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/**
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* @file xpbar.cpp
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*
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* Adds XP bar QoL feature
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*/
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#include "xpbar.h"
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#include <array>
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#include <cstdint>
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#include <fmt/core.h>
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#include "control.h"
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#include "engine/clx_sprite.hpp"
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#include "engine/load_clx.hpp"
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#include "engine/point.hpp"
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#include "engine/render/clx_render.hpp"
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#include "options.h"
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#include "playerdat.hpp"
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#include "utils/format_int.hpp"
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#include "utils/language.h"
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namespace devilution {
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namespace {
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constexpr int BarWidth = 307;
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using ColorGradient = std::array<Uint8, 12>;
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constexpr ColorGradient GoldGradient = { 0xCF, 0xCE, 0xCD, 0xCC, 0xCB, 0xCA, 0xC9, 0xC8, 0xC7, 0xC6, 0xC5, 0xC4 };
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constexpr ColorGradient SilverGradient = { 0xFE, 0xFD, 0xFC, 0xFB, 0xFA, 0xF9, 0xF8, 0xF7, 0xF6, 0xF5, 0xF4, 0xF3 };
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constexpr int BackWidth = 313;
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constexpr int BackHeight = 9;
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OptionalOwnedClxSpriteList xpbarArt;
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void DrawBar(const Surface &out, Point screenPosition, int width, const ColorGradient &gradient)
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{
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UnsafeDrawHorizontalLine(out, screenPosition + Displacement { 0, 1 }, width, gradient[gradient.size() * 3 / 4 - 1]);
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UnsafeDrawHorizontalLine(out, screenPosition + Displacement { 0, 2 }, width, gradient[gradient.size() - 1]);
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UnsafeDrawHorizontalLine(out, screenPosition + Displacement { 0, 3 }, width, gradient[gradient.size() / 2 - 1]);
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}
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void DrawEndCap(const Surface &out, Point point, int idx, const ColorGradient &gradient)
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{
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out.SetPixel({ point.x, point.y + 1 }, gradient[idx * 3 / 4]);
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out.SetPixel({ point.x, point.y + 2 }, gradient[idx]);
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out.SetPixel({ point.x, point.y + 3 }, gradient[idx / 2]);
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}
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} // namespace
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void InitXPBar()
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{
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if (*sgOptions.Gameplay.experienceBar) {
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xpbarArt = LoadClx("data\\xpbar.clx");
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}
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}
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void FreeXPBar()
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{
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xpbarArt = std::nullopt;
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}
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void DrawXPBar(const Surface &out)
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{
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if (!*sgOptions.Gameplay.experienceBar || talkflag)
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return;
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const Player &player = *MyPlayer;
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const Rectangle &mainPanel = GetMainPanel();
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const Point back = { mainPanel.position.x + mainPanel.size.width / 2 - 155, mainPanel.position.y + mainPanel.size.height - 11 };
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const Point position = back + Displacement { 3, 2 };
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RenderClxSprite(out, (*xpbarArt)[0], back);
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const int8_t charLevel = player._pLevel;
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if (charLevel == MaxCharacterLevel) {
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// Draw a nice golden bar for max level characters.
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DrawBar(out, position, BarWidth, GoldGradient);
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return;
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}
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const uint64_t prevXp = ExpLvlsTbl[charLevel - 1];
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if (player._pExperience < prevXp)
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return;
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uint64_t prevXpDelta1 = player._pExperience - prevXp;
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uint64_t prevXpDelta = ExpLvlsTbl[charLevel] - prevXp;
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uint64_t fullBar = BarWidth * prevXpDelta1 / prevXpDelta;
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// Figure out how much to fill the last pixel of the XP bar, to make it gradually appear with gained XP
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uint64_t onePx = prevXpDelta / BarWidth + 1;
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uint64_t lastFullPx = fullBar * prevXpDelta / BarWidth;
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const uint64_t fade = (prevXpDelta1 - lastFullPx) * (SilverGradient.size() - 1) / onePx;
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// Draw beginning of bar full brightness
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DrawBar(out, position, fullBar, SilverGradient);
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// End pixels appear gradually
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DrawEndCap(out, position + Displacement { static_cast<int>(fullBar), 0 }, fade, SilverGradient);
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}
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bool CheckXPBarInfo()
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{
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if (!*sgOptions.Gameplay.experienceBar)
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return false;
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const Rectangle &mainPanel = GetMainPanel();
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const int backX = mainPanel.position.x + mainPanel.size.width / 2 - 155;
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const int backY = mainPanel.position.y + mainPanel.size.height - 11;
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if (MousePosition.x < backX || MousePosition.x >= backX + BackWidth || MousePosition.y < backY || MousePosition.y >= backY + BackHeight)
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return false;
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const Player &player = *MyPlayer;
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const int8_t charLevel = player._pLevel;
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AddPanelString(fmt::format(fmt::runtime(_("Level {:d}")), charLevel));
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if (charLevel == MaxCharacterLevel) {
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// Show a maximum level indicator for max level players.
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InfoColor = UiFlags::ColorWhitegold;
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AddPanelString(fmt::format(fmt::runtime(_("Experience: {:s}")), FormatInteger(ExpLvlsTbl[charLevel - 1])));
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AddPanelString(_("Maximum Level"));
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return true;
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}
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InfoColor = UiFlags::ColorWhite;
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AddPanelString(fmt::format(fmt::runtime(_("Experience: {:s}")), FormatInteger(player._pExperience)));
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AddPanelString(fmt::format(fmt::runtime(_("Next Level: {:s}")), FormatInteger(ExpLvlsTbl[charLevel])));
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AddPanelString(fmt::format(fmt::runtime(_("{:s} to Level {:d}")), FormatInteger(ExpLvlsTbl[charLevel] - player._pExperience), charLevel + 1));
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return true;
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}
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} // namespace devilution
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