ref: 004d5adf7bef6f20e05b5df6a7b76eceeb9c620c
dir: /src/ValueView.cpp/
#include <string.h>
#include "WindowsWrapper.h"
#include "ValueView.h"
#include "Game.h"
#include "Draw.h"
#define VALUEVIEW_MAX 0x10
VALUEVIEW gVV[VALUEVIEW_MAX];
int gVVIndex;
void ClearValueView()
{
memset(gVV, 0, sizeof(gVV));
gVVIndex = 0;
}
void SetValueView(int *px, int *py, int value)
{
int i;
//TODO: Boi I'm reaaaally boutta getcho pickle chin aah boi, egg head like collard greens head ass boi, ol' hell dat bell dirt aaah boi stank ah boi afro head ass, lip gloss chin ah boi ugly ahhh boi *snort* uglaaaa
for (i = 0; i < VALUEVIEW_MAX && (!gVV[i].flag || gVV[i].px != px || (gVV[i].value >= 0 || value >= 0) && (gVV[i].value <= 0 || value <= 0)); i++);
int index;
if (i == VALUEVIEW_MAX)
{
index = gVVIndex++;
if (gVVIndex == VALUEVIEW_MAX)
gVVIndex = 0;
gVV[index].count = 0;
gVV[index].offset_y = 0;
gVV[index].value = value;
}
else
{
index = i;
gVV[i].count = 32;
gVV[index].value += value;
value = gVV[index].value;
}
//Get if negative or not
bool minus;
if ( value >= 0 )
{
minus = false;
}
else
{
value = -value;
minus = true;
}
//Get width
int v = value;
int width;
if (value < 1000)
{
if (value < 100)
{
if (value < 10)
width = 16;
else
width = 24;
}
else
{
width = 32;
}
}
else
{
width = 40;
}
//Set properties
gVV[index].flag = 1;
gVV[index].px = px;
gVV[index].py = py;
gVV[index].rect.left = 40 - width;
gVV[index].rect.top = 8 * index;
gVV[index].rect.right = 40;
gVV[index].rect.bottom = 8 * (index + 1);
//Get digits
int dig[4];
dig[0] = 1;
dig[1] = 10;
dig[2] = 100;
dig[3] = 1000;
int fig[4];
for (int d = 3; d >= 0; d--)
{
fig[d] = 0;
while (dig[d] <= v)
{
v -= dig[d];
++fig[d];
}
}
int sw = 0;
RECT rcPlus = {32, 48, 40, 56};
RECT rcMinus = {40, 48, 48, 56};
//Draw value
CortBox2(&gVV[index].rect, 0x000000, 29);
if (minus)
Surface2Surface(gVV[index].rect.left, gVV[index].rect.top, &rcMinus, 29, 26);
else
Surface2Surface(gVV[index].rect.left, gVV[index].rect.top, &rcPlus, 29, 26);
for (int i = 3; i >= 0; i--)
{
if (sw || !i || fig[i])
{
sw = 1;
RECT rect;
if (minus)
rect = {fig[i] << 3, 64, (fig[i] + 1) << 3, 72};
else
rect = {fig[i] << 3, 56, (fig[i] + 1) << 3, 64};
Surface2Surface(8 * (4 - i), gVV[index].rect.top, &rect, 29, 26);
}
}
}
void ActValueView()
{
for (int v = 0; v < VALUEVIEW_MAX; v++)
{
if (gVV[v].flag)
{
if (++gVV[v].count < 32)
gVV[v].offset_y -= 0x100;
if ( gVV[v].count > 72 )
++gVV[v].rect.top;
if ( gVV[v].count > 80 )
gVV[v].flag = 0;
}
}
}
void PutValueView(int flx, int fly)
{
for (int v = 0; v < VALUEVIEW_MAX; v++)
{
if (gVV[v].flag)
{
PutBitmap3(
&grcGame,
(*gVV[v].px) / 0x200 - (gVV[v].rect.right - gVV[v].rect.left) / 2 - flx / 0x200,
(*gVV[v].py) / 0x200 + gVV[v].offset_y / 0x200 - 4 - fly / 0x200,
&gVV[v].rect,
29);
}
}
}