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Adding fancier XP bar (#1597)

pull/1602/head
thebigMuh 5 years ago committed by GitHub
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  1. 2
      CMakeLists.txt
  2. BIN
      Packaging/resources/devilutionx.mpq
  3. 6
      Source/control.cpp
  4. 56
      Source/qol.cpp
  5. 1
      Source/qol.h
  6. 27
      Source/qol/common.cpp
  7. 23
      Source/qol/common.h
  8. 154
      Source/qol/xpbar.cpp
  9. 18
      Source/qol/xpbar.h
  10. 1
      Source/scrollrt.cpp

2
CMakeLists.txt

@ -294,6 +294,8 @@ set(devilutionx_SRCS
Source/controls/modifier_hints.cpp
Source/controls/plrctrls.cpp
Source/controls/touch.cpp
Source/qol/common.cpp
Source/qol/xpbar.cpp
Source/utils/console.cpp
Source/utils/display.cpp
Source/utils/file_util.cpp

BIN
Packaging/resources/devilutionx.mpq

Binary file not shown.

6
Source/control.cpp

@ -17,6 +17,7 @@
#include "lighting.h"
#include "minitext.h"
#include "missiles.h"
#include "qol/xpbar.h"
#include "stores.h"
#include "towners.h"
#include "trigs.h"
@ -1116,6 +1117,11 @@ void CheckPanelInfo()
}
if (MouseX > 190 + PANEL_LEFT && MouseX < 437 + PANEL_LEFT && MouseY > 4 + PANEL_TOP && MouseY < 33 + PANEL_TOP)
pcursinvitem = CheckInvHLight();
if (CheckXPBarInfo()) {
panelflag = true;
pinfoflag = true;
}
}
/**

56
Source/qol.cpp

@ -8,6 +8,8 @@
#include "cursor.h"
#include "DiabloUI/art_draw.h"
#include "options.h"
#include "qol/common.h"
#include "qol/xpbar.h"
namespace devilution {
namespace {
@ -29,11 +31,6 @@ int GetTextWidth(const char *s)
return l;
}
void FastDrawHorizLine(CelOutputBuffer out, int x, int y, int width, BYTE col)
{
memset(out.at(x, y), col, width);
}
void FastDrawVertLine(CelOutputBuffer out, int x, int y, int height, BYTE col)
{
BYTE *p = out.at(x, y);
@ -43,19 +40,14 @@ void FastDrawVertLine(CelOutputBuffer out, int x, int y, int height, BYTE col)
}
}
void FillRect(CelOutputBuffer out, int x, int y, int width, int height, BYTE col)
{
for (int j = 0; j < height; j++) {
FastDrawHorizLine(out, x, y + j, width, col);
}
}
} // namespace
void FreeQol()
{
delete qolArt;
qolArt = nullptr;
FreeXPBar();
}
void InitQol()
@ -72,6 +64,8 @@ void InitQol()
app_fatal("Failed to load UI resources. Is devilutionx.mpq accessible and up to date?");
}
}
InitXPBar();
}
void DrawMonsterHealthBar(CelOutputBuffer out)
@ -152,45 +146,7 @@ void DrawMonsterHealthBar(CelOutputBuffer out)
}
}
void DrawXPBar(CelOutputBuffer out)
{
if (!sgOptions.Gameplay.bExperienceBar)
return;
int barWidth = 306;
int barHeight = 5;
int yPos = gnScreenHeight - 9; // y position of xp bar
int xPos = (gnScreenWidth - barWidth) / 2 + 5; // x position of xp bar
int dividerHeight = 3;
int numDividers = 10;
int barColor = 198;
int emptyBarColor = 0;
int frameColor = 196;
bool space = true; // add 1 pixel separator on top/bottom of the bar
PrintGameStr(out, xPos - 22, yPos + 6, "XP", COL_WHITE);
int charLevel = plr[myplr]._pLevel;
if (charLevel == MAXCHARLEVEL - 1)
return;
int prevXp = ExpLvlsTbl[charLevel - 1];
if (plr[myplr]._pExperience < prevXp)
return;
Uint64 prevXpDelta_1 = plr[myplr]._pExperience - prevXp;
int prevXpDelta = ExpLvlsTbl[charLevel] - prevXp;
int visibleBar = barWidth * prevXpDelta_1 / prevXpDelta;
FillRect(out, xPos, yPos, barWidth, barHeight, emptyBarColor);
FastDrawHorizLine(out, xPos - 1, yPos - 1, barWidth + 2, frameColor);
FastDrawHorizLine(out, xPos - 1, yPos + barHeight, barWidth + 2, frameColor);
FastDrawVertLine(out, xPos - 1, yPos - 1, barHeight + 2, frameColor);
FastDrawVertLine(out, xPos + barWidth, yPos - 1, barHeight + 2, frameColor);
for (int i = 1; i < numDividers; i++)
FastDrawVertLine(out, xPos - 1 + (barWidth * i / numDividers), yPos - dividerHeight + 3, barHeight, 245);
FillRect(out, xPos, yPos + (space ? 1 : 0), visibleBar, barHeight - (space ? 2 : 0), barColor);
}
bool HasRoomForGold()
{

1
Source/qol.h

@ -12,7 +12,6 @@ namespace devilution {
void FreeQol();
void InitQol();
void DrawMonsterHealthBar(CelOutputBuffer out);
void DrawXPBar(CelOutputBuffer out);
void AutoGoldPickup(int pnum);
} // namespace devilution

27
Source/qol/common.cpp

@ -0,0 +1,27 @@
/**
* @file common.h
*
* Common functions for QoL features
*/
#include "common.h"
#include "engine.h"
namespace devilution {
void FastDrawHorizLine(const CelOutputBuffer &out, int x, int y, int width, BYTE col)
{
memset(out.at(x, y), col, width);
}
char *PrintWithSeparator(char *out, long long n)
{
if (n < 1000) {
return out + sprintf(out, "%lld", n);
}
char *append = PrintWithSeparator(out, n / 1000);
return append + sprintf(append, ",%03lld", n % 1000);
}
} // namespace devilution

23
Source/qol/common.h

@ -0,0 +1,23 @@
/**
* @file common.h
*
* Common functions for QoL features
*/
#pragma once
#include "SDL_stdinc.h" // for Uint8
namespace devilution {
struct CelOutputBuffer;
void FastDrawHorizLine(const CelOutputBuffer &out, int x, int y, int width, Uint8 col);
/**
* @brief Prints integer into buffer, using ',' as thousands separator.
* @param out Destination buffer
* @param n Number to print
* @return Address of first character after printed number
*/
char *PrintWithSeparator(char *out, long long n);
} // namespace devilution

154
Source/qol/xpbar.cpp

@ -0,0 +1,154 @@
/**
* @file xpbar.cpp
*
* Adds XP bar QoL feature
*/
#include "common.h"
#include "control.h"
#include "DiabloUI/art_draw.h"
#include "options.h"
#include <array>
namespace devilution {
namespace {
constexpr int BAR_WIDTH = 307;
constexpr int BAR_HEIGHT = 5;
using ColorGradient = std::array<Uint8, 12>;
constexpr ColorGradient GOLD_GRADIENT = { 0xCF, 0xCE, 0xCD, 0xCC, 0xCB, 0xCA, 0xC9, 0xC8, 0xC7, 0xC6, 0xC5, 0xC4 };
constexpr ColorGradient SILVER_GRADIENT = { 0xFE, 0xFD, 0xFC, 0xFB, 0xFA, 0xF9, 0xF8, 0xF7, 0xF6, 0xF5, 0xF4, 0xF3 };
constexpr int BACK_WIDTH = 313;
constexpr int BACK_HEIGHT = 9;
Art xpbarArt;
void DrawBar(const CelOutputBuffer &out, int x, int y, int width, const ColorGradient &gradient)
{
FastDrawHorizLine(out, x, y + 1, width, gradient[gradient.size() * 3 / 4 - 1]);
FastDrawHorizLine(out, x, y + 2, width, gradient[gradient.size() - 1]);
FastDrawHorizLine(out, x, y + 3, width, gradient[gradient.size() / 2 - 1]);
}
void DrawEndCap(const CelOutputBuffer &out, int x, int y, int idx, const ColorGradient &gradient)
{
SetPixel(out, x, y + 1, gradient[idx * 3 / 4]);
SetPixel(out, x, y + 2, gradient[idx]);
SetPixel(out, x, y + 3, gradient[idx / 2]);
}
} // namespace
void InitXPBar()
{
if (sgOptions.Gameplay.bExperienceBar) {
LoadMaskedArt("data\\xpbar.pcx", &xpbarArt, 1, 1);
if (xpbarArt.surface == nullptr) {
app_fatal("Failed to load UI resources. Is devilutionx.mpq accessible and up to date?");
}
}
}
void FreeXPBar()
{
xpbarArt.Unload();
}
void DrawXPBar(const CelOutputBuffer &out)
{
if (!sgOptions.Gameplay.bExperienceBar)
return;
const PlayerStruct &player = plr[myplr];
const int backX = PANEL_LEFT + PANEL_WIDTH / 2 - 155;
const int backY = PANEL_TOP + PANEL_HEIGHT - 11;
const int xPos = backX + 3;
const int yPos = backY + 2;
DrawArt(out, backX, backY, &xpbarArt);
const int charLevel = player._pLevel;
if (charLevel == MAXCHARLEVEL - 1) {
// Draw a nice golden bar for max level characters.
DrawBar(out, xPos, yPos, BAR_WIDTH, GOLD_GRADIENT);
return;
}
const int prevXp = ExpLvlsTbl[charLevel - 1];
if (player._pExperience < prevXp)
return;
Uint64 prevXpDelta_1 = player._pExperience - prevXp;
Uint64 prevXpDelta = ExpLvlsTbl[charLevel] - prevXp;
Uint64 fullBar = BAR_WIDTH * prevXpDelta_1 / prevXpDelta;
// Figure out how much to fill the last pixel of the XP bar, to make it gradually appear with gained XP
Uint64 onePx = prevXpDelta / BAR_WIDTH;
Uint64 lastFullPx = fullBar * prevXpDelta / BAR_WIDTH;
const Uint64 fade = (prevXpDelta_1 - lastFullPx) * (SILVER_GRADIENT.size() - 1) / onePx;
// Draw beginning of bar full brightness
DrawBar(out, xPos, yPos, fullBar, SILVER_GRADIENT);
// End pixels appear gradually
DrawEndCap(out, xPos + fullBar, yPos, fade, SILVER_GRADIENT);
}
bool CheckXPBarInfo()
{
if (!sgOptions.Gameplay.bExperienceBar)
return false;
const int backX = PANEL_LEFT + PANEL_WIDTH / 2 - 155;
const int backY = PANEL_TOP + PANEL_HEIGHT - 11;
if (MouseX < backX || MouseX >= backX + BACK_WIDTH || MouseY < backY || MouseY >= backY + BACK_HEIGHT)
return false;
const PlayerStruct &player = plr[myplr];
const int charLevel = player._pLevel;
sprintf(tempstr, "Level %d", charLevel);
AddPanelString(tempstr, true);
if (charLevel == MAXCHARLEVEL - 1) {
// Show a maximum level indicator for max level players.
infoclr = COL_GOLD;
sprintf(tempstr, "Experience: ");
PrintWithSeparator(tempstr + SDL_arraysize("Experience: ") - 1, ExpLvlsTbl[charLevel - 1]);
AddPanelString(tempstr, true);
AddPanelString("Maximum Level", true);
return true;
}
infoclr = COL_WHITE;
sprintf(tempstr, "Experience: ");
PrintWithSeparator(tempstr + SDL_arraysize("Experience: ") - 1, player._pExperience);
AddPanelString(tempstr, true);
sprintf(tempstr, "Next Level: ");
PrintWithSeparator(tempstr + SDL_arraysize("Next Level: ") - 1, ExpLvlsTbl[charLevel]);
AddPanelString(tempstr, true);
sprintf(PrintWithSeparator(tempstr, ExpLvlsTbl[charLevel] - player._pExperience), " to Level %d", charLevel + 1);
AddPanelString(tempstr, true);
return true;
}
} // namespace devilution

18
Source/qol/xpbar.h

@ -0,0 +1,18 @@
/**
* @file xpbar.h
*
* Adds XP bar QoL feature
*/
#pragma once
namespace devilution {
struct CelOutputBuffer;
void InitXPBar();
void FreeXPBar();
void DrawXPBar(const CelOutputBuffer &out);
bool CheckXPBarInfo();
} // namespace devilution

1
Source/scrollrt.cpp

@ -24,6 +24,7 @@
#include "nthread.h"
#include "plrmsg.h"
#include "qol.h"
#include "qol/xpbar.h"
#include "render.h"
#include "stores.h"
#include "towners.h"

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