player_node->getHp()) +
"/" + toString(player_node->getMaxHp()));
else
bar->setText(toString(player_node->getHp()));
// HP Bar coloration
if (player_node->getHp() < player_node->getMaxHp() / 3)
{
bar->setColor(223, 32, 32); // Red
}
else if (player_node->getHp() < (player_node->getMaxHp() / 3) * 2)
{
bar->setColor(230, 171, 34); // Orange
}
else
{
bar->setColor(0, 171, 34); // Green
}
bar->setProgress((float) player_node->getHp() / (float) player_node->getMaxHp());
}
void StatusWindow::updateMPBar(ProgressBar *bar, bool showMax)
{
if (showMax)
bar->setText(toString(player_node->mMp) +
"/" + toString(player_node->mMaxMp));
else
bar->setText(toString(player_node->mMp));
if (player_node->MATK <= 0)
bar->setColor(100, 100, 100); // grey, to indicate that we lack magic
else
bar->setColor(143, 192, 211); // blue, to indicate that we have magic
bar->setProgress((float) player_node->mMp / (float) player_node->mMaxMp);
}
void StatusWindow::updateXPBar(ProgressBar *bar, bool percent)
{
if (player_node->mXpForNextLevel == 0) {
bar->setText(_("Max level"));
bar->setProgress(1.0);
} else {
if (percent)
{
float xp = (float) player_node->getXp() /
player_node->mXpForNextLevel;
bar->setText(toString((float) ((int) (xp * 10000.0f)) / 100.0f) +
"%");
}
else
bar->setText(toString(player_node->getXp()) +
"/" + toString(player_node->mXpForNextLevel));
bar->setProgress((float) player_node->getXp() /
(float) player_node->mXpForNextLevel);
}
}
void StatusWindow::updateJobBar(ProgressBar *bar, bool percent)
{
if (player_node->mJobXpForNextLevel == 0) {
bar->setText(_("Max level"));
bar->setProgress(1.0);
} else {
if (percent)
{
float xp = (float) player_node->mJobXp /
player_node->mJobXpForNextLevel;
bar->setText(toString((float) ((int) (xp * 10000.0f)) / 100.0f) +
"%");
}
else
bar->setText(toString(player_node->mJobXp) +
"/" + toString(player_node->mJobXpForNextLevel));
bar->setProgress((float) player_node->mJobXp /
(float) player_node->mJobXpForNextLevel);
}
}