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#include "floatingnumbers.h"
#include <cstdint>
#include <ctime>
#include <deque>
#include <fmt/format.h>
#include <string>
#include "engine/render/text_render.hpp"
#include "options.h"
#include "utils/str_cat.hpp"
namespace devilution {
namespace {
struct FloatingNumber {
Point startPos;
Displacement startOffset;
Displacement endOffset;
std::string text;
uint32_t time;
uint32_t lastMerge;
UiFlags style;
DamageType type;
int value;
int index;
bool reverseDirection;
};
std::deque<FloatingNumber> FloatingQueue;
void ClearExpiredNumbers()
{
while (!FloatingQueue.empty()) {
FloatingNumber &num = FloatingQueue.front();
if (num.time > SDL_GetTicks())
break;
FloatingQueue.pop_front();
}
}
GameFontTables GetGameFontSizeByDamage(int value)
{
value >>= 6;
if (value >= 300)
return GameFont30;
if (value >= 100)
return GameFont24;
return GameFont12;
}
UiFlags GetFontSizeByDamage(int value)
{
value >>= 6;
if (value >= 300)
return UiFlags::FontSize30;
if (value >= 100)
return UiFlags::FontSize24;
return UiFlags::FontSize12;
}
void UpdateFloatingData(FloatingNumber &num)
{
if (num.value > 0 && num.value < 64) {
num.text = fmt::format("{:.2f}", num.value / 64.0);
} else {
num.text = StrCat(num.value >> 6);
}
num.style &= ~(UiFlags::FontSize12 | UiFlags::FontSize24 | UiFlags::FontSize30);
num.style |= GetFontSizeByDamage(num.value);
switch (num.type) {
case DamageType::Physical:
num.style |= UiFlags::ColorGold;
break;
case DamageType::Fire:
num.style |= UiFlags::ColorUiSilver; // UiSilver appears dark red ingame
break;
case DamageType::Lightning:
num.style |= UiFlags::ColorBlue;
break;
case DamageType::Magic:
num.style |= UiFlags::ColorOrange;
break;
case DamageType::Acid:
num.style |= UiFlags::ColorYellow;
break;
}
}
void AddFloatingNumber(Point pos, Displacement offset, DamageType type, int value, int index, bool damageToPlayer)
{
// 45 deg angles to avoid jitter caused by px alignment
Displacement goodAngles[] = {
{ 0, -140 },
{ 100, -100 },
{ -100, -100 },
};
Displacement endOffset;
if (*sgOptions.Gameplay.enableFloatingNumbers == FloatingNumbers::Random) {
endOffset = goodAngles[rand() % 3];
} else if (*sgOptions.Gameplay.enableFloatingNumbers == FloatingNumbers::Vertical) {
endOffset = goodAngles[0];
}
if (damageToPlayer)
endOffset = -endOffset;
for (auto &num : FloatingQueue) {
if (num.reverseDirection == damageToPlayer && num.type == type && num.index == index && (SDL_GetTicks() - static_cast<int>(num.lastMerge)) <= 100) {
num.value += value;
num.lastMerge = SDL_GetTicks();
UpdateFloatingData(num);
return;
}
}
FloatingNumber num {
pos, offset, endOffset, "", SDL_GetTicks() + 2500, SDL_GetTicks(), UiFlags::Outlined, type, value, index, damageToPlayer
};
UpdateFloatingData(num);
FloatingQueue.push_back(num);
}
} // namespace
void AddFloatingNumber(DamageType damageType, const Monster &monster, int damage)
{
if (*sgOptions.Gameplay.enableFloatingNumbers == FloatingNumbers::Off)
return;
Displacement offset = {};
if (monster.isWalking()) {
offset = GetOffsetForWalking(monster.animInfo, monster.direction);
if (monster.mode == MonsterMode::MoveSideways) {
if (monster.direction == Direction::West)
offset -= Displacement { 64, 0 };
else
offset += Displacement { 64, 0 };
}
}
if (monster.animInfo.sprites) {
const ClxSprite sprite = monster.animInfo.currentSprite();
offset.deltaY -= sprite.height() / 2;
}
AddFloatingNumber(monster.position.tile, offset, damageType, damage, monster.getId(), false);
}
void AddFloatingNumber(DamageType damageType, const Player &player, int damage)
{
if (*sgOptions.Gameplay.enableFloatingNumbers == FloatingNumbers::Off)
return;
Displacement offset = {};
if (player.isWalking()) {
offset = GetOffsetForWalking(player.AnimInfo, player._pdir);
if (player._pmode == PM_WALK_SIDEWAYS) {
if (player._pdir == Direction::West)
offset -= Displacement { 64, 0 };
else
offset += Displacement { 64, 0 };
}
}
AddFloatingNumber(player.position.tile, offset, damageType, damage, player.getId(), true);
}
void DrawFloatingNumbers(const Surface &out, Point viewPosition, Displacement offset)
{
if (*sgOptions.Gameplay.enableFloatingNumbers == FloatingNumbers::Off)
return;
for (auto &floatingNum : FloatingQueue) {
Displacement worldOffset = viewPosition - floatingNum.startPos;
worldOffset = worldOffset.worldToScreen() + offset + Displacement { TILE_WIDTH / 2, -TILE_HEIGHT / 2 } + floatingNum.startOffset;
if (*sgOptions.Graphics.zoom) {
worldOffset *= 2;
}
Point screenPosition { worldOffset.deltaX, worldOffset.deltaY };
int lineWidth = GetLineWidth(floatingNum.text, GetGameFontSizeByDamage(floatingNum.value));
screenPosition.x -= lineWidth / 2;
uint32_t timeLeft = floatingNum.time - SDL_GetTicks();
float mul = 1 - (timeLeft / 2500.0f);
screenPosition += floatingNum.endOffset * mul;
DrawString(out, floatingNum.text, Rectangle { screenPosition, { lineWidth, 0 } }, floatingNum.style);
}
ClearExpiredNumbers();
}
void ClearFloatingNumbers()
{
srand(time(nullptr));
FloatingQueue.clear();
}
} // namespace devilution