/* * 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 "gui/status.h" #include "gui/palette.h" #include "localplayer.h" #include "units.h" #include "gui/widgets/button.h" #include "gui/widgets/label.h" #include "gui/widgets/layout.h" #include "gui/widgets/progressbar.h" #include "gui/widgets/windowcontainer.h" #include "net/net.h" #include "net/ea/playerhandler.h" #include "utils/gettext.h" #include "utils/mathutils.h" #include "utils/stringutils.h" StatusWindow::StatusWindow(LocalPlayer *player): Window(player->getName()), mPlayer(player), mCurrency(0) { setWindowName("Status"); setCloseButton(true); setSaveVisible(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) { update(); Window::draw(g); } void StatusWindow::action(const gcn::ActionEvent &event) { // Stats Part // Net::getPlayerHandler()->increaseStat(?); if (event.getId().length() == 3) { if (event.getId() == "STR") Net::getPlayerHandler()->increaseStat(LocalPlayer::STR); if (event.getId() == "AGI") Net::getPlayerHandler()->increaseStat(LocalPlayer::AGI); if (event.getId() == "VIT") Net::getPlayerHandler()->increaseStat(LocalPlayer::VIT); if (event.getId() == "INT") Net::getPlayerHandler()->increaseStat(LocalPlayer::INT); if (event.getId() == "DEX") Net::getPlayerHandler()->increaseStat(LocalPlayer::DEX); if (event.getId() == "LUK") Net::getPlayerHandler()->increaseStat(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 float r1 = 255; float g1 = 255; float b1 = 255; float r2 = 255; float g2 = 255; float b2 = 255; float weight = 1.0f; int curHP = player_node->getHp(); int thresholdLevel = player_node->getMaxHp() / 4; int thresholdProgress = curHP % thresholdLevel; weight = 1-((float)thresholdProgress) / ((float)thresholdLevel); if (curHP < (thresholdLevel)) { gcn::Color color1 = guiPalette->getColor(Palette::HPBAR_ONE_HALF); gcn::Color color2 = guiPalette->getColor(Palette::HPBAR_ONE_QUARTER); r1 = color1.r; r2 = color2.r; g1 = color1.g; g2 = color2.g; b1 = color1.b; b2 = color2.b; } else if (curHP < (thresholdLevel*2)) { gcn::Color color1 = guiPalette->getColor(Palette::HPBAR_THREE_QUARTERS); gcn::Color color2 = guiPalette->getColor(Palette::HPBAR_ONE_HALF); r1 = color1.r; r2 = color2.r; g1 = color1.g; g2 = color2.g; b1 = color1.b; b2 = color2.b; } else if (curHP < thresholdLevel*3) { gcn::Color color1 = guiPalette->getColor(Palette::HPBAR_FULL); gcn::Color color2 = guiPalette->getColor(Palette::HPBAR_THREE_QUARTERS); r1 = color1.r; r2 = color2.r; g1 = color1.g; g2 = color2.g; b1 = color1.b; b2 = color2.b; } else { gcn::Color color1 = guiPalette->getColor(Palette::HPBAR_FULL); gcn::Color color2 = guiPalette->getColor(Palette::HPBAR_FULL); r1 = color1.r; r2 = color2.r; g1 = color1.g; g2 = color2.g; b1 = color1.b; b2 = color2.b; } //safety checks if (weight>1.0f) weight=1.0f; if (weight<0.0f) weight=0.0f; //Do the color blend r1 = (int) weightedAverage(r1, r2,weight); g1 = (int) weightedAverage(g1, g2, weight); b1 = (int) weightedAverage(b1, b2, weight); //more safety checks if (r1 > 255) r1 = 255; if (g1 > 255) g1 = 255; if (b1 > 255) b1 = 255; bar->setColor(r1, g1, b1); 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(26, 102, 230); // 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); } }