1 /**
2 * @file qol.cpp
3 *
4 * Quality of life features
5 */
6 #include "all.h"
7 #include "options.h"
8 #include "DiabloUI/art_draw.h"
9
10 DEVILUTION_BEGIN_NAMESPACE
11 namespace {
12
13 struct QolArt {
14 Art healthBox;
15 Art resistance;
16 Art health;
17 };
18
19 QolArt *qolArt = nullptr;
20
GetTextWidth(const char * s)21 int GetTextWidth(const char *s)
22 {
23 int l = 0;
24 while (*s) {
25 l += fontkern[fontframe[gbFontTransTbl[(BYTE)*s++]]] + 1;
26 }
27 return l;
28 }
29
FastDrawHorizLine(CelOutputBuffer out,int x,int y,int width,BYTE col)30 void FastDrawHorizLine(CelOutputBuffer out, int x, int y, int width, BYTE col)
31 {
32 memset(out.at(x, y), col, width);
33 }
34
FastDrawVertLine(CelOutputBuffer out,int x,int y,int height,BYTE col)35 void FastDrawVertLine(CelOutputBuffer out, int x, int y, int height, BYTE col)
36 {
37 BYTE *p = out.at(x, y);
38 for (int j = 0; j < height; j++) {
39 *p = col;
40 p += out.pitch();
41 }
42 }
43
FillRect(CelOutputBuffer out,int x,int y,int width,int height,BYTE col)44 void FillRect(CelOutputBuffer out, int x, int y, int width, int height, BYTE col)
45 {
46 for (int j = 0; j < height; j++) {
47 FastDrawHorizLine(out, x, y + j, width, col);
48 }
49 }
50
51 } // namespace
52
FreeQol()53 void FreeQol()
54 {
55 delete qolArt;
56 qolArt = nullptr;
57 }
58
InitQol()59 void InitQol()
60 {
61 if (sgOptions.Gameplay.bEnemyHealthBar) {
62 qolArt = new QolArt();
63 LoadMaskedArt("data\\healthbox.pcx", &qolArt->healthBox, 1, 1);
64 LoadArt("data\\health.pcx", &qolArt->health);
65 LoadMaskedArt("data\\resistance.pcx", &qolArt->resistance, 6, 1);
66
67 if ((qolArt->healthBox.surface == nullptr)
68 || (qolArt->health.surface == nullptr)
69 || (qolArt->resistance.surface == nullptr)) {
70 app_fatal("Failed to load UI resources. Is devilutionx.mpq accessible and up to date?");
71 }
72 }
73 }
74
DrawMonsterHealthBar(CelOutputBuffer out)75 void DrawMonsterHealthBar(CelOutputBuffer out)
76 {
77 if (!sgOptions.Gameplay.bEnemyHealthBar)
78 return;
79 assert(qolArt != nullptr);
80 assert(qolArt->healthBox.surface != nullptr);
81 assert(qolArt->health.surface != nullptr);
82 assert(qolArt->resistance.surface != nullptr);
83 if (currlevel == 0)
84 return;
85 if (pcursmonst == -1)
86 return;
87
88 MonsterStruct *mon = &monster[pcursmonst];
89
90 Sint32 width = qolArt->healthBox.w();
91 Sint32 height = qolArt->healthBox.h();
92 Sint32 xPos = (gnScreenWidth - width) / 2;
93
94 if (PANELS_COVER) {
95 if (invflag || sbookflag)
96 xPos -= SPANEL_WIDTH / 2;
97 if (chrflag || questlog)
98 xPos += SPANEL_WIDTH / 2;
99 }
100
101 Sint32 yPos = 18;
102 Sint32 border = 3;
103
104 Sint32 maxLife = mon->_mmaxhp;
105 if (mon->_mhitpoints > maxLife)
106 maxLife = mon->_mhitpoints;
107
108 DrawArt(out, xPos, yPos, &qolArt->healthBox);
109 DrawHalfTransparentRectTo(out, xPos + border, yPos + border, width - (border * 2), height - (border * 2));
110 int barProgress = (width * mon->_mhitpoints) / maxLife;
111 if (barProgress) {
112 DrawArt(out, xPos + border + 1, yPos + border + 1, &qolArt->health, 0, barProgress, height - (border * 2) - 2);
113 }
114
115 if (sgOptions.Gameplay.bShowMonsterType) {
116 Uint8 borderColors[] = { 248 /*undead*/, 232 /*demon*/, 150 /*beast*/ };
117 Uint8 borderColor = borderColors[mon->MData->mMonstClass];
118 Sint32 borderWidth = width - (border * 2);
119 FastDrawHorizLine(out, xPos + border, yPos + border, borderWidth, borderColor);
120 FastDrawHorizLine(out, xPos + border, yPos + height - border - 1, borderWidth, borderColor);
121 Sint32 borderHeight = height - (border * 2) - 2;
122 FastDrawVertLine(out, xPos + border, yPos + border + 1, borderHeight, borderColor);
123 FastDrawVertLine(out, xPos + width - border - 1, yPos + border + 1, borderHeight, borderColor);
124 }
125
126 Sint32 barLableX = xPos + width / 2 - GetTextWidth(mon->mName) / 2;
127 Sint32 barLableY = yPos + 10 + (height - 11) / 2;
128 PrintGameStr(out, barLableX - 1, barLableY + 1, mon->mName, COL_BLACK);
129 text_color color = COL_WHITE;
130 if (mon->_uniqtype != 0)
131 color = COL_GOLD;
132 else if (mon->leader != 0)
133 color = COL_BLUE;
134 PrintGameStr(out, barLableX, barLableY, mon->mName, color);
135
136 if (mon->_uniqtype != 0 || monstkills[mon->MType->mtype] >= 15) {
137 monster_resistance immunes[] = { IMMUNE_MAGIC, IMMUNE_FIRE, IMMUNE_LIGHTNING };
138 monster_resistance resists[] = { RESIST_MAGIC, RESIST_FIRE, RESIST_LIGHTNING };
139
140 Sint32 resOffset = 5;
141 for (Sint32 i = 0; i < 3; i++) {
142 if (mon->mMagicRes & immunes[i]) {
143 DrawArt(out, xPos + resOffset, yPos + height - 6, &qolArt->resistance, i * 2 + 1);
144 resOffset += qolArt->resistance.w() + 2;
145 } else if (mon->mMagicRes & resists[i]) {
146 DrawArt(out, xPos + resOffset, yPos + height - 6, &qolArt->resistance, i * 2);
147 resOffset += qolArt->resistance.w() + 2;
148 }
149 }
150 }
151 }
152
DrawXPBar(CelOutputBuffer out)153 void DrawXPBar(CelOutputBuffer out)
154 {
155 if (!sgOptions.Gameplay.bExperienceBar)
156 return;
157
158 int barWidth = 306;
159 int barHeight = 5;
160 int yPos = gnScreenHeight - 9; // y position of xp bar
161 int xPos = (gnScreenWidth - barWidth) / 2 + 5; // x position of xp bar
162 int dividerHeight = 3;
163 int numDividers = 10;
164 int barColor = 198;
165 int emptyBarColor = 0;
166 int frameColor = 196;
167 bool space = true; // add 1 pixel separator on top/bottom of the bar
168
169 PrintGameStr(out, xPos - 22, yPos + 6, "XP", COL_WHITE);
170 int charLevel = plr[myplr]._pLevel;
171 if (charLevel == MAXCHARLEVEL - 1)
172 return;
173
174 int prevXp = ExpLvlsTbl[charLevel - 1];
175 if (plr[myplr]._pExperience < prevXp)
176 return;
177
178 Uint64 prevXpDelta_1 = plr[myplr]._pExperience - prevXp;
179 int prevXpDelta = ExpLvlsTbl[charLevel] - prevXp;
180 int visibleBar = barWidth * prevXpDelta_1 / prevXpDelta;
181
182 FillRect(out, xPos, yPos, barWidth, barHeight, emptyBarColor);
183 FastDrawHorizLine(out, xPos - 1, yPos - 1, barWidth + 2, frameColor);
184 FastDrawHorizLine(out, xPos - 1, yPos + barHeight, barWidth + 2, frameColor);
185 FastDrawVertLine(out, xPos - 1, yPos - 1, barHeight + 2, frameColor);
186 FastDrawVertLine(out, xPos + barWidth, yPos - 1, barHeight + 2, frameColor);
187 for (int i = 1; i < numDividers; i++)
188 FastDrawVertLine(out, xPos - 1 + (barWidth * i / numDividers), yPos - dividerHeight + 3, barHeight, 245);
189
190 FillRect(out, xPos, yPos + (space ? 1 : 0), visibleBar, barHeight - (space ? 2 : 0), barColor);
191 }
192
HasRoomForGold()193 bool HasRoomForGold()
194 {
195 for (int i = 0; i < NUM_INV_GRID_ELEM; i++) {
196 int idx = plr[myplr].InvGrid[i];
197
198 // Secondary item cell. No need to check those as we'll go through the main item cells anyway.
199 if (idx < 0)
200 continue;
201
202 // Empty cell. 1x1 space available.
203 if (idx == 0)
204 return true;
205
206 // Main item cell. Potentially a gold pile so check it.
207 auto item = plr[myplr].InvList[idx - 1];
208 if (item._itype == ITYPE_GOLD && item._ivalue < MaxGold)
209 return true;
210 }
211
212 return false;
213 }
214
AutoGoldPickup(int pnum)215 void AutoGoldPickup(int pnum)
216 {
217 if (!sgOptions.Gameplay.bAutoGoldPickup)
218 return;
219 if (pnum != myplr)
220 return;
221 if (leveltype == DTYPE_TOWN)
222 return;
223 if (!HasRoomForGold())
224 return;
225
226 for (int dir = 0; dir < 8; dir++) {
227 int x = plr[pnum]._px + pathxdir[dir];
228 int y = plr[pnum]._py + pathydir[dir];
229 if (dItem[x][y] != 0) {
230 int itemIndex = dItem[x][y] - 1;
231 if (item[itemIndex]._itype == ITYPE_GOLD) {
232 NetSendCmdGItem(TRUE, CMD_REQUESTAGITEM, pnum, pnum, itemIndex);
233 item[itemIndex]._iRequest = TRUE;
234 PlaySFX(IS_IGRAB);
235 }
236 }
237 }
238 }
239
240 DEVILUTION_END_NAMESPACE
241