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/**
* @file xpbar.cpp
*
* Adds XP bar QoL feature
*/
#include "DiabloUI/art_draw.h"
#include "common.h"
#include "control.h"
#include "options.h"
#include "utils/language.h"
#include <array>
namespace devilution {
namespace {
constexpr int BAR_WIDTH = 307;
using ColorGradient = std::array<Uint8, 12>;
constexpr ColorGradient GOLD_GRADIENT = { 0xCF, 0xCE, 0xCD, 0xCC, 0xCB, 0xCA, 0xC9, 0xC8, 0xC7, 0xC6, 0xC5, 0xC4 };
constexpr ColorGradient SILVER_GRADIENT = { 0xFE, 0xFD, 0xFC, 0xFB, 0xFA, 0xF9, 0xF8, 0xF7, 0xF6, 0xF5, 0xF4, 0xF3 };
constexpr int BACK_WIDTH = 313;
constexpr int BACK_HEIGHT = 9;
Art xpbarArt;
void DrawBar(const CelOutputBuffer &out, int x, int y, int width, const ColorGradient &gradient)
{
UnsafeDrawHorizontalLine(out, { x, y + 1 }, width, gradient[gradient.size() * 3 / 4 - 1]);
UnsafeDrawHorizontalLine(out, { x, y + 2 }, width, gradient[gradient.size() - 1]);
UnsafeDrawHorizontalLine(out, { x, y + 3 }, width, gradient[gradient.size() / 2 - 1]);
}
void DrawEndCap(const CelOutputBuffer &out, Point point, int idx, const ColorGradient &gradient)
{
out.SetPixel({ point.x, point.y + 1 }, gradient[idx * 3 / 4]);
out.SetPixel({ point.x, point.y + 2 }, gradient[idx]);
out.SetPixel({ point.x, point.y + 3 }, gradient[idx / 2]);
}
} // namespace
void InitXPBar()
{
if (sgOptions.Gameplay.bExperienceBar) {
LoadMaskedArt("data\\xpbar.pcx", &xpbarArt, 1, 1);
if (xpbarArt.surface == nullptr) {
app_fatal("%s", _("Failed to load UI resources.\n"
"\n"
"Make sure devilutionx.mpq is in the game folder and that it is up to date."));
}
}
}
void FreeXPBar()
{
xpbarArt.Unload();
}
void DrawXPBar(const CelOutputBuffer &out)
{
if (!sgOptions.Gameplay.bExperienceBar)
return;
const PlayerStruct &player = plr[myplr];
const int backX = PANEL_LEFT + PANEL_WIDTH / 2 - 155;
const int backY = PANEL_TOP + PANEL_HEIGHT - 11;
const int xPos = backX + 3;
const int yPos = backY + 2;
DrawArt(out, backX, backY, &xpbarArt);
const int charLevel = player._pLevel;
if (charLevel == MAXCHARLEVEL - 1) {
// Draw a nice golden bar for max level characters.
DrawBar(out, xPos, yPos, BAR_WIDTH, GOLD_GRADIENT);
return;
}
const int prevXp = ExpLvlsTbl[charLevel - 1];
if (player._pExperience < prevXp)
return;
uint64_t prevXpDelta_1 = player._pExperience - prevXp;
uint64_t prevXpDelta = ExpLvlsTbl[charLevel] - prevXp;
uint64_t fullBar = BAR_WIDTH * prevXpDelta_1 / prevXpDelta;
// Figure out how much to fill the last pixel of the XP bar, to make it gradually appear with gained XP
uint64_t onePx = prevXpDelta / BAR_WIDTH + 1;
uint64_t lastFullPx = fullBar * prevXpDelta / BAR_WIDTH;
const uint64_t fade = (prevXpDelta_1 - lastFullPx) * (SILVER_GRADIENT.size() - 1) / onePx;
// Draw beginning of bar full brightness
DrawBar(out, xPos, yPos, fullBar, SILVER_GRADIENT);
// End pixels appear gradually
DrawEndCap(out, { xPos + static_cast<int>(fullBar), yPos }, fade, SILVER_GRADIENT);
}
bool CheckXPBarInfo()
{
if (!sgOptions.Gameplay.bExperienceBar)
return false;
const int backX = PANEL_LEFT + PANEL_WIDTH / 2 - 155;
const int backY = PANEL_TOP + PANEL_HEIGHT - 11;
if (MouseX < backX || MouseX >= backX + BACK_WIDTH || MouseY < backY || MouseY >= backY + BACK_HEIGHT)
return false;
const PlayerStruct &player = plr[myplr];
const int charLevel = player._pLevel;
sprintf(tempstr, _("Level %d"), charLevel);
AddPanelString(tempstr);
if (charLevel == MAXCHARLEVEL - 1) {
// Show a maximum level indicator for max level players.
infoclr = COL_GOLD;
strcpy(tempstr, _("Experience: "));
PrintWithSeparator(tempstr + SDL_arraysize("Experience: ") - 1, ExpLvlsTbl[charLevel - 1]);
AddPanelString(tempstr);
AddPanelString(_("Maximum Level"));
return true;
}
infoclr = COL_WHITE;
strcpy(tempstr, _("Experience: "));
PrintWithSeparator(tempstr + SDL_arraysize("Experience: ") - 1, player._pExperience);
AddPanelString(tempstr);
strcpy(tempstr, _("Next Level: "));
PrintWithSeparator(tempstr + SDL_arraysize("Next Level: ") - 1, ExpLvlsTbl[charLevel]);
AddPanelString(tempstr);
sprintf(PrintWithSeparator(tempstr, ExpLvlsTbl[charLevel] - player._pExperience), _(" to Level %d"), charLevel + 1);
AddPanelString(tempstr);
return true;
}
} // namespace devilution