void CArmorDisplay::Update (void) // Update // // Updates buffer from data { int i; if (m_pPlayer == NULL) return; CShip *pShip = m_pPlayer->GetShip(); const CPlayerSettings *pSettings = pShip->GetClass()->GetPlayerSettings(); CItemListManipulator ItemList(pShip->GetItemList()); const CG16bitFont &SmallFont = m_pPlayer->GetTrans()->GetFonts().Small; m_Text.DeleteAll(); // If we've changed ships then we need to delete the painters if (m_dwCachedShipID != pShip->GetID()) { if (m_pShieldPainter) { m_pShieldPainter->Delete(); m_pShieldPainter = NULL; } m_dwCachedShipID = pShip->GetID(); } // Erase everything m_Buffer.Fill(0, 0, DISPLAY_WIDTH, DISPLAY_HEIGHT, DEFAULT_TRANSPARENT_COLOR); // Figure out the status of the shields int iHP = 0; int iMaxHP = 10; CInstalledDevice *pShield = pShip->GetNamedDevice(devShields); if (pShield) pShield->GetStatus(pShip, &iHP, &iMaxHP); // Draw the base ship image, if we have it const SArmorImageDesc &ArmorDesc = pSettings->GetArmorDesc(); if (!ArmorDesc.ShipImage.IsEmpty()) { const RECT &rcShip = ArmorDesc.ShipImage.GetImageRect(); m_Buffer.ColorTransBlt(rcShip.left, rcShip.top, RectWidth(rcShip), RectHeight(rcShip), 255, ArmorDesc.ShipImage.GetImage(NULL_STR), DESCRIPTION_WIDTH + ((SHIELD_IMAGE_WIDTH - RectWidth(rcShip)) / 2), (SHIELD_IMAGE_HEIGHT - RectHeight(rcShip)) / 2); } // Draw the old-style shields const SShieldImageDesc &ShieldDesc = pSettings->GetShieldDesc(); if (!ShieldDesc.pShieldEffect) { int iWhole = (iMaxHP > 0 ? (iHP * 100) / iMaxHP : 100); int iIndex = (100 - iWhole) / 20; const RECT &rcShield = ShieldDesc.Image.GetImageRect(); m_Buffer.ColorTransBlt(rcShield.left, rcShield.top + (RectHeight(rcShield) * iIndex), RectWidth(rcShield), RectHeight(rcShield), 255, ShieldDesc.Image.GetImage(NULL_STR), DESCRIPTION_WIDTH + ((SHIELD_IMAGE_WIDTH - RectWidth(rcShield)) / 2), (SHIELD_IMAGE_HEIGHT - RectHeight(rcShield)) / 2); } if (pShield) { m_Buffer.Fill(SHIELD_HP_DISPLAY_X, SHIELD_HP_DISPLAY_Y, SHIELD_HP_DISPLAY_WIDTH, SHIELD_HP_DISPLAY_HEIGHT, SHIELD_HP_DISPLAY_BACK_COLOR); CString sHP = strFromInt(iHP); int cxWidth = m_pFonts->Medium.MeasureText(sHP, NULL); m_pFonts->Medium.DrawText(m_Buffer, SHIELD_HP_DISPLAY_X + (SHIELD_HP_DISPLAY_WIDTH - cxWidth) / 2, SHIELD_HP_DISPLAY_Y - 1, CG16bitImage::LightenPixel(m_pFonts->wAltGreenColor, 60), sHP); DrawBrokenLine(m_Buffer, 0, SHIELD_HP_DISPLAY_Y, SHIELD_HP_DISPLAY_X, SHIELD_HP_DISPLAY_Y, 0, SHIELD_HP_DISPLAY_LINE_COLOR); WORD wColor; if (pShield->IsEnabled() && !pShield->IsDamaged() && !pShield->IsDisrupted()) wColor = m_pFonts->wAltGreenColor; else wColor = DISABLED_TEXT_COLOR; CString sShieldName = pShield->GetClass()->GetName(); int cyHeight; cxWidth = m_pFonts->Medium.MeasureText(sShieldName, &cyHeight); // Add the shield name to list of text to paint STextPaint *pPaint = m_Text.Insert(); pPaint->sText = sShieldName; pPaint->x = 0; pPaint->y = SHIELD_HP_DISPLAY_Y; pPaint->pFont = &m_pFonts->Medium; pPaint->wColor = wColor; // Paint the modifiers if (pShield->GetMods().IsNotEmpty() || pShield->GetBonus() != 0) { pShip->SetCursorAtNamedDevice(ItemList, devShields); CString sMods = pShield->GetEnhancedDesc(pShip, &ItemList.GetItemAtCursor()); if (!sMods.IsBlank()) { bool bDisadvantage = (*(sMods.GetASCIIZPointer()) == '-'); int cx = SmallFont.MeasureText(sMods); m_Buffer.Fill(SHIELD_HP_DISPLAY_X - cx - 8, SHIELD_HP_DISPLAY_Y, cx + 8, SHIELD_HP_DISPLAY_HEIGHT, (bDisadvantage ? ARMOR_DAMAGED_BACK_COLOR : ARMOR_ENHANCE_BACK_COLOR)); SmallFont.DrawText(m_Buffer, SHIELD_HP_DISPLAY_X - cx - 4, SHIELD_HP_DISPLAY_Y + (SHIELD_HP_DISPLAY_HEIGHT - SmallFont.GetHeight()) / 2, (bDisadvantage ? ARMOR_DAMAGED_TEXT_COLOR : ARMOR_ENHANCE_TEXT_COLOR), sMods); } } } // Draw armor int iArmorCount = Min(pShip->GetArmorSectionCount(), pSettings->GetArmorDescCount()); for (i = 0; i < iArmorCount; i++) { const SArmorSegmentImageDesc *pImage = &pSettings->GetArmorDesc(i); CInstalledArmor *pArmor = pShip->GetArmorSection(i); int iMaxHP = pArmor->GetMaxHP(pShip); int iWhole = (iMaxHP == 0 ? 100 : (pArmor->GetHitPoints() * 100) / iMaxHP); int iIndex = (100 - iWhole) / 20; if (iIndex < 5) { const RECT &rcImage = pImage->Image.GetImageRect(); m_Buffer.ColorTransBlt(rcImage.left, rcImage.top + iIndex * RectHeight(rcImage), RectWidth(rcImage), RectHeight(rcImage), 255, pImage->Image.GetImage(NULL_STR), DESCRIPTION_WIDTH + pImage->xDest, pImage->yDest); } } // Draw the new style shields on top if (ShieldDesc.pShieldEffect) { int x = DESCRIPTION_WIDTH + SHIELD_IMAGE_WIDTH / 2; int y = SHIELD_IMAGE_HEIGHT / 2; SViewportPaintCtx Ctx; Ctx.iTick = g_pUniverse->GetTicks(); Ctx.iVariant = (iMaxHP > 0 ? (iHP * 100) / iMaxHP : 0); Ctx.iDestiny = pShip->GetDestiny(); Ctx.iRotation = 90; if (m_pShieldPainter == NULL) m_pShieldPainter = ShieldDesc.pShieldEffect->CreatePainter(); m_pShieldPainter->Paint(m_Buffer, x, y, Ctx); } // Draw armor names for (i = 0; i < iArmorCount; i++) { const SArmorSegmentImageDesc *pImage = &pSettings->GetArmorDesc(i); CInstalledArmor *pArmor = pShip->GetArmorSection(i); // Paint the HPs if (i == m_iSelection) { m_Buffer.Fill(DESCRIPTION_WIDTH + pImage->xHP - 1, pImage->yHP - 1, HP_DISPLAY_WIDTH + 2, HP_DISPLAY_HEIGHT + 2, CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128)); } else { m_Buffer.Fill(DESCRIPTION_WIDTH + pImage->xHP, pImage->yHP, HP_DISPLAY_WIDTH, HP_DISPLAY_HEIGHT, HP_DISPLAY_BACK_COLOR); } CString sHP = strFromInt(pArmor->GetHitPoints()); int cxWidth = m_pFonts->Medium.MeasureText(sHP, NULL); m_pFonts->Medium.DrawText(m_Buffer, DESCRIPTION_WIDTH + pImage->xHP + (HP_DISPLAY_WIDTH - cxWidth) / 2, pImage->yHP - 1, m_pFonts->wTitleColor, sHP); // Paint the armor name line DrawBrokenLine(m_Buffer, 0, pImage->yName + m_pFonts->Medium.GetHeight(), DESCRIPTION_WIDTH + pImage->xHP + pImage->xNameDestOffset, pImage->yHP + pImage->yNameDestOffset, pImage->cxNameBreak, (i == m_iSelection ? CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128) : ARMOR_LINE_COLOR)); // Paint the armor names CString sName = pArmor->GetClass()->GetShortName(); int cy; int cx = m_pFonts->Medium.MeasureText(sName, &cy) + 4; if (i == m_iSelection) { m_Buffer.Fill(0, pImage->yName, cx, cy, CG16bitImage::DarkenPixel(m_pFonts->wSelectBackground, 128)); } STextPaint *pPaint = m_Text.Insert(); pPaint->sText = sName; pPaint->x = 2; pPaint->y = pImage->yName; pPaint->pFont = &m_pFonts->Medium; pPaint->wColor = m_pFonts->wTitleColor; // Paint the modifiers if (pArmor->GetMods().IsNotEmpty()) { pShip->SetCursorAtArmor(ItemList, i); CString sMods = ItemList.GetItemAtCursor().GetEnhancedDesc(pShip); if (!sMods.IsBlank()) { int cx = SmallFont.MeasureText(sMods); m_Buffer.Fill(ARMOR_ENHANCE_X - cx - 4, pImage->yName + m_pFonts->Medium.GetHeight() - HP_DISPLAY_HEIGHT, cx + 8, HP_DISPLAY_HEIGHT, ARMOR_ENHANCE_BACK_COLOR); SmallFont.DrawText(m_Buffer, ARMOR_ENHANCE_X - cx, pImage->yName + 3, ARMOR_ENHANCE_TEXT_COLOR, sMods); } } } }
void CTranscendenceWnd::CreateShipDescAnimation (CShip *pShip, IAnimatron **retpAnimatron) // CreateShipDescAnimation // // Creates animation describing the given ship { int i, j; int iDuration = 600; int iInterLineDelay = 1; int iDelay = 0; int x = m_rcIntroMain.left + (RectWidth(m_rcIntroMain) / 2) + (RectWidth(m_rcIntroMain) / 6); int y = m_rcIntroMain.bottom - RectHeight(m_rcIntroMain) / 3; // Create sequencer to hold everything. CAniSequencer *pSeq = new CAniSequencer; // Show the ship class CString sClassName = strToLower(pShip->GetName()); int cyClassName; int cxClassName = m_Fonts.SubTitle.MeasureText(sClassName, &cyClassName); int cySectionSpacing = cyClassName / 6; IAnimatron *pText; CAniText::Create(sClassName, CVector((Metric)x, (Metric)y), &m_Fonts.SubTitle, CG16bitFont::AlignCenter, m_Fonts.rgbTitleColor, &pText); pText->AnimateLinearFade(iDuration, 0, 30); pSeq->AddTrack(pText, 0); y += cyClassName + cySectionSpacing; iDelay += iInterLineDelay * 3; // Weapons label CAniText::Create(CONSTLIT("WEAPONS:"), CVector((Metric)x - cyClassName / 4, (Metric)(y + m_Fonts.Medium.GetAscent() - m_Fonts.Small.GetAscent())), &m_Fonts.Small, CG16bitFont::AlignRight, m_Fonts.rgbLightTitleColor, &pText); pText->AnimateLinearFade(iDuration - iDelay, 15, 30); pSeq->AddTrack(pText, iDelay); // Collect duplicate weapons struct SWeaponDesc { CString sWeaponName; int iCount; }; TArray<SWeaponDesc> WeaponList; for (i = 0; i < pShip->GetDeviceCount(); i++) { CInstalledDevice *pDevice = pShip->GetDevice(i); if (pDevice->IsEmpty()) continue; if (pDevice->GetCategory() == itemcatWeapon || pDevice->GetCategory() == itemcatLauncher) { CString sName = pDevice->GetClass()->GetItemType()->GetNounPhrase(nounActual | nounCapitalize); // Look for the weapon in the list bool bFound = false; for (j = 0; j < WeaponList.GetCount() && !bFound; j++) if (strEquals(WeaponList[j].sWeaponName, sName)) { WeaponList[j].iCount++; bFound = true; } // Add if necessary if (!bFound) { SWeaponDesc *pWeapon = WeaponList.Insert(); pWeapon->sWeaponName = sName; pWeapon->iCount = 1; } } } // Output weapon list if (WeaponList.GetCount() == 0) { CAniText::Create(CONSTLIT("None"), CVector((Metric)x + cyClassName / 4, (Metric)y), &m_Fonts.Medium, 0, m_Fonts.rgbTitleColor, &pText); pText->AnimateLinearFade(iDuration - iDelay, 15, 30); pSeq->AddTrack(pText, iDelay); y += m_Fonts.Medium.GetHeight(); iDelay += iInterLineDelay; } else { for (i = 0; i < WeaponList.GetCount() && i < 6; i++) { CAniText::Create((WeaponList[i].iCount == 1 ? WeaponList[i].sWeaponName : strPatternSubst(CONSTLIT("%s (x%d)"), WeaponList[i].sWeaponName, WeaponList[i].iCount)), CVector((Metric)x + cyClassName / 4, (Metric)y), &m_Fonts.Medium, 0, m_Fonts.rgbTitleColor, &pText); pText->AnimateLinearFade(iDuration - iDelay, 15, 30); pSeq->AddTrack(pText, iDelay); y += m_Fonts.Medium.GetHeight(); iDelay += iInterLineDelay; } } // Shields y += cySectionSpacing; CAniText::Create(CONSTLIT("SHIELDS:"), CVector((Metric)x - cyClassName / 4, (Metric)(y + m_Fonts.Medium.GetAscent() - m_Fonts.Small.GetAscent())), &m_Fonts.Small, CG16bitFont::AlignRight, m_Fonts.rgbLightTitleColor, &pText); pText->AnimateLinearFade(iDuration - iDelay, 15, 30); pSeq->AddTrack(pText, iDelay); CInstalledDevice *pShields = pShip->GetNamedDevice(devShields); CAniText::Create((pShields ? pShields->GetClass()->GetItemType()->GetNounPhrase(nounActual | nounCapitalize) : CONSTLIT("None")), CVector((Metric)x + cyClassName / 4, (Metric)y), &m_Fonts.Medium, 0, m_Fonts.rgbTitleColor, &pText); pText->AnimateLinearFade(iDuration - iDelay, 15, 30); pSeq->AddTrack(pText, iDelay); y += m_Fonts.Medium.GetHeight(); iDelay += iInterLineDelay; // Armor y += cySectionSpacing; CAniText::Create(CONSTLIT("ARMOR:"), CVector((Metric)x - cyClassName / 4, (Metric)(y + m_Fonts.Medium.GetAscent() - m_Fonts.Small.GetAscent())), &m_Fonts.Small, CG16bitFont::AlignRight, m_Fonts.rgbLightTitleColor, &pText); pText->AnimateLinearFade(iDuration - iDelay, 15, 30); pSeq->AddTrack(pText, iDelay); int iCount = pShip->GetArmorSectionCount(); CInstalledArmor *pArmor = (iCount > 0 ? pShip->GetArmorSection(0) : NULL); CString sArmor = (pArmor ? pArmor->GetClass()->GetItemType()->GetNounPhrase(nounActual | nounCapitalize | nounShort) : NULL_STR); CAniText::Create((pArmor ? strPatternSubst(CONSTLIT("%s (x%d)"), sArmor, iCount) : CONSTLIT("None")), CVector((Metric)x + cyClassName / 4, (Metric)y), &m_Fonts.Medium, 0, m_Fonts.rgbTitleColor, &pText); pText->AnimateLinearFade(iDuration - iDelay, 15, 30); pSeq->AddTrack(pText, iDelay); y += m_Fonts.Medium.GetHeight(); iDelay += iInterLineDelay; // Done *retpAnimatron = pSeq; }