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