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/**
* @file xpbar.cpp
*
* Adds XP bar QoL feature
*/
#include "xpbar.h"
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#include <array>
#include <cstdint>
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#include <fmt/core.h>
#include "control.h"
#include "engine/clx_sprite.hpp"
#include "engine/load_clx.hpp"
#include "engine/point.hpp"
#include "engine/render/clx_render.hpp"
#include "options.h"
#include "playerdat.hpp"
#include "utils/format_int.hpp"
#include "utils/language.h"
namespace devilution {
namespace {
constexpr int BarWidth = 307;
using ColorGradient = std::array<Uint8, 12>;
constexpr ColorGradient GoldGradient = { 0xCF, 0xCE, 0xCD, 0xCC, 0xCB, 0xCA, 0xC9, 0xC8, 0xC7, 0xC6, 0xC5, 0xC4 };
constexpr ColorGradient SilverGradient = { 0xFE, 0xFD, 0xFC, 0xFB, 0xFA, 0xF9, 0xF8, 0xF7, 0xF6, 0xF5, 0xF4, 0xF3 };
constexpr int BackWidth = 313;
constexpr int BackHeight = 9;
OptionalOwnedClxSpriteList xpbarArt;
void DrawBar(const Surface &out, Point screenPosition, int width, const ColorGradient &gradient)
{
UnsafeDrawHorizontalLine(out, screenPosition + Displacement { 0, 1 }, width, gradient[gradient.size() * 3 / 4 - 1]);
UnsafeDrawHorizontalLine(out, screenPosition + Displacement { 0, 2 }, width, gradient[gradient.size() - 1]);
UnsafeDrawHorizontalLine(out, screenPosition + Displacement { 0, 3 }, width, gradient[gradient.size() / 2 - 1]);
}
void DrawEndCap(const Surface &out, Point point, int idx, const ColorGradient &gradient)
{
out.SetPixel({ point.x, point.y + 1 }, gradient[idx * 3 / 4]);
out.SetPixel({ point.x, point.y + 2 }, gradient[idx]);
out.SetPixel({ point.x, point.y + 3 }, gradient[idx / 2]);
}
} // namespace
void InitXPBar()
{
if (*sgOptions.Gameplay.experienceBar) {
xpbarArt = LoadClx("data\\xpbar.clx");
}
}
void FreeXPBar()
{
xpbarArt = std::nullopt;
}
void DrawXPBar(const Surface &out)
{
if (!*sgOptions.Gameplay.experienceBar || ChatFlag)
return;
const Player &player = *MyPlayer;
const Rectangle &mainPanel = GetMainPanel();
const Point back = { mainPanel.position.x + mainPanel.size.width / 2 - 155, mainPanel.position.y + mainPanel.size.height - 11 };
const Point position = back + Displacement { 3, 2 };
RenderClxSprite(out, (*xpbarArt)[0], back);
if (player.isMaxCharacterLevel()) {
// Draw a nice golden bar for max level characters.
DrawBar(out, position, BarWidth, GoldGradient);
return;
}
const uint8_t charLevel = player.getCharacterLevel();
const uint64_t prevXp = GetNextExperienceThresholdForLevel(charLevel - 1);
if (player._pExperience < prevXp)
return;
uint64_t prevXpDelta1 = player._pExperience - prevXp;
uint64_t prevXpDelta = GetNextExperienceThresholdForLevel(charLevel) - prevXp;
uint64_t fullBar = BarWidth * prevXpDelta1 / prevXpDelta;
// Figure out how much to fill the last pixel of the XP bar, to make it gradually appear with gained XP
uint64_t onePx = prevXpDelta / BarWidth + 1;
uint64_t lastFullPx = fullBar * prevXpDelta / BarWidth;
const uint64_t fade = (prevXpDelta1 - lastFullPx) * (SilverGradient.size() - 1) / onePx;
// Draw beginning of bar full brightness
DrawBar(out, position, static_cast<int>(fullBar), SilverGradient);
// End pixels appear gradually
DrawEndCap(out, position + Displacement { static_cast<int>(fullBar), 0 }, static_cast<int>(fade), SilverGradient);
}
bool CheckXPBarInfo()
{
if (!*sgOptions.Gameplay.experienceBar)
return false;
const Rectangle &mainPanel = GetMainPanel();
const int backX = mainPanel.position.x + mainPanel.size.width / 2 - 155;
const int backY = mainPanel.position.y + mainPanel.size.height - 11;
if (MousePosition.x < backX || MousePosition.x >= backX + BackWidth || MousePosition.y < backY || MousePosition.y >= backY + BackHeight)
return false;
const Player &player = *MyPlayer;
const uint8_t charLevel = player.getCharacterLevel();
AddInfoBoxString(fmt::format(fmt::runtime(_("Level {:d}")), charLevel));
if (player.isMaxCharacterLevel()) {
// Show a maximum level indicator for max level players.
InfoColor = UiFlags::ColorWhitegold;
AddInfoBoxString(fmt::format(fmt::runtime(_("Experience: {:s}")), FormatInteger(player._pExperience)));
AddInfoBoxString(_("Maximum Level"));
return true;
}
InfoColor = UiFlags::ColorWhite;
AddInfoBoxString(fmt::format(fmt::runtime(_("Experience: {:s}")), FormatInteger(player._pExperience)));
uint32_t nextExperienceThreshold = player.getNextExperienceThreshold();
AddInfoBoxString(fmt::format(fmt::runtime(_("Next Level: {:s}")), FormatInteger(nextExperienceThreshold)));
AddInfoBoxString(fmt::format(fmt::runtime(_("{:s} to Level {:d}")), FormatInteger(nextExperienceThreshold - player._pExperience), charLevel + 1));
return true;
}
} // namespace devilution