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#include "panels/spell_list.hpp"
#include <fmt/format.h>
#include "control.h"
#include "engine.h"
#include "engine/render/text_render.hpp"
#include "inv_iterators.hpp"
#include "options.h"
#include "palette.h"
#include "panels/spell_icons.hpp"
#include "player.h"
#include "spells.h"
#include "utils/language.h"
#include "utils/utf8.hpp"
#define SPLROWICONLS 10
namespace devilution {
namespace {
void PrintSBookSpellType(const Surface &out, Point position, const std::string &text, uint8_t rectColorIndex)
{
Point rect { position };
rect += Displacement { 0, -SPLICONLENGTH + 1 };
// Top
DrawHorizontalLine(out, rect, SPLICONLENGTH, rectColorIndex);
DrawHorizontalLine(out, rect + Displacement { 0, 1 }, SPLICONLENGTH, rectColorIndex);
// Bottom
DrawHorizontalLine(out, rect + Displacement { 0, SPLICONLENGTH - 2 }, SPLICONLENGTH, rectColorIndex);
DrawHorizontalLine(out, rect + Displacement { 0, SPLICONLENGTH - 1 }, SPLICONLENGTH, rectColorIndex);
// Left Side
DrawVerticalLine(out, rect, SPLICONLENGTH, rectColorIndex);
DrawVerticalLine(out, rect + Displacement { 1, 0 }, SPLICONLENGTH, rectColorIndex);
// Right Side
DrawVerticalLine(out, rect + Displacement { SPLICONLENGTH - 2, 0 }, SPLICONLENGTH, rectColorIndex);
DrawVerticalLine(out, rect + Displacement { SPLICONLENGTH - 1, 0 }, SPLICONLENGTH, rectColorIndex);
// Align the spell type text with bottom of spell icon
position += Displacement { SPLICONLENGTH / 2 - GetLineWidth(text) / 2, (IsSmallFontTall() ? -19 : -15) };
// Draw a drop shadow below and to the left of the text
DrawString(out, text, position + Displacement { -1, 1 }, UiFlags::ColorBlack);
DrawString(out, text, position + Displacement { -1, -1 }, UiFlags::ColorBlack);
DrawString(out, text, position + Displacement { 1, -1 }, UiFlags::ColorBlack);
// Then draw the text over the top
DrawString(out, text, position, UiFlags::ColorWhite);
}
void PrintSBookHotkey(const Surface &out, Point position, const string_view text)
{
// Align the hot key text with the top-right corner of the spell icon
position += Displacement { SPLICONLENGTH - (GetLineWidth(text.data()) + 5), 5 - SPLICONLENGTH };
// Draw a drop shadow below and to the left of the text
DrawString(out, text, position + Displacement { -1, 1 }, UiFlags::ColorBlack);
// Then draw the text over the top
DrawString(out, text, position, UiFlags::ColorWhite);
}
bool GetSpellListSelection(spell_id &pSpell, spell_type &pSplType)
{
pSpell = spell_id::SPL_INVALID;
pSplType = spell_type::RSPLTYPE_INVALID;
auto &myPlayer = Players[MyPlayerId];
for (auto &spellListItem : GetSpellListItems()) {
if (spellListItem.isSelected) {
pSpell = spellListItem.id;
pSplType = spellListItem.type;
if (myPlayer._pClass == HeroClass::Monk && spellListItem.id == SPL_SEARCH)
pSplType = RSPLTYPE_SKILL;
return true;
}
}
return false;
}
std::optional<string_view> GetHotkeyName(spell_id spellId, spell_type spellType)
{
auto &myPlayer = Players[MyPlayerId];
for (size_t t = 0; t < NumHotkeys; t++) {
if (myPlayer._pSplHotKey[t] != spellId || myPlayer._pSplTHotKey[t] != spellType)
continue;
auto quickSpellActionKey = fmt::format("QuickSpell{}", t + 1);
return sgOptions.Keymapper.KeyNameForAction(quickSpellActionKey);
}
return {};
}
} // namespace
void DrawSpell(const Surface &out)
{
auto &myPlayer = Players[MyPlayerId];
spell_id spl = myPlayer._pRSpell;
spell_type st = myPlayer._pRSplType;
// BUGFIX: Move the next line into the if statement to avoid OOB (SPL_INVALID is -1) (fixed)
if (st == RSPLTYPE_SPELL && spl != SPL_INVALID) {
int tlvl = myPlayer._pISplLvlAdd + myPlayer._pSplLvl[spl];
if (CheckSpell(MyPlayerId, spl, st, true) != SpellCheckResult::Success)
st = RSPLTYPE_INVALID;
if (tlvl <= 0)
st = RSPLTYPE_INVALID;
}
if (currlevel == 0 && st != RSPLTYPE_INVALID && !spelldata[spl].sTownSpell)
st = RSPLTYPE_INVALID;
SetSpellTrans(st);
const int nCel = (spl != SPL_INVALID) ? SpellITbl[spl] : 26;
const Point position { PANEL_X + 565, PANEL_Y + 119 };
DrawSpellCel(out, position, nCel);
std::optional<string_view> hotkeyName = GetHotkeyName(spl, myPlayer._pRSplType);
if (hotkeyName)
PrintSBookHotkey(out, position, *hotkeyName);
}
void DrawSpellList(const Surface &out)
{
InfoString.clear();
ClearPanel();
auto &myPlayer = Players[MyPlayerId];
for (auto &spellListItem : GetSpellListItems()) {
const spell_id spellId = spellListItem.id;
spell_type transType = spellListItem.type;
int spellLevel = 0;
const SpellData &spellDataItem = spelldata[static_cast<size_t>(spellListItem.id)];
if (currlevel == 0 && !spellDataItem.sTownSpell) {
transType = RSPLTYPE_INVALID;
}
if (spellListItem.type == RSPLTYPE_SPELL) {
spellLevel = std::max(myPlayer._pISplLvlAdd + myPlayer._pSplLvl[spellListItem.id], 0);
if (spellLevel == 0)
transType = RSPLTYPE_INVALID;
}
SetSpellTrans(transType);
DrawSpellCel(out, spellListItem.location, SpellITbl[static_cast<size_t>(spellId)]);
std::optional<string_view> hotkeyName = GetHotkeyName(spellId, spellListItem.type);
if (hotkeyName)
PrintSBookHotkey(out, spellListItem.location, *hotkeyName);
if (!spellListItem.isSelected)
continue;
uint8_t spellColor = PAL16_GRAY + 5;
switch (spellListItem.type) {
case RSPLTYPE_SKILL:
spellColor = PAL16_YELLOW - 46;
PrintSBookSpellType(out, spellListItem.location, _("Skill"), spellColor);
InfoString = fmt::format(_("{:s} Skill"), pgettext("spell", spellDataItem.sSkillText));
break;
case RSPLTYPE_SPELL:
if (myPlayer.plrlevel != 0) {
spellColor = PAL16_BLUE + 5;
}
PrintSBookSpellType(out, spellListItem.location, _("Spell"), spellColor);
InfoString = fmt::format(_("{:s} Spell"), pgettext("spell", spellDataItem.sNameText));
if (spellId == SPL_HBOLT) {
AddPanelString(_("Damages undead only"));
}
if (spellLevel == 0)
AddPanelString(_("Spell Level 0 - Unusable"));
else
AddPanelString(fmt::format(_("Spell Level {:d}"), spellLevel));
break;
case RSPLTYPE_SCROLL: {
if (myPlayer.plrlevel != 0) {
spellColor = PAL16_RED - 59;
}
PrintSBookSpellType(out, spellListItem.location, _("Scroll"), spellColor);
InfoString = fmt::format(_("Scroll of {:s}"), pgettext("spell", spellDataItem.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(ngettext("{:d} Scroll", "{:d} Scrolls", scrollCount), scrollCount));
} break;
case RSPLTYPE_CHARGES: {
if (myPlayer.plrlevel != 0) {
spellColor = PAL16_ORANGE + 5;
}
PrintSBookSpellType(out, spellListItem.location, _("Staff"), spellColor);
InfoString = fmt::format(_("Staff of {:s}"), pgettext("spell", spellDataItem.sNameText));
int charges = myPlayer.InvBody[INVLOC_HAND_LEFT]._iCharges;
AddPanelString(fmt::format(ngettext("{:d} Charge", "{:d} Charges", charges), charges));
} break;
case RSPLTYPE_INVALID:
break;
}
if (hotkeyName) {
AddPanelString(fmt::format(_("Spell Hotkey {:s}"), *hotkeyName));
}
}
}
std::vector<SpellListItem> GetSpellListItems()
{
std::vector<SpellListItem> spellListItems;
uint64_t mask;
int x = PANEL_X + 12 + SPLICONLENGTH * SPLROWICONLS;
int y = PANEL_Y - 17;
for (int i = RSPLTYPE_SKILL; i < RSPLTYPE_INVALID; i++) {
auto &myPlayer = Players[MyPlayerId];
switch ((spell_type)i) {
case RSPLTYPE_SKILL:
mask = myPlayer._pAblSpells;
break;
case RSPLTYPE_SPELL:
mask = myPlayer._pMemSpells;
break;
case RSPLTYPE_SCROLL:
mask = myPlayer._pScrlSpells;
break;
case RSPLTYPE_CHARGES:
mask = myPlayer._pISpells;
break;
case RSPLTYPE_INVALID:
break;
}
int8_t j = SPL_FIREBOLT;
for (uint64_t spl = 1; j < MAX_SPELLS; spl <<= 1, j++) {
if ((mask & spl) == 0)
continue;
int lx = x;
int ly = y - SPLICONLENGTH;
bool isSelected = (MousePosition.x >= lx && MousePosition.x < lx + SPLICONLENGTH && MousePosition.y >= ly && MousePosition.y < ly + SPLICONLENGTH);
spellListItems.emplace_back(SpellListItem { { x, y }, (spell_type)i, (spell_id)j, isSelected });
x -= SPLICONLENGTH;
if (x == PANEL_X + 12 - SPLICONLENGTH) {
x = PANEL_X + 12 + SPLICONLENGTH * SPLROWICONLS;
y -= SPLICONLENGTH;
}
}
if (mask != 0 && x != PANEL_X + 12 + SPLICONLENGTH * SPLROWICONLS)
x -= SPLICONLENGTH;
if (x == PANEL_X + 12 - SPLICONLENGTH) {
x = PANEL_X + 12 + SPLICONLENGTH * SPLROWICONLS;
y -= SPLICONLENGTH;
}
}
return spellListItems;
}
void SetSpell()
{
spell_id pSpell;
spell_type pSplType;
spselflag = false;
if (!GetSpellListSelection(pSpell, pSplType)) {
return;
}
ClearPanel();
auto &myPlayer = Players[MyPlayerId];
myPlayer._pRSpell = pSpell;
myPlayer._pRSplType = pSplType;
force_redraw = 255;
}
void SetSpeedSpell(size_t slot)
{
spell_id pSpell;
spell_type pSplType;
if (!GetSpellListSelection(pSpell, pSplType)) {
return;
}
auto &myPlayer = Players[MyPlayerId];
for (size_t i = 0; i < NumHotkeys; ++i) {
if (myPlayer._pSplHotKey[i] == pSpell && myPlayer._pSplTHotKey[i] == pSplType)
myPlayer._pSplHotKey[i] = SPL_INVALID;
}
myPlayer._pSplHotKey[slot] = pSpell;
myPlayer._pSplTHotKey[slot] = pSplType;
}
void ToggleSpell(size_t slot)
{
uint64_t spells;
auto &myPlayer = Players[MyPlayerId];
if (myPlayer._pSplHotKey[slot] == SPL_INVALID) {
return;
}
switch (myPlayer._pSplTHotKey[slot]) {
case RSPLTYPE_SKILL:
spells = myPlayer._pAblSpells;
break;
case RSPLTYPE_SPELL:
spells = myPlayer._pMemSpells;
break;
case RSPLTYPE_SCROLL:
spells = myPlayer._pScrlSpells;
break;
case RSPLTYPE_CHARGES:
spells = myPlayer._pISpells;
break;
case RSPLTYPE_INVALID:
return;
}
const spell_id spellId = myPlayer._pSplHotKey[slot];
if (spellId != SPL_INVALID && spellId != SPL_NULL && (spells & GetSpellBitmask(spellId)) != 0) {
myPlayer._pRSpell = spellId;
myPlayer._pRSplType = myPlayer._pSplTHotKey[slot];
force_redraw = 255;
}
}
void DoSpeedBook()
{
spselflag = true;
int xo = PANEL_X + 12 + SPLICONLENGTH * 10;
int yo = PANEL_Y - 17;
int x = xo + SPLICONLENGTH / 2;
int y = yo - SPLICONLENGTH / 2;
auto &myPlayer = Players[MyPlayerId];
if (myPlayer._pRSpell != SPL_INVALID) {
for (int i = RSPLTYPE_SKILL; i <= RSPLTYPE_CHARGES; i++) {
uint64_t spells;
switch (i) {
case RSPLTYPE_SKILL:
spells = myPlayer._pAblSpells;
break;
case RSPLTYPE_SPELL:
spells = myPlayer._pMemSpells;
break;
case RSPLTYPE_SCROLL:
spells = myPlayer._pScrlSpells;
break;
case RSPLTYPE_CHARGES:
spells = myPlayer._pISpells;
break;
}
uint64_t spell = 1;
for (int j = 1; j < MAX_SPELLS; j++) {
if ((spell & spells) != 0) {
if (j == myPlayer._pRSpell && i == myPlayer._pRSplType) {
x = xo + SPLICONLENGTH / 2;
y = yo - SPLICONLENGTH / 2;
}
xo -= SPLICONLENGTH;
if (xo == PANEL_X + 12 - SPLICONLENGTH) {
xo = PANEL_X + 12 + SPLICONLENGTH * SPLROWICONLS;
yo -= SPLICONLENGTH;
}
}
spell <<= 1ULL;
}
if (spells != 0 && xo != PANEL_X + 12 + SPLICONLENGTH * SPLROWICONLS)
xo -= SPLICONLENGTH;
if (xo == PANEL_X + 12 - SPLICONLENGTH) {
xo = PANEL_X + 12 + SPLICONLENGTH * SPLROWICONLS;
yo -= SPLICONLENGTH;
}
}
}
SetCursorPos({ x, y });
}
} // namespace devilution