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/**
* @file qol.cpp
*
* Quality of life features
*/
#include "DiabloUI/art_draw.h"
#include "control.h"
#include "cursor.h"
#include "options.h"
#include "qol/common.h"
#include "qol/xpbar.h"
namespace devilution {
namespace {
struct QolArt {
Art healthBox;
Art resistance;
Art health;
};
QolArt *qolArt = nullptr;
int GetTextWidth(const char *s)
{
int l = 0;
while (*s) {
l += fontkern[fontframe[gbFontTransTbl[(BYTE)*s++]]] + 1;
}
return l;
}
void FastDrawVertLine(CelOutputBuffer out, int x, int y, int height, BYTE col)
{
BYTE *p = out.at(x, y);
for (int j = 0; j < height; j++) {
*p = col;
p += out.pitch();
}
}
} // namespace
void FreeQol()
{
delete qolArt;
qolArt = nullptr;
FreeXPBar();
}
void InitQol()
{
if (sgOptions.Gameplay.bEnemyHealthBar) {
qolArt = new QolArt();
LoadMaskedArt("data\\healthbox.pcx", &qolArt->healthBox, 1, 1);
LoadArt("data\\health.pcx", &qolArt->health);
LoadMaskedArt("data\\resistance.pcx", &qolArt->resistance, 6, 1);
if ((qolArt->healthBox.surface == nullptr)
|| (qolArt->health.surface == nullptr)
|| (qolArt->resistance.surface == nullptr)) {
app_fatal("Failed to load UI resources. Is devilutionx.mpq accessible and up to date?");
}
}
InitXPBar();
}
void DrawMonsterHealthBar(const CelOutputBuffer &out)
{
if (!sgOptions.Gameplay.bEnemyHealthBar)
return;
assert(qolArt != nullptr);
assert(qolArt->healthBox.surface != nullptr);
assert(qolArt->health.surface != nullptr);
assert(qolArt->resistance.surface != nullptr);
if (currlevel == 0)
return;
if (pcursmonst == -1)
return;
MonsterStruct *mon = &monster[pcursmonst];
Sint32 width = qolArt->healthBox.w();
Sint32 height = qolArt->healthBox.h();
Sint32 xPos = (gnScreenWidth - width) / 2;
if (PANELS_COVER) {
if (invflag || sbookflag)
xPos -= SPANEL_WIDTH / 2;
if (chrflag || questlog)
xPos += SPANEL_WIDTH / 2;
}
Sint32 yPos = 18;
Sint32 border = 3;
Sint32 maxLife = mon->_mmaxhp;
if (mon->_mhitpoints > maxLife)
maxLife = mon->_mhitpoints;
DrawArt(out, xPos, yPos, &qolArt->healthBox);
DrawHalfTransparentRectTo(out, xPos + border, yPos + border, width - (border * 2), height - (border * 2));
int barProgress = (width * mon->_mhitpoints) / maxLife;
if (barProgress) {
DrawArt(out, xPos + border + 1, yPos + border + 1, &qolArt->health, 0, barProgress, height - (border * 2) - 2);
}
if (sgOptions.Gameplay.bShowMonsterType) {
Uint8 borderColors[] = { 248 /*undead*/, 232 /*demon*/, 150 /*beast*/ };
Uint8 borderColor = borderColors[mon->MData->mMonstClass];
Sint32 borderWidth = width - (border * 2);
FastDrawHorizLine(out, xPos + border, yPos + border, borderWidth, borderColor);
FastDrawHorizLine(out, xPos + border, yPos + height - border - 1, borderWidth, borderColor);
Sint32 borderHeight = height - (border * 2) - 2;
FastDrawVertLine(out, xPos + border, yPos + border + 1, borderHeight, borderColor);
FastDrawVertLine(out, xPos + width - border - 1, yPos + border + 1, borderHeight, borderColor);
}
Sint32 barLableX = xPos + width / 2 - GetTextWidth(mon->mName) / 2;
Sint32 barLableY = yPos + 10 + (height - 11) / 2;
PrintGameStr(out, barLableX - 1, barLableY + 1, mon->mName, COL_BLACK);
text_color color = COL_WHITE;
if (mon->_uniqtype != 0)
color = COL_GOLD;
else if (mon->leader != 0)
color = COL_BLUE;
PrintGameStr(out, barLableX, barLableY, mon->mName, color);
if (mon->_uniqtype != 0 || monstkills[mon->MType->mtype] >= 15) {
monster_resistance immunes[] = { IMMUNE_MAGIC, IMMUNE_FIRE, IMMUNE_LIGHTNING };
monster_resistance resists[] = { RESIST_MAGIC, RESIST_FIRE, RESIST_LIGHTNING };
Sint32 resOffset = 5;
for (Sint32 i = 0; i < 3; i++) {
if (mon->mMagicRes & immunes[i]) {
DrawArt(out, xPos + resOffset, yPos + height - 6, &qolArt->resistance, i * 2 + 1);
resOffset += qolArt->resistance.w() + 2;
} else if (mon->mMagicRes & resists[i]) {
DrawArt(out, xPos + resOffset, yPos + height - 6, &qolArt->resistance, i * 2);
resOffset += qolArt->resistance.w() + 2;
}
}
}
}
bool HasRoomForGold()
{
for (int idx : plr[myplr].InvGrid) {
// Secondary item cell. No need to check those as we'll go through the main item cells anyway.
if (idx < 0)
continue;
// Empty cell. 1x1 space available.
if (idx == 0)
return true;
// Main item cell. Potentially a gold pile so check it.
auto item = plr[myplr].InvList[idx - 1];
if (item._itype == ITYPE_GOLD && item._ivalue < MaxGold)
return true;
}
return false;
}
void AutoGoldPickup(int pnum)
{
if (!sgOptions.Gameplay.bAutoGoldPickup)
return;
if (pnum != myplr)
return;
if (leveltype == DTYPE_TOWN)
return;
if (!HasRoomForGold())
return;
for (int dir = 0; dir < 8; dir++) {
int x = plr[pnum]._px + pathxdir[dir];
int y = plr[pnum]._py + pathydir[dir];
if (dItem[x][y] != 0) {
int itemIndex = dItem[x][y] - 1;
if (items[itemIndex]._itype == ITYPE_GOLD) {
NetSendCmdGItem(true, CMD_REQUESTAGITEM, pnum, pnum, itemIndex);
items[itemIndex]._iRequest = true;
PlaySFX(IS_IGRAB);
}
}
}
}
} // namespace devilution