/** * @file xpbar.cpp * * Adds XP bar QoL feature */ #include "xpbar.h" #include #include #include "DiabloUI/art_draw.h" #include "common.h" #include "control.h" #include "engine/point.hpp" #include "options.h" #include "utils/language.h" namespace devilution { namespace { constexpr int BarWidth = 307; using ColorGradient = std::array; 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; Art 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.bExperienceBar) { LoadMaskedArt("data\\xpbar.pcx", &xpbarArt, 1, 1); if (xpbarArt.surface == nullptr) { app_fatal("%s", _("Failed to load UI resources.\n" "\n" "Make sure devilutionx.mpq is in the game folder and that it is up to date.")); } } } void FreeXPBar() { xpbarArt.Unload(); } void DrawXPBar(const Surface &out) { if (!sgOptions.Gameplay.bExperienceBar || talkflag) return; const auto &player = Players[MyPlayerId]; const Point back = { PANEL_LEFT + PANEL_WIDTH / 2 - 155, PANEL_TOP + PANEL_HEIGHT - 11 }; const Point position = back + Displacement { 3, 2 }; DrawArt(out, back, &xpbarArt); const int8_t charLevel = player._pLevel; if (charLevel == MAXCHARLEVEL - 1) { // Draw a nice golden bar for max level characters. DrawBar(out, position, BarWidth, GoldGradient); return; } const uint64_t prevXp = ExpLvlsTbl[charLevel - 1]; if (player._pExperience < prevXp) return; uint64_t prevXpDelta1 = player._pExperience - prevXp; uint64_t prevXpDelta = ExpLvlsTbl[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, fullBar, SilverGradient); // End pixels appear gradually DrawEndCap(out, position + Displacement { static_cast(fullBar), 0 }, fade, SilverGradient); } 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 (MousePosition.x < backX || MousePosition.x >= backX + BackWidth || MousePosition.y < backY || MousePosition.y >= backY + BackHeight) return false; const auto &player = Players[MyPlayerId]; const int8_t charLevel = player._pLevel; strcpy(tempstr, fmt::format(_("Level {:d}"), charLevel).c_str()); AddPanelString(tempstr); if (charLevel == MAXCHARLEVEL - 1) { // Show a maximum level indicator for max level players. InfoColor = UiFlags::ColorWhitegold; strcpy(tempstr, _("Experience: ")); PrintWithSeparator(tempstr + strlen(tempstr), ExpLvlsTbl[charLevel - 1]); AddPanelString(tempstr); AddPanelString(_("Maximum Level")); return true; } InfoColor = UiFlags::ColorWhite; strcpy(tempstr, _("Experience: ")); PrintWithSeparator(tempstr + strlen(tempstr), player._pExperience); AddPanelString(tempstr); strcpy(tempstr, _("Next Level: ")); PrintWithSeparator(tempstr + strlen(tempstr), ExpLvlsTbl[charLevel]); AddPanelString(tempstr); strcpy(PrintWithSeparator(tempstr, ExpLvlsTbl[charLevel] - player._pExperience), fmt::format(_(" to Level {:d}"), charLevel + 1).c_str()); AddPanelString(tempstr); return true; } } // namespace devilution