/** * @file control.cpp * * Implementation of the character and main control panels */ #include "control.h" #include #include #include #include #include #include "DiabloUI/art.h" #include "DiabloUI/art_draw.h" #include "automap.h" #include "controls/modifier_hints.h" #include "controls/plrctrls.h" #include "cursor.h" #include "engine/cel_sprite.hpp" #include "engine/load_cel.hpp" #include "engine/render/cel_render.hpp" #include "engine/render/text_render.hpp" #include "engine/trn.hpp" #include "error.h" #include "gamemenu.h" #include "init.h" #include "inv.h" #include "inv_iterators.hpp" #include "levels/trigs.h" #include "lighting.h" #include "minitext.h" #include "miniwin/miniwin.h" #include "missiles.h" #include "options.h" #include "panels/charpanel.hpp" #include "panels/mainpanel.hpp" #include "panels/spell_book.hpp" #include "panels/spell_icons.hpp" #include "panels/spell_list.hpp" #include "qol/stash.h" #include "qol/xpbar.h" #include "stores.h" #include "towners.h" #include "utils/format_int.hpp" #include "utils/language.h" #include "utils/sdl_geometry.h" #include "utils/stdcompat/optional.hpp" #include "utils/str_cat.hpp" #include "utils/string_or_view.hpp" #include "utils/utf8.hpp" #ifdef _DEBUG #include "debug.h" #endif namespace devilution { /** * @brief Set if the life flask needs to be redrawn during next frame */ bool drawhpflag; bool dropGoldFlag; bool chrbtn[4]; bool lvlbtndown; int dropGoldValue; /** * @brief Set if the mana flask needs to be redrawn during the next frame */ bool drawmanaflag; bool chrbtnactive; int pnumlines; UiFlags InfoColor; int sbooktab; int8_t initialDropGoldIndex; bool talkflag; bool sbookflag; bool chrflag; bool drawbtnflag; StringOrView InfoString; bool panelflag; int initialDropGoldValue; bool panbtndown; bool spselflag; Rectangle MainPanel; Rectangle LeftPanel; Rectangle RightPanel; std::optional pBtmBuff; OptionalOwnedCelSprite pGBoxBuff; const Rectangle &GetMainPanel() { return MainPanel; } const Rectangle &GetLeftPanel() { return LeftPanel; } const Rectangle &GetRightPanel() { return RightPanel; } bool IsLeftPanelOpen() { return chrflag || QuestLogIsOpen || IsStashOpen; } bool IsRightPanelOpen() { return invflag || sbookflag; } constexpr Size IncrementAttributeButtonSize { 41, 22 }; /** Maps from attribute_id to the rectangle on screen used for attribute increment buttons. */ Rectangle ChrBtnsRect[4] = { { { 137, 138 }, IncrementAttributeButtonSize }, { { 137, 166 }, IncrementAttributeButtonSize }, { { 137, 195 }, IncrementAttributeButtonSize }, { { 137, 223 }, IncrementAttributeButtonSize } }; /** Positions of panel buttons. */ SDL_Rect PanBtnPos[8] = { // clang-format off { 9, 9, 71, 19 }, // char button { 9, 35, 71, 19 }, // quests button { 9, 75, 71, 19 }, // map button { 9, 101, 71, 19 }, // menu button { 560, 9, 71, 19 }, // inv button { 560, 35, 71, 19 }, // spells button { 87, 91, 33, 32 }, // chat button { 527, 91, 33, 32 }, // friendly fire button // clang-format on }; namespace { std::optional pLifeBuff; std::optional pManaBuff; OptionalOwnedCelSprite talkButtons; OptionalOwnedCelSprite pDurIcons; OptionalOwnedCelSprite multiButtons; OptionalOwnedCelSprite pPanelButtons; bool PanelButtons[8]; int PanelButtonIndex; char TalkSave[8][MAX_SEND_STR_LEN]; uint8_t TalkSaveIndex; uint8_t NextTalkSave; char TalkMessage[MAX_SEND_STR_LEN]; bool TalkButtonsDown[3]; int sgbPlrTalkTbl; bool WhisperList[MAX_PLRS]; char panelstr[4][64]; enum panel_button_id { PanelButtonCharinfo, PanelButtonQlog, PanelButtonAutomap, PanelButtonMainmenu, PanelButtonInventory, PanelButtonSpellbook, PanelButtonSendmsg, PanelButtonFriendly, }; /** Maps from panel_button_id to hotkey name. */ const char *const PanBtnHotKey[8] = { "'c'", "'q'", N_("Tab"), N_("Esc"), "'i'", "'b'", N_("Enter"), nullptr }; /** Maps from panel_button_id to panel button description. */ const char *const PanBtnStr[8] = { N_("Character Information"), N_("Quests log"), N_("Automap"), N_("Main Menu"), N_("Inventory"), N_("Spell book"), N_("Send Message"), "" // Player attack }; /** * Draws a section of the empty flask cel on top of the panel to create the illusion * of the flask getting empty. This function takes a cel and draws a * horizontal stripe of height (max-min) onto the given buffer. * @param out Target buffer. * @param position Buffer coordinate. * @param celBuf Buffer of the empty flask cel. * @param y0 Top of the flask cel section to draw. * @param y1 Bottom of the flask cel section to draw. */ void DrawFlaskTop(const Surface &out, Point position, const Surface &celBuf, int y0, int y1) { out.BlitFrom(celBuf, MakeSdlRect(0, static_cast(y0), celBuf.w(), y1 - y0), position); } /** * Draws the dome of the flask that protrudes above the panel top line. * It draws a rectangle of fixed width 59 and height 'h' from the source buffer * into the target buffer. * @param out The target buffer. * @param celBuf Buffer of the empty flask cel. * @param sourcePosition Source buffer start coordinate. * @param targetPosition Target buffer coordinate. * @param h How many lines of the source buffer that will be copied. */ void DrawFlask(const Surface &out, const Surface &celBuf, Point sourcePosition, Point targetPosition, int h) { constexpr int FlaskWidth = 59; out.BlitFromSkipColorIndexZero(celBuf, MakeSdlRect(sourcePosition.x, sourcePosition.y, FlaskWidth, h), targetPosition); } /** * @brief Draws the part of the life/mana flasks protruding above the bottom panel * @see DrawFlaskLower() * @param out The display region to draw to * @param sourceBuffer A sprite representing the appropriate background/empty flask style * @param offset X coordinate offset for where the flask should be drawn * @param fillPer How full the flask is (a value from 0 to 80) */ void DrawFlaskUpper(const Surface &out, const Surface &sourceBuffer, int offset, int fillPer) { // clamping because this function only draws the top 12% of the flask display int emptyPortion = clamp(80 - fillPer, 0, 11) + 2; // +2 to account for the frame being included in the sprite // Draw the empty part of the flask DrawFlask(out, sourceBuffer, { 13, 3 }, GetMainPanel().position + Displacement { offset, -13 }, emptyPortion); if (emptyPortion < 13) // Draw the filled part of the flask DrawFlask(out, *pBtmBuff, { offset, emptyPortion + 3 }, GetMainPanel().position + Displacement { offset, -13 + emptyPortion }, 13 - emptyPortion); } /** * @brief Draws the part of the life/mana flasks inside the bottom panel * @see DrawFlaskUpper() * @param out The display region to draw to * @param sourceBuffer A sprite representing the appropriate background/empty flask style * @param offset X coordinate offset for where the flask should be drawn * @param fillPer How full the flask is (a value from 0 to 80) */ void DrawFlaskLower(const Surface &out, const Surface &sourceBuffer, int offset, int fillPer) { int filled = clamp(fillPer, 0, 69); if (filled < 69) DrawFlaskTop(out, GetMainPanel().position + Displacement { offset, 0 }, sourceBuffer, 16, 85 - filled); // It appears that the panel defaults to having a filled flask and DrawFlaskTop only overlays the appropriate amount of empty space. // This draw might not be necessary? if (filled > 0) DrawPanelBox(out, MakeSdlRect(offset, 85 - filled, 88, filled), GetMainPanel().position + Displacement { offset, 69 - filled }); } void SetButtonStateDown(int btnId) { PanelButtons[btnId] = true; drawbtnflag = true; panbtndown = true; } void PrintInfo(const Surface &out) { if (talkflag) return; const int LineStart[] = { 70, 58, 52, 48, 46 }; const int LineHeights[] = { 30, 24, 18, 15, 12 }; Rectangle line { GetMainPanel().position + Displacement { 177, LineStart[pnumlines] }, { 288, 12 } }; if (!InfoString.empty()) { DrawString(out, InfoString, line, InfoColor | UiFlags::AlignCenter | UiFlags::KerningFitSpacing, 2); line.position.y += LineHeights[pnumlines]; } for (int i = 0; i < pnumlines; i++) { DrawString(out, panelstr[i], line, InfoColor | UiFlags::AlignCenter | UiFlags::KerningFitSpacing, 2); line.position.y += LineHeights[pnumlines]; } } int CapStatPointsToAdd(int remainingStatPoints, const Player &player, CharacterAttribute attribute) { int pointsToReachCap = player.GetMaximumAttributeValue(attribute) - player.GetBaseAttributeValue(attribute); return std::min(remainingStatPoints, pointsToReachCap); } int DrawDurIcon4Item(const Surface &out, Item &pItem, int x, int c) { if (pItem.isEmpty()) return x; if (pItem._iDurability > 5) return x; if (c == 0) { switch (pItem._itype) { case ItemType::Sword: c = 1; break; case ItemType::Axe: c = 5; break; case ItemType::Bow: c = 6; break; case ItemType::Mace: c = 4; break; case ItemType::Staff: c = 7; break; case ItemType::Shield: default: c = 0; break; } } if (pItem._iDurability > 2) c += 8; CelDrawTo(out, { x, -17 + GetMainPanel().position.y }, CelSprite { *pDurIcons }, c); return x - 32 - 8; } void ResetTalkMsg() { #ifdef _DEBUG if (CheckDebugTextCommand(TalkMessage)) return; #endif uint32_t pmask = 0; for (int i = 0; i < MAX_PLRS; i++) { if (WhisperList[i]) pmask |= 1 << i; } NetSendCmdString(pmask, TalkMessage); } void ControlPressEnter() { if (TalkMessage[0] != 0) { ResetTalkMsg(); uint8_t i = 0; for (; i < 8; i++) { if (strcmp(TalkSave[i], TalkMessage) == 0) break; } if (i >= 8) { strcpy(TalkSave[NextTalkSave], TalkMessage); NextTalkSave++; NextTalkSave &= 7; } else { uint8_t talkSave = NextTalkSave - 1; talkSave &= 7; if (i != talkSave) { strcpy(TalkSave[i], TalkSave[talkSave]); strcpy(TalkSave[talkSave], TalkMessage); } } TalkMessage[0] = '\0'; TalkSaveIndex = NextTalkSave; } control_reset_talk(); } void ControlUpDown(int v) { for (int i = 0; i < 8; i++) { TalkSaveIndex = (v + TalkSaveIndex) & 7; if (TalkSave[TalkSaveIndex][0] != 0) { strcpy(TalkMessage, TalkSave[TalkSaveIndex]); return; } } } void RemoveGold(Player &player, int goldIndex) { int gi = goldIndex - INVITEM_INV_FIRST; player.InvList[gi]._ivalue -= dropGoldValue; if (player.InvList[gi]._ivalue > 0) SetPlrHandGoldCurs(player.InvList[gi]); else player.RemoveInvItem(gi); MakeGoldStack(player.HoldItem, dropGoldValue); NewCursor(player.HoldItem); player._pGold = CalculateGold(player); dropGoldValue = 0; } bool IsLevelUpButtonVisible() { if (spselflag || chrflag || MyPlayer->_pStatPts == 0) { return false; } if (ControlMode == ControlTypes::VirtualGamepad) { return false; } if (stextflag != STORE_NONE || IsStashOpen) { return false; } if (QuestLogIsOpen && GetLeftPanel().contains(GetMainPanel().position + Displacement { 0, -74 })) { return false; } return true; } } // namespace void CalculatePanelAreas() { constexpr Size MainPanelSize { 640, 128 }; MainPanel = { { (gnScreenWidth - MainPanelSize.width) / 2, gnScreenHeight - MainPanelSize.height }, MainPanelSize }; LeftPanel = { { 0, 0 }, SidePanelSize }; RightPanel = { { 0, 0 }, SidePanelSize }; if (ControlMode == ControlTypes::VirtualGamepad) { LeftPanel.position.x = gnScreenWidth / 2 - LeftPanel.size.width; } else { if (gnScreenWidth - LeftPanel.size.width - RightPanel.size.width > MainPanel.size.width) { LeftPanel.position.x = (gnScreenWidth - LeftPanel.size.width - RightPanel.size.width - MainPanel.size.width) / 2; } } LeftPanel.position.y = (gnScreenHeight - LeftPanel.size.height - MainPanel.size.height) / 2; if (ControlMode == ControlTypes::VirtualGamepad) { RightPanel.position.x = gnScreenWidth / 2; } else { RightPanel.position.x = gnScreenWidth - RightPanel.size.width - LeftPanel.position.x; } RightPanel.position.y = LeftPanel.position.y; gnViewportHeight = gnScreenHeight; if (gnScreenWidth <= MainPanel.size.width) { // Part of the screen is fully obscured by the UI gnViewportHeight -= MainPanel.size.height; } } bool IsChatAvailable() { #ifdef _DEBUG return true; #else return gbIsMultiplayer; #endif } void AddPanelString(string_view str) { CopyUtf8(panelstr[pnumlines], str, sizeof(*panelstr)); if (pnumlines < 4) pnumlines++; } void ClearPanel() { pnumlines = 0; } Point GetPanelPosition(UiPanels panel, Point offset) { Displacement displacement { offset.x, offset.y }; switch (panel) { case UiPanels::Main: return GetMainPanel().position + displacement; case UiPanels::Quest: case UiPanels::Character: case UiPanels::Stash: return GetLeftPanel().position + displacement; case UiPanels::Spell: case UiPanels::Inventory: return GetRightPanel().position + displacement; default: return GetMainPanel().position + displacement; } } void DrawPanelBox(const Surface &out, SDL_Rect srcRect, Point targetPosition) { out.BlitFrom(*pBtmBuff, srcRect, targetPosition); } void DrawLifeFlaskUpper(const Surface &out) { constexpr int LifeFlaskUpperOffset = 109; DrawFlaskUpper(out, *pLifeBuff, LifeFlaskUpperOffset, MyPlayer->_pHPPer); } void DrawManaFlaskUpper(const Surface &out) { constexpr int ManaFlaskUpperOffset = 475; DrawFlaskUpper(out, *pManaBuff, ManaFlaskUpperOffset, MyPlayer->_pManaPer); } void DrawLifeFlaskLower(const Surface &out) { constexpr int LifeFlaskLowerOffset = 96; DrawFlaskLower(out, *pLifeBuff, LifeFlaskLowerOffset, MyPlayer->_pHPPer); } void DrawManaFlaskLower(const Surface &out) { constexpr int ManaFlaskLowerOffeset = 464; DrawFlaskLower(out, *pManaBuff, ManaFlaskLowerOffeset, MyPlayer->_pManaPer); } void DrawFlaskValues(const Surface &out, Point pos, int currValue, int maxValue) { UiFlags color = (currValue > 0 ? (currValue == maxValue ? UiFlags::ColorGold : UiFlags::ColorWhite) : UiFlags::ColorRed); auto drawStringWithShadow = [out, color](string_view text, Point pos) { DrawString(out, text, pos + Displacement { -1, -1 }, UiFlags::ColorBlack | UiFlags::KerningFitSpacing, 0); DrawString(out, text, pos, color | UiFlags::KerningFitSpacing, 0); }; std::string currText = StrCat(currValue); drawStringWithShadow(currText, pos - Displacement { GetLineWidth(currText, GameFont12) + 1, 0 }); drawStringWithShadow("/", pos); drawStringWithShadow(StrCat(maxValue), pos + Displacement { GetLineWidth("/", GameFont12) + 1, 0 }); } void control_update_life_mana() { MyPlayer->UpdateManaPercentage(); MyPlayer->UpdateHitPointPercentage(); } void InitControlPan() { pBtmBuff.emplace(GetMainPanel().size.width, (GetMainPanel().size.height + 16) * (IsChatAvailable() ? 2 : 1)); pManaBuff.emplace(88, 88); pLifeBuff.emplace(88, 88); LoadCharPanel(); LoadSpellIcons(); { const OwnedCelSprite sprite = LoadCel("CtrlPan\\Panel8.CEL", GetMainPanel().size.width); CelDrawUnsafeTo(*pBtmBuff, { 0, (GetMainPanel().size.height + 16) - 1 }, CelSprite { sprite }, 0); } { const Point bulbsPosition { 0, 87 }; const OwnedCelSprite statusPanel = LoadCel("CtrlPan\\P8Bulbs.CEL", 88); CelDrawUnsafeTo(*pLifeBuff, bulbsPosition, CelSprite { statusPanel }, 0); CelDrawUnsafeTo(*pManaBuff, bulbsPosition, CelSprite { statusPanel }, 1); } talkflag = false; if (IsChatAvailable()) { { const OwnedCelSprite sprite = LoadCel("CtrlPan\\TalkPanl.CEL", GetMainPanel().size.width); CelDrawUnsafeTo(*pBtmBuff, { 0, (GetMainPanel().size.height + 16) * 2 - 1 }, CelSprite { sprite }, 0); } multiButtons = LoadCel("CtrlPan\\P8But2.CEL", 33); talkButtons = LoadCel("CtrlPan\\TalkButt.CEL", 61); sgbPlrTalkTbl = 0; TalkMessage[0] = '\0'; for (bool &whisper : WhisperList) whisper = true; for (bool &talkButtonDown : TalkButtonsDown) talkButtonDown = false; } LoadMainPanel(); panelflag = false; lvlbtndown = false; pPanelButtons = LoadCel("CtrlPan\\Panel8bu.CEL", 71); ClearPanBtn(); if (!IsChatAvailable()) PanelButtonIndex = 6; else PanelButtonIndex = 8; pChrButtons = LoadCel("Data\\CharBut.CEL", 41); for (bool &buttonEnabled : chrbtn) buttonEnabled = false; chrbtnactive = false; pDurIcons = LoadCel("Items\\DurIcons.CEL", 32); InfoString = {}; ClearPanel(); drawhpflag = true; drawmanaflag = true; chrflag = false; spselflag = false; sbooktab = 0; sbookflag = false; InitSpellBook(); pQLogCel = LoadCel("Data\\Quest.CEL", static_cast(SidePanelSize.width)); pGBoxBuff = LoadCel("CtrlPan\\Golddrop.cel", 261); CloseGoldDrop(); dropGoldValue = 0; initialDropGoldValue = 0; initialDropGoldIndex = 0; CalculatePanelAreas(); InitModifierHints(); } void DrawCtrlPan(const Surface &out) { DrawPanelBox(out, MakeSdlRect(0, sgbPlrTalkTbl + 16, GetMainPanel().size.width, GetMainPanel().size.height), GetMainPanel().position); DrawInfoBox(out); } void DrawCtrlBtns(const Surface &out) { const Point mainPanelPosition = GetMainPanel().position; for (int i = 0; i < 6; i++) { if (!PanelButtons[i]) { DrawPanelBox(out, MakeSdlRect(PanBtnPos[i].x, PanBtnPos[i].y + 16, 71, 20), mainPanelPosition + Displacement { PanBtnPos[i].x, PanBtnPos[i].y }); } else { Point position = mainPanelPosition + Displacement { PanBtnPos[i].x, PanBtnPos[i].y + 18 }; CelDrawTo(out, position, CelSprite { *pPanelButtons }, i); DrawArt(out, position + Displacement { 4, -18 }, &PanelButtonDown, i); } } if (PanelButtonIndex == 8) { CelSprite sprite { *multiButtons }; CelDrawTo(out, mainPanelPosition + Displacement { 87, 122 }, sprite, PanelButtons[6] ? 1 : 0); if (MyPlayer->friendlyMode) CelDrawTo(out, mainPanelPosition + Displacement { 527, 122 }, sprite, PanelButtons[7] ? 3 : 2); else CelDrawTo(out, mainPanelPosition + Displacement { 527, 122 }, sprite, PanelButtons[7] ? 5 : 4); } } void ClearPanBtn() { for (bool &panelButton : PanelButtons) panelButton = false; drawbtnflag = true; panbtndown = false; } void DoPanBtn() { const Point mainPanelPosition = GetMainPanel().position; for (int i = 0; i < PanelButtonIndex; i++) { int x = PanBtnPos[i].x + mainPanelPosition.x + PanBtnPos[i].w; int y = PanBtnPos[i].y + mainPanelPosition.y + PanBtnPos[i].h; if (MousePosition.x >= PanBtnPos[i].x + mainPanelPosition.x && MousePosition.x <= x) { if (MousePosition.y >= PanBtnPos[i].y + mainPanelPosition.y && MousePosition.y <= y) { PanelButtons[i] = true; drawbtnflag = true; panbtndown = true; } } } if (!spselflag && MousePosition.x >= 565 + mainPanelPosition.x && MousePosition.x < 621 + mainPanelPosition.x && MousePosition.y >= 64 + mainPanelPosition.y && MousePosition.y < 120 + mainPanelPosition.y) { if ((SDL_GetModState() & KMOD_SHIFT) != 0) { Player &myPlayer = *MyPlayer; myPlayer._pRSpell = SPL_INVALID; myPlayer._pRSplType = RSPLTYPE_INVALID; force_redraw = 255; return; } DoSpeedBook(); gamemenu_off(); } } void control_check_btn_press() { const Point mainPanelPosition = GetMainPanel().position; int x = PanBtnPos[3].x + mainPanelPosition.x + PanBtnPos[3].w; int y = PanBtnPos[3].y + mainPanelPosition.y + PanBtnPos[3].h; if (MousePosition.x >= PanBtnPos[3].x + mainPanelPosition.x && MousePosition.x <= x && MousePosition.y >= PanBtnPos[3].y + mainPanelPosition.y && MousePosition.y <= y) { SetButtonStateDown(3); } x = PanBtnPos[6].x + mainPanelPosition.x + PanBtnPos[6].w; y = PanBtnPos[6].y + mainPanelPosition.y + PanBtnPos[6].h; if (MousePosition.x >= PanBtnPos[6].x + mainPanelPosition.x && MousePosition.x <= x && MousePosition.y >= PanBtnPos[6].y + mainPanelPosition.y && MousePosition.y <= y) { SetButtonStateDown(6); } } void DoAutoMap() { if (leveltype != DTYPE_TOWN || gbIsMultiplayer) { if (!AutomapActive) StartAutomap(); else AutomapActive = false; } else { InitDiabloMsg(EMSG_NO_AUTOMAP_IN_TOWN); } } void CheckPanelInfo() { panelflag = false; const Point mainPanelPosition = GetMainPanel().position; ClearPanel(); for (int i = 0; i < PanelButtonIndex; i++) { int xend = PanBtnPos[i].x + mainPanelPosition.x + PanBtnPos[i].w; int yend = PanBtnPos[i].y + mainPanelPosition.y + PanBtnPos[i].h; if (MousePosition.x >= PanBtnPos[i].x + mainPanelPosition.x && MousePosition.x <= xend && MousePosition.y >= PanBtnPos[i].y + mainPanelPosition.y && MousePosition.y <= yend) { if (i != 7) { InfoString = _(PanBtnStr[i]); } else { if (MyPlayer->friendlyMode) InfoString = _("Player friendly"); else InfoString = _("Player attack"); } if (PanBtnHotKey[i] != nullptr) { AddPanelString(fmt::format(fmt::runtime(_("Hotkey: {:s}")), _(PanBtnHotKey[i]))); } InfoColor = UiFlags::ColorWhite; panelflag = true; } } if (!spselflag && MousePosition.x >= 565 + mainPanelPosition.x && MousePosition.x < 621 + mainPanelPosition.x && MousePosition.y >= 64 + mainPanelPosition.y && MousePosition.y < 120 + mainPanelPosition.y) { InfoString = _("Select current spell button"); InfoColor = UiFlags::ColorWhite; panelflag = true; AddPanelString(_("Hotkey: 's'")); Player &myPlayer = *MyPlayer; const spell_id spellId = myPlayer._pRSpell; if (IsValidSpell(spellId)) { switch (myPlayer._pRSplType) { case RSPLTYPE_SKILL: AddPanelString(fmt::format(fmt::runtime(_("{:s} Skill")), pgettext("spell", spelldata[spellId].sSkillText))); break; case RSPLTYPE_SPELL: { AddPanelString(fmt::format(fmt::runtime(_("{:s} Spell")), pgettext("spell", spelldata[spellId].sNameText))); const int spellLevel = myPlayer.GetSpellLevel(spellId); AddPanelString(spellLevel == 0 ? _("Spell Level 0 - Unusable") : fmt::format(fmt::runtime(_("Spell Level {:d}")), spellLevel)); } break; case RSPLTYPE_SCROLL: { AddPanelString(fmt::format(fmt::runtime(_("Scroll of {:s}")), pgettext("spell", spelldata[spellId].sNameText))); const InventoryAndBeltPlayerItemsRange items { myPlayer }; const int scrollCount = std::count_if(items.begin(), items.end(), [spellId](const Item &item) { return item.isScrollOf(spellId); }); AddPanelString(fmt::format(fmt::runtime(ngettext("{:d} Scroll", "{:d} Scrolls", scrollCount)), scrollCount)); } break; case RSPLTYPE_CHARGES: AddPanelString(fmt::format(fmt::runtime(_("Staff of {:s}")), pgettext("spell", spelldata[spellId].sNameText))); AddPanelString(fmt::format(fmt::runtime(ngettext("{:d} Charge", "{:d} Charges", myPlayer.InvBody[INVLOC_HAND_LEFT]._iCharges)), myPlayer.InvBody[INVLOC_HAND_LEFT]._iCharges)); break; case RSPLTYPE_INVALID: break; } } } if (MousePosition.x > 190 + mainPanelPosition.x && MousePosition.x < 437 + mainPanelPosition.x && MousePosition.y > 4 + mainPanelPosition.y && MousePosition.y < 33 + mainPanelPosition.y) pcursinvitem = CheckInvHLight(); if (CheckXPBarInfo()) { panelflag = true; } } void CheckBtnUp() { bool gamemenuOff = true; const Point mainPanelPosition = GetMainPanel().position; drawbtnflag = true; panbtndown = false; for (int i = 0; i < 8; i++) { if (!PanelButtons[i]) { continue; } PanelButtons[i] = false; if (MousePosition.x < PanBtnPos[i].x + mainPanelPosition.x || MousePosition.x > PanBtnPos[i].x + mainPanelPosition.x + PanBtnPos[i].w || MousePosition.y < PanBtnPos[i].y + mainPanelPosition.y || MousePosition.y > PanBtnPos[i].y + mainPanelPosition.y + PanBtnPos[i].h) { continue; } switch (i) { case PanelButtonCharinfo: QuestLogIsOpen = false; CloseGoldWithdraw(); IsStashOpen = false; chrflag = !chrflag; break; case PanelButtonQlog: chrflag = false; CloseGoldWithdraw(); IsStashOpen = false; if (!QuestLogIsOpen) StartQuestlog(); else QuestLogIsOpen = false; break; case PanelButtonAutomap: DoAutoMap(); break; case PanelButtonMainmenu: qtextflag = false; gamemenu_handle_previous(); gamemenuOff = false; break; case PanelButtonInventory: sbookflag = false; CloseGoldWithdraw(); IsStashOpen = false; invflag = !invflag; if (dropGoldFlag) { CloseGoldDrop(); dropGoldValue = 0; } break; case PanelButtonSpellbook: CloseInventory(); if (dropGoldFlag) { CloseGoldDrop(); dropGoldValue = 0; } sbookflag = !sbookflag; break; case PanelButtonSendmsg: if (talkflag) control_reset_talk(); else control_type_message(); break; case PanelButtonFriendly: // Toggle friendly Mode NetSendCmd(true, CMD_FRIENDLYMODE); break; } } if (gamemenuOff) gamemenu_off(); } void FreeControlPan() { pBtmBuff = std::nullopt; pManaBuff = std::nullopt; pLifeBuff = std::nullopt; FreeSpellIcons(); FreeSpellBook(); pPanelButtons = std::nullopt; multiButtons = std::nullopt; talkButtons = std::nullopt; pChrButtons = std::nullopt; pDurIcons = std::nullopt; pQLogCel = std::nullopt; pGBoxBuff = std::nullopt; FreeMainPanel(); FreeCharPanel(); FreeModifierHints(); } void DrawInfoBox(const Surface &out) { DrawPanelBox(out, { 177, 62, 288, 63 }, GetMainPanel().position + Displacement { 177, 46 }); if (!panelflag && !trigflag && pcursinvitem == -1 && pcursstashitem == uint16_t(-1) && !spselflag) { InfoString = {}; InfoColor = UiFlags::ColorWhite; ClearPanel(); } Player &myPlayer = *MyPlayer; if (spselflag || trigflag) { InfoColor = UiFlags::ColorWhite; } else if (!myPlayer.HoldItem.isEmpty()) { if (myPlayer.HoldItem._itype == ItemType::Gold) { int nGold = myPlayer.HoldItem._ivalue; InfoString = fmt::format(fmt::runtime(ngettext("{:s} gold piece", "{:s} gold pieces", nGold)), FormatInteger(nGold)); } else if (!myPlayer.CanUseItem(myPlayer.HoldItem)) { InfoString = _("Requirements not met"); } else { if (myPlayer.HoldItem._iIdentified) InfoString = string_view(myPlayer.HoldItem._iIName); else InfoString = string_view(myPlayer.HoldItem._iName); InfoColor = myPlayer.HoldItem.getTextColor(); } } else { if (pcursitem != -1) GetItemStr(Items[pcursitem]); else if (pcursobj != -1) GetObjectStr(Objects[pcursobj]); if (pcursmonst != -1) { if (leveltype != DTYPE_TOWN) { const auto &monster = Monsters[pcursmonst]; InfoColor = UiFlags::ColorWhite; InfoString = string_view(monster.name); ClearPanel(); if (monster.uniqType != 0) { InfoColor = UiFlags::ColorWhitegold; PrintUniqueHistory(); } else { PrintMonstHistory(monster.type().type); } } else if (pcursitem == -1) { InfoString = string_view(Towners[pcursmonst].name); } } if (pcursplr != -1) { InfoColor = UiFlags::ColorWhitegold; auto &target = Players[pcursplr]; InfoString = string_view(target._pName); ClearPanel(); AddPanelString(fmt::format(fmt::runtime(_("{:s}, Level: {:d}")), _(ClassStrTbl[static_cast(target._pClass)]), target._pLevel)); AddPanelString(fmt::format(fmt::runtime(_("Hit Points {:d} of {:d}")), target._pHitPoints >> 6, target._pMaxHP >> 6)); } } if (!InfoString.empty() || pnumlines != 0) PrintInfo(out); } void CheckLvlBtn() { if (!IsLevelUpButtonVisible()) { return; } const Point mainPanelPosition = GetMainPanel().position; if (!lvlbtndown && MousePosition.x >= 40 + mainPanelPosition.x && MousePosition.x <= 81 + mainPanelPosition.x && MousePosition.y >= -39 + mainPanelPosition.y && MousePosition.y <= -17 + mainPanelPosition.y) lvlbtndown = true; } void ReleaseLvlBtn() { const Point mainPanelPosition = GetMainPanel().position; if (MousePosition.x >= 40 + mainPanelPosition.x && MousePosition.x <= 81 + mainPanelPosition.x && MousePosition.y >= -39 + mainPanelPosition.y && MousePosition.y <= -17 + mainPanelPosition.y) { QuestLogIsOpen = false; CloseGoldWithdraw(); IsStashOpen = false; chrflag = true; } lvlbtndown = false; } void DrawLevelUpIcon(const Surface &out) { if (IsLevelUpButtonVisible()) { int nCel = lvlbtndown ? 2 : 1; DrawString(out, _("Level Up"), { GetMainPanel().position + Displacement { 0, -62 }, { 120, 0 } }, UiFlags::ColorWhite | UiFlags::AlignCenter); CelDrawTo(out, GetMainPanel().position + Displacement { 40, -17 }, CelSprite { *pChrButtons }, nCel); } } void CheckChrBtns() { Player &myPlayer = *MyPlayer; if (chrbtnactive || myPlayer._pStatPts == 0) return; for (auto attribute : enum_values()) { if (myPlayer.GetBaseAttributeValue(attribute) >= myPlayer.GetMaximumAttributeValue(attribute)) continue; auto buttonId = static_cast(attribute); Rectangle button = ChrBtnsRect[buttonId]; button.position = GetPanelPosition(UiPanels::Character, button.position); if (button.contains(MousePosition)) { chrbtn[buttonId] = true; chrbtnactive = true; } } } void ReleaseChrBtns(bool addAllStatPoints) { chrbtnactive = false; for (auto attribute : enum_values()) { auto buttonId = static_cast(attribute); if (!chrbtn[buttonId]) continue; chrbtn[buttonId] = false; Rectangle button = ChrBtnsRect[buttonId]; button.position = GetPanelPosition(UiPanels::Character, button.position); if (button.contains(MousePosition)) { Player &myPlayer = *MyPlayer; int statPointsToAdd = 1; if (addAllStatPoints) statPointsToAdd = CapStatPointsToAdd(myPlayer._pStatPts, myPlayer, attribute); switch (attribute) { case CharacterAttribute::Strength: NetSendCmdParam1(true, CMD_ADDSTR, statPointsToAdd); myPlayer._pStatPts -= statPointsToAdd; break; case CharacterAttribute::Magic: NetSendCmdParam1(true, CMD_ADDMAG, statPointsToAdd); myPlayer._pStatPts -= statPointsToAdd; break; case CharacterAttribute::Dexterity: NetSendCmdParam1(true, CMD_ADDDEX, statPointsToAdd); myPlayer._pStatPts -= statPointsToAdd; break; case CharacterAttribute::Vitality: NetSendCmdParam1(true, CMD_ADDVIT, statPointsToAdd); myPlayer._pStatPts -= statPointsToAdd; break; } } } } void DrawDurIcon(const Surface &out) { bool hasRoomBetweenPanels = RightPanel.position.x - (LeftPanel.position.x + LeftPanel.size.width) >= 16 + (32 + 8 + 32 + 8 + 32 + 8 + 32) + 16; bool hasRoomUnderPanels = MainPanel.position.y - (RightPanel.position.y + RightPanel.size.height) >= 16 + 32 + 16; if (!hasRoomBetweenPanels && !hasRoomUnderPanels) { if (IsLeftPanelOpen() && IsRightPanelOpen()) return; } int x = MainPanel.position.x + MainPanel.size.width - 32 - 16; if (!hasRoomUnderPanels) { if (IsRightPanelOpen() && MainPanel.position.x + MainPanel.size.width > RightPanel.position.x) x -= MainPanel.position.x + MainPanel.size.width - RightPanel.position.x; } Player &myPlayer = *MyPlayer; x = DrawDurIcon4Item(out, myPlayer.InvBody[INVLOC_HEAD], x, 3); x = DrawDurIcon4Item(out, myPlayer.InvBody[INVLOC_CHEST], x, 2); x = DrawDurIcon4Item(out, myPlayer.InvBody[INVLOC_HAND_LEFT], x, 0); DrawDurIcon4Item(out, myPlayer.InvBody[INVLOC_HAND_RIGHT], x, 0); } void RedBack(const Surface &out) { uint8_t *dst = out.begin(); uint8_t *tbl = GetPauseTRN(); for (int h = gnViewportHeight; h != 0; h--, dst += out.pitch() - gnScreenWidth) { for (int w = gnScreenWidth; w != 0; w--) { if (leveltype != DTYPE_HELL || *dst >= 32) *dst = tbl[*dst]; dst++; } } } void DrawGoldSplit(const Surface &out, int amount) { const int dialogX = 30; CelDrawTo(out, GetPanelPosition(UiPanels::Inventory, { dialogX, 178 }), CelSprite { *pGBoxBuff }, 0); const std::string description = fmt::format( fmt::runtime(ngettext( /* TRANSLATORS: {:s} is a number with separators. Dialog is shown when splitting a stash of Gold.*/ "You have {:s} gold piece. How many do you want to remove?", "You have {:s} gold pieces. How many do you want to remove?", initialDropGoldValue)), FormatInteger(initialDropGoldValue)); // Pre-wrap the string at spaces, otherwise DrawString would hard wrap in the middle of words const std::string wrapped = WordWrapString(description, 200); // The split gold dialog is roughly 4 lines high, but we need at least one line for the player to input an amount. // Using a clipping region 50 units high (approx 3 lines with a lineheight of 17) to ensure there is enough room left // for the text entered by the player. DrawString(out, wrapped, { GetPanelPosition(UiPanels::Inventory, { dialogX + 31, 75 }), { 200, 50 } }, UiFlags::ColorWhitegold | UiFlags::AlignCenter, 1, 17); std::string value; if (amount > 0) { value = StrCat(amount); } // Even a ten digit amount of gold only takes up about half a line. There's no need to wrap or clip text here so we // use the Point form of DrawString. DrawString(out, value, GetPanelPosition(UiPanels::Inventory, { dialogX + 37, 128 }), UiFlags::ColorWhite | UiFlags::PentaCursor); } void control_drop_gold(char vkey) { Player &myPlayer = *MyPlayer; if (myPlayer._pHitPoints >> 6 <= 0) { CloseGoldDrop(); dropGoldValue = 0; return; } if (vkey == DVL_VK_RETURN) { if (dropGoldValue > 0) RemoveGold(myPlayer, initialDropGoldIndex); CloseGoldDrop(); } else if (vkey == DVL_VK_ESCAPE) { CloseGoldDrop(); dropGoldValue = 0; } else if (vkey == DVL_VK_BACK) { dropGoldValue = dropGoldValue / 10; } } void DrawTalkPan(const Surface &out) { if (!talkflag) return; force_redraw = 255; const Point mainPanelPosition = GetMainPanel().position; DrawPanelBox(out, MakeSdlRect(175, sgbPlrTalkTbl + 20, 294, 5), mainPanelPosition + Displacement { 175, 4 }); int off = 0; for (int i = 293; i > 283; off++, i--) { DrawPanelBox(out, MakeSdlRect((off / 2) + 175, sgbPlrTalkTbl + off + 25, i, 1), mainPanelPosition + Displacement { (off / 2) + 175, off + 9 }); } DrawPanelBox(out, MakeSdlRect(185, sgbPlrTalkTbl + 35, 274, 30), mainPanelPosition + Displacement { 185, 19 }); DrawPanelBox(out, MakeSdlRect(180, sgbPlrTalkTbl + 65, 284, 5), mainPanelPosition + Displacement { 180, 49 }); for (int i = 0; i < 10; i++) { DrawPanelBox(out, MakeSdlRect(180, sgbPlrTalkTbl + i + 70, i + 284, 1), mainPanelPosition + Displacement { 180, i + 54 }); } DrawPanelBox(out, MakeSdlRect(170, sgbPlrTalkTbl + 80, 310, 55), mainPanelPosition + Displacement { 170, 64 }); int x = mainPanelPosition.x + 200; int y = mainPanelPosition.y + 10; uint32_t idx = DrawString(out, TalkMessage, { { x, y }, { 250, 27 } }, UiFlags::ColorWhite | UiFlags::PentaCursor, 1, 13); if (idx < sizeof(TalkMessage)) TalkMessage[idx] = '\0'; x += 46; int talkBtn = 0; for (int i = 0; i < 4; i++) { Player &player = Players[i]; if (&player == MyPlayer) continue; UiFlags color = player.friendlyMode ? UiFlags::ColorWhitegold : UiFlags::ColorRed; const Point talkPanPosition = mainPanelPosition + Displacement { 172, 84 + 18 * talkBtn }; if (WhisperList[i]) { if (TalkButtonsDown[talkBtn]) { int nCel = talkBtn != 0 ? 3 : 2; CelDrawTo(out, talkPanPosition, CelSprite { *talkButtons }, nCel); DrawArt(out, talkPanPosition + Displacement { 4, -15 }, &TalkButton, 2); } } else { int nCel = talkBtn != 0 ? 1 : 0; if (TalkButtonsDown[talkBtn]) nCel += 4; CelDrawTo(out, talkPanPosition, CelSprite { *talkButtons }, nCel); DrawArt(out, talkPanPosition + Displacement { 4, -15 }, &TalkButton, TalkButtonsDown[talkBtn] ? 1 : 0); } if (player.plractive) { DrawString(out, player._pName, { { x, y + 60 + talkBtn * 18 }, { 204, 0 } }, color); } talkBtn++; } } bool control_check_talk_btn() { if (!talkflag) return false; const Point mainPanelPosition = GetMainPanel().position; if (MousePosition.x < 172 + mainPanelPosition.x) return false; if (MousePosition.y < 69 + mainPanelPosition.y) return false; if (MousePosition.x > 233 + mainPanelPosition.x) return false; if (MousePosition.y > 123 + mainPanelPosition.y) return false; for (bool &talkButtonDown : TalkButtonsDown) { talkButtonDown = false; } TalkButtonsDown[(MousePosition.y - (69 + mainPanelPosition.y)) / 18] = true; return true; } void control_release_talk_btn() { if (!talkflag) return; for (bool &talkButtonDown : TalkButtonsDown) talkButtonDown = false; const Point mainPanelPosition = GetMainPanel().position; if (MousePosition.x < 172 + mainPanelPosition.x || MousePosition.y < 69 + mainPanelPosition.y || MousePosition.x > 233 + mainPanelPosition.x || MousePosition.y > 123 + mainPanelPosition.y) return; int off = (MousePosition.y - (69 + mainPanelPosition.y)) / 18; int p = 0; for (; p < MAX_PLRS && off != -1; p++) { if (p != MyPlayerId) off--; } if (p <= MAX_PLRS) WhisperList[p - 1] = !WhisperList[p - 1]; } void control_type_message() { if (!IsChatAvailable()) return; talkflag = true; SDL_Rect rect = MakeSdlRect(GetMainPanel().position.x + 200, GetMainPanel().position.y + 22, 250, 39); SDL_SetTextInputRect(&rect); TalkMessage[0] = '\0'; for (bool &talkButtonDown : TalkButtonsDown) { talkButtonDown = false; } sgbPlrTalkTbl = GetMainPanel().size.height + 16; force_redraw = 255; TalkSaveIndex = NextTalkSave; SDL_StartTextInput(); } void control_reset_talk() { talkflag = false; SDL_StopTextInput(); sgbPlrTalkTbl = 0; force_redraw = 255; } bool IsTalkActive() { if (!IsChatAvailable()) return false; if (!talkflag) return false; return true; } void control_new_text(string_view text) { strncat(TalkMessage, text.data(), sizeof(TalkMessage) - strlen(TalkMessage) - 1); } bool control_presskeys(int vkey) { if (!IsChatAvailable()) return false; if (!talkflag) return false; if (vkey == DVL_VK_ESCAPE) { control_reset_talk(); } else if (vkey == DVL_VK_RETURN) { ControlPressEnter(); } else if (vkey == DVL_VK_BACK) { TalkMessage[FindLastUtf8Symbols(TalkMessage)] = '\0'; } else if (vkey == DVL_VK_DOWN) { ControlUpDown(1); } else if (vkey == DVL_VK_UP) { ControlUpDown(-1); } else if (vkey != DVL_VK_SPACE) { return false; } return true; } void DiabloHotkeyMsg(uint32_t dwMsg) { if (!IsChatAvailable()) { return; } assert(dwMsg < QUICK_MESSAGE_OPTIONS); for (auto &msg : sgOptions.Chat.szHotKeyMsgs[dwMsg]) { #ifdef _DEBUG if (CheckDebugTextCommand(msg)) continue; #endif char charMsg[MAX_SEND_STR_LEN]; CopyUtf8(charMsg, msg, sizeof(charMsg)); NetSendCmdString(0xFFFFFF, charMsg); } } void CloseGoldDrop() { if (!dropGoldFlag) return; dropGoldFlag = false; SDL_StopTextInput(); } void GoldDropNewText(string_view text) { for (char vkey : text) { int digit = vkey - '0'; if (digit >= 0 && digit <= 9) { int newGoldValue = dropGoldValue * 10; newGoldValue += digit; if (newGoldValue <= initialDropGoldValue) { dropGoldValue = newGoldValue; } } } } } // namespace devilution