scummvm/engines/icb/health_bar_pc.cpp
2020-10-06 09:51:20 +02:00

144 lines
5.5 KiB
C++

/* ResidualVM - A 3D game interpreter
*
* ResidualVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the AUTHORS
* file distributed with this source distribution.
*
* Additional copyright for this file:
* Copyright (C) 1999-2000 Revolution Software Ltd.
* This code is based on source code created by Revolution Software,
* used with permission.
*
* 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 (at your option) 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#include "engines/icb/common/px_common.h"
#include "engines/icb/debug.h"
#include "engines/icb/p4_generic.h"
#include "engines/icb/common/px_scriptengine.h"
#include "engines/icb/common/px_game_object.h"
#include "engines/icb/mission.h"
#include "engines/icb/global_objects.h"
#include "engines/icb/object_structs.h"
namespace ICB {
#define BAR_X 500
#define BAR_Y 25
#define BAR_W 100
#define BAR_H 7
#define MAX_HEALTH 10
void _game_session::Draw_health_bar() {
static int targetHealth = -1;
static int barEnd;
static int barTarget;
static int healthStep = 0;
static _rgb healthColours[MAX_HEALTH + 1] = {{254, 0, 0, 0}, // 0
{254, 0, 0, 0}, // 1
{254, 0, 0, 0}, // 2
{254, 64, 0, 0}, // 3
{254, 128, 0, 0}, // 4
{254, 196, 0, 0}, // 5
{254, 254, 0, 0}, // 6
{196, 254, 0, 0}, // 7
{128, 254, 0, 0}, // 8
{32, 254, 0, 0}, // 9
{0, 254, 0, 0}}; // 10
// Lock the surface
uint8 *ad = (uint8 *)surface_manager->Lock_surface(working_buffer_id);
uint32 pitch = surface_manager->Get_pitch(working_buffer_id);
// Draw the glass behind the health bar
_rgb pen;
pen.red = 96;
pen.green = 96;
pen.blue = 128;
for (uint16 y = BAR_Y + BAR_H; (y > BAR_Y); y--)
BlendedLine(BAR_X - 1, y, BAR_X + BAR_W, y, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
// Draw a border around the health bar
General_draw_line_24_32(BAR_X - 2, BAR_Y - 1, BAR_X + BAR_W + 2, BAR_Y - 1, &pen, ad, pitch);
General_draw_line_24_32(BAR_X - 2, BAR_Y + BAR_H + 2, BAR_X + BAR_W + 2, BAR_Y + BAR_H + 2, &pen, ad, pitch);
General_draw_line_24_32(BAR_X - 2, BAR_Y - 1, BAR_X - 2, BAR_Y + BAR_H + 2, &pen, ad, pitch);
General_draw_line_24_32(BAR_X + BAR_W + 2, BAR_Y - 1, BAR_X + BAR_W + 2, BAR_Y + BAR_H + 2, &pen, ad, pitch);
// Find out how much health the player has (0 dead -- 10 full)
c_game_object *ob = (c_game_object *)objects->Fetch_item_by_number(player.Fetch_player_id());
int32 ret = ob->GetVariable("hits");
int32 health = ob->GetIntegerVariable(ret);
// Sort out the speed the health bar is moving at
if (targetHealth == -1) {
targetHealth = health;
barEnd = barTarget = (BAR_W * health) / MAX_HEALTH;
healthStep = 0;
}
if (targetHealth != health) {
// Re calculate the speed we are moving the helath bar at
healthStep = (((BAR_W * health) / MAX_HEALTH) - barEnd) / 6;
barTarget = (BAR_W * health) / MAX_HEALTH;
targetHealth = health;
}
if (abs(barEnd - barTarget) < abs(healthStep)) {
barEnd = barTarget;
healthStep = 0;
}
// Draw the solid part of the health bar
if (healthStep > 0) {
for (uint16 y = BAR_Y + BAR_H; (health != 0) && (y > BAR_Y); y--)
General_draw_line_24_32(BAR_X, y, (uint16)(BAR_X + barEnd), y, &healthColours[health], ad, pitch);
pen.red = 255;
pen.green = 255;
pen.blue = 255;
BlendedLine((uint16)(BAR_X - 1), BAR_Y + 2, (uint16)(BAR_X + barEnd), BAR_Y + 2, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
pen.red = 0;
pen.green = 0;
pen.blue = 0;
BlendedLine((uint16)(BAR_X - 1), (BAR_Y + BAR_H), (uint16)(BAR_X + barEnd), (BAR_Y + BAR_H), pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
} else {
for (uint16 y = BAR_Y + BAR_H; (health != 0) && (y > BAR_Y); y--)
General_draw_line_24_32(BAR_X, y, (uint16)(BAR_X + barTarget), y, &healthColours[health], ad, pitch);
pen.red = 255;
pen.green = 255;
pen.blue = 255;
BlendedLine((uint16)(BAR_X - 1), BAR_Y + 2, (uint16)(BAR_X + barTarget), BAR_Y + 2, pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
pen.red = 0;
pen.green = 0;
pen.blue = 0;
BlendedLine((uint16)(BAR_X - 1), (BAR_Y + BAR_H), (uint16)(BAR_X + barTarget), (BAR_Y + BAR_H), pen, SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
}
// Draw the fading part of the health bar
if (barEnd != barTarget) {
for (uint16 y = BAR_Y + BAR_H; y > BAR_Y; y--)
BlendedLine((uint16)(BAR_X + barTarget - 1), y, (uint16)(BAR_X + barEnd), y, healthColours[health], SCREEN_WIDTH, SCREEN_DEPTH, pitch, ad);
}
// Move the bar along
barEnd += healthStep;
// Unlock the surface
surface_manager->Unlock_surface(working_buffer_id);
}
} // End of namespace ICB