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/**
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* @file plrmsg.cpp
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*
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* Implementation of functionality for rendering the dungeons, monsters and calling other render routines.
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*/
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#include "all.h"
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DEVILUTION_BEGIN_NAMESPACE
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/**
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* Specifies the current light entry.
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*/
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int light_table_index;
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DWORD sgdwCursWdtOld;
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DWORD sgdwCursX;
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DWORD sgdwCursY;
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/**
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* Lower bound of back buffer.
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*/
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BYTE *gpBufEnd;
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DWORD sgdwCursHgt;
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/**
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* Specifies the current MIN block of the level CEL file, as used during rendering of the level tiles.
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*
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* frameNum := block & 0x0FFF
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* frameType := block & 0x7000 >> 12
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*/
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DWORD level_cel_block;
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DWORD sgdwCursXOld;
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DWORD sgdwCursYOld;
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BOOLEAN AutoMapShowItems;
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/**
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* Specifies the type of arches to render.
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*/
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char arch_draw_type;
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/**
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* Specifies whether transparency is active for the current CEL file being decoded.
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*/
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int cel_transparency_active;
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/**
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* Specifies whether foliage (tile has extra content that overlaps previous tile) being rendered.
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*/
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int cel_foliage_active = false;
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/**
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* Specifies the current dungeon piece ID of the level, as used during rendering of the level tiles.
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*/
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int level_piece_id;
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DWORD sgdwCursWdt;
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void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int);
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BYTE sgSaveBack[8192];
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DWORD sgdwCursHgtOld;
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bool dRendered[MAXDUNX][MAXDUNY];
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int frames;
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BOOL frameflag;
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int frameend;
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int framerate;
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int framestart;
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/* data */
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const char *const szMonModeAssert[] = {
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"standing",
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"walking (1)",
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"walking (2)",
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"walking (3)",
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"attacking",
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"getting hit",
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"dying",
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"attacking (special)",
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"fading in",
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"fading out",
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"attacking (ranged)",
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"standing (special)",
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"attacking (special ranged)",
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"delaying",
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"charging",
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"stoned",
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"healing",
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"talking"
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};
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const char *const szPlrModeAssert[] = {
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"standing",
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"walking (1)",
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"walking (2)",
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"walking (3)",
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"attacking (melee)",
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"attacking (ranged)",
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"blocking",
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"getting hit",
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"dying",
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"casting a spell",
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"changing levels",
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"quitting"
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};
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/**
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* @brief Clear cursor state
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*/
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void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp
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{
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sgdwCursWdt = 0;
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sgdwCursWdtOld = 0;
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}
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/**
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* @brief Remove the cursor from the back buffer
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*/
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static void scrollrt_draw_cursor_back_buffer()
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{
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int i;
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BYTE *src, *dst;
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if (sgdwCursWdt == 0) {
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return;
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}
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assert(gpBuffer);
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src = sgSaveBack;
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dst = &gpBuffer[SCREENXY(sgdwCursX, sgdwCursY)];
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i = sgdwCursHgt;
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if (sgdwCursHgt != 0) {
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while (i--) {
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memcpy(dst, src, sgdwCursWdt);
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src += sgdwCursWdt;
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dst += BUFFER_WIDTH;
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}
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}
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sgdwCursXOld = sgdwCursX;
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sgdwCursYOld = sgdwCursY;
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sgdwCursWdtOld = sgdwCursWdt;
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sgdwCursHgtOld = sgdwCursHgt;
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sgdwCursWdt = 0;
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}
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/**
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* @brief Draw the cursor on the back buffer
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*/
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static void scrollrt_draw_cursor_item()
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{
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int i, mx, my;
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BYTE *src, *dst;
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BYTE col;
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assert(!sgdwCursWdt);
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if (pcurs <= CURSOR_NONE || cursW == 0 || cursH == 0) {
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return;
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}
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if (sgbControllerActive && !IsMovingMouseCursorWithController() && pcurs != CURSOR_TELEPORT && !invflag && (!chrflag || plr[myplr]._pStatPts <= 0)) {
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return;
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}
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mx = MouseX - 1;
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if (mx < 0 - cursW - 1) {
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return;
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} else if (mx > gnScreenWidth - 1) {
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return;
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}
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my = MouseY - 1;
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if (my < 0 - cursH - 1) {
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return;
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} else if (my > gnScreenHeight - 1) {
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return;
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}
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sgdwCursX = mx;
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sgdwCursWdt = sgdwCursX + cursW + 1;
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if (sgdwCursWdt > gnScreenWidth - 1) {
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sgdwCursWdt = gnScreenWidth - 1;
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}
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sgdwCursX &= ~3;
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sgdwCursWdt |= 3;
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sgdwCursWdt -= sgdwCursX;
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sgdwCursWdt++;
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sgdwCursY = my;
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sgdwCursHgt = sgdwCursY + cursH + 1;
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if (sgdwCursHgt > gnScreenHeight - 1) {
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sgdwCursHgt = gnScreenHeight - 1;
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}
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sgdwCursHgt -= sgdwCursY;
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sgdwCursHgt++;
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assert(sgdwCursWdt * sgdwCursHgt < sizeof sgSaveBack);
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assert(gpBuffer);
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dst = sgSaveBack;
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src = &gpBuffer[SCREENXY(sgdwCursX, sgdwCursY)];
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for (i = sgdwCursHgt; i != 0; i--, dst += sgdwCursWdt, src += BUFFER_WIDTH) {
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memcpy(dst, src, sgdwCursWdt);
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}
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mx++;
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my++;
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gpBufEnd = &gpBuffer[BUFFER_WIDTH * (gnScreenHeight + SCREEN_Y) - cursW - 2];
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if (pcurs >= CURSOR_FIRSTITEM) {
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col = PAL16_YELLOW + 5;
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if (plr[myplr].HoldItem._iMagical != 0) {
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col = PAL16_BLUE + 5;
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}
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if (!plr[myplr].HoldItem._iStatFlag) {
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col = PAL16_RED + 5;
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}
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if (pcurs <= 179) {
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CelBlitOutline(col, mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
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if (col != PAL16_RED + 5) {
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CelClippedDrawSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
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} else {
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CelDrawLightRedSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW, 1);
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}
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} else {
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CelBlitOutline(col, mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels2, pcurs - 179, cursW);
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if (col != PAL16_RED + 5) {
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CelClippedDrawSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels2, pcurs - 179, cursW);
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} else {
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CelDrawLightRedSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels2, pcurs - 179, cursW, 0);
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}
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}
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} else {
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CelClippedDrawSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
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}
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}
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/**
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* @brief Render a missile sprite
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* @param m Pointer to MissileStruct struct
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* @param sx Back buffer coordinate
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* @param sy Back buffer coordinate
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* @param pre Is the sprite in the background
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*/
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void DrawMissilePrivate(MissileStruct *m, int sx, int sy, BOOL pre)
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{
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int mx, my, nCel, frames;
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BYTE *pCelBuff;
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if (m->_miPreFlag != pre || !m->_miDrawFlag)
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return;
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pCelBuff = m->_miAnimData;
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if (pCelBuff == NULL) {
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SDL_Log("Draw Missile 2 type %d: NULL Cel Buffer", m->_mitype);
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return;
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}
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nCel = m->_miAnimFrame;
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frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
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if (nCel < 1 || frames > 50 || nCel > frames) {
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SDL_Log("Draw Missile 2: frame %d of %d, missile type==%d", nCel, frames, m->_mitype);
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return;
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}
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mx = sx + m->_mixoff - m->_miAnimWidth2;
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my = sy + m->_miyoff;
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if (m->_miUniqTrans)
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Cl2DrawLightTbl(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth, m->_miUniqTrans + 3);
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else if (m->_miLightFlag)
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Cl2DrawLight(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth);
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else
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Cl2Draw(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth);
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}
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/**
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* @brief Render a missile sprites for a given tile
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* @param x dPiece coordinate
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* @param y dPiece coordinate
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* @param sx Back buffer coordinate
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* @param sy Back buffer coordinate
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* @param pre Is the sprite in the background
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*/
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void DrawMissile(int x, int y, int sx, int sy, BOOL pre)
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{
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int i;
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MissileStruct *m;
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if (!(dFlags[x][y] & BFLAG_MISSILE))
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return;
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if (dMissile[x][y] != -1) {
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m = &missile[dMissile[x][y] - 1];
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DrawMissilePrivate(m, sx, sy, pre);
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return;
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}
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for (i = 0; i < nummissiles; i++) {
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assert(missileactive[i] < MAXMISSILES);
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m = &missile[missileactive[i]];
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if (m->_mix != x || m->_miy != y)
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continue;
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DrawMissilePrivate(m, sx, sy, pre);
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}
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}
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/**
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* @brief Render a monster sprite
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* @param x dPiece coordinate
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* @param y dPiece coordinate
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* @param mx Back buffer coordinate
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* @param my Back buffer coordinate
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* @param m Id of monster
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*/
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static void DrawMonster(int x, int y, int mx, int my, int m)
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{
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int nCel, frames;
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char trans;
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BYTE *pCelBuff;
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if (m < 0 || m >= MAXMONSTERS) {
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SDL_Log("Draw Monster: tried to draw illegal monster %d", m);
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return;
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}
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pCelBuff = monster[m]._mAnimData;
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if (pCelBuff == NULL) {
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SDL_Log("Draw Monster \"%s\": NULL Cel Buffer", monster[m].mName);
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return;
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}
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nCel = monster[m]._mAnimFrame;
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frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
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if (nCel < 1 || frames > 50 || nCel > frames) {
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const char *szMode = "unknown action";
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if (monster[m]._mmode <= 17)
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szMode = szMonModeAssert[monster[m]._mmode];
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SDL_Log(
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|
|
"Draw Monster \"%s\" %s: facing %d, frame %d of %d",
|
|
|
|
|
monster[m].mName,
|
|
|
|
|
szMode,
|
|
|
|
|
monster[m]._mdir,
|
|
|
|
|
nCel,
|
|
|
|
|
frames);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!(dFlags[x][y] & BFLAG_LIT)) {
|
|
|
|
|
Cl2DrawLightTbl(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, 1);
|
|
|
|
|
} else {
|
|
|
|
|
trans = 0;
|
|
|
|
|
if (monster[m]._uniqtype)
|
|
|
|
|
trans = monster[m]._uniqtrans + 4;
|
|
|
|
|
if (monster[m]._mmode == MM_STONE)
|
|
|
|
|
trans = 2;
|
|
|
|
|
if (plr[myplr]._pInfraFlag && light_table_index > 8)
|
|
|
|
|
trans = 1;
|
|
|
|
|
if (trans)
|
|
|
|
|
Cl2DrawLightTbl(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, trans);
|
|
|
|
|
else
|
|
|
|
|
Cl2DrawLight(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Helper for rendering player a Mana Shield
|
|
|
|
|
* @param pnum Player id
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
* @param lighting Should lighting be applied
|
|
|
|
|
*/
|
|
|
|
|
static void DrawManaShield(int pnum, int x, int y, bool lighting)
|
|
|
|
|
{
|
|
|
|
|
if (!plr[pnum].pManaShield)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
x += plr[pnum]._pAnimWidth2 - misfiledata[MFILE_MANASHLD].mAnimWidth2[0];
|
|
|
|
|
|
|
|
|
|
int width = misfiledata[MFILE_MANASHLD].mAnimWidth[0];
|
|
|
|
|
BYTE *pCelBuff = misfiledata[MFILE_MANASHLD].mAnimData[0];
|
|
|
|
|
|
|
|
|
|
if (pnum == myplr) {
|
|
|
|
|
Cl2Draw(x, y, pCelBuff, 1, width);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (lighting) {
|
|
|
|
|
Cl2DrawLightTbl(x, y, pCelBuff, 1, width, 1);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Cl2DrawLight(x, y, pCelBuff, 1, width);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a player sprite
|
|
|
|
|
* @param pnum Player id
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param px Back buffer coordinate
|
|
|
|
|
* @param py Back buffer coordinate
|
|
|
|
|
* @param pCelBuff sprite buffer
|
|
|
|
|
* @param nCel frame
|
|
|
|
|
* @param nWidth width
|
|
|
|
|
*/
|
|
|
|
|
static void DrawPlayer(int pnum, int x, int y, int px, int py, BYTE *pCelBuff, int nCel, int nWidth)
|
|
|
|
|
{
|
|
|
|
|
int l;
|
|
|
|
|
|
|
|
|
|
if ((dFlags[x][y] & BFLAG_LIT) == 0 && !plr[myplr]._pInfraFlag && leveltype != DTYPE_TOWN) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pCelBuff == NULL) {
|
|
|
|
|
SDL_Log("Drawing player %d \"%s\": NULL Cel Buffer", pnum, plr[pnum]._pName);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
|
|
|
|
|
if (nCel < 1 || frames > 50 || nCel > frames) {
|
|
|
|
|
const char *szMode = "unknown action";
|
|
|
|
|
if (plr[pnum]._pmode <= PM_QUIT)
|
|
|
|
|
szMode = szPlrModeAssert[plr[pnum]._pmode];
|
|
|
|
|
SDL_Log(
|
|
|
|
|
"Drawing player %d \"%s\" %s: facing %d, frame %d of %d",
|
|
|
|
|
pnum,
|
|
|
|
|
plr[pnum]._pName,
|
|
|
|
|
szMode,
|
|
|
|
|
plr[pnum]._pdir,
|
|
|
|
|
nCel,
|
|
|
|
|
frames);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pnum == pcursplr)
|
|
|
|
|
Cl2DrawOutline(165, px, py, pCelBuff, nCel, nWidth);
|
|
|
|
|
|
|
|
|
|
if (pnum == myplr) {
|
|
|
|
|
Cl2Draw(px, py, pCelBuff, nCel, nWidth);
|
|
|
|
|
DrawManaShield(pnum, px, py, true);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!(dFlags[x][y] & BFLAG_LIT) || plr[myplr]._pInfraFlag && light_table_index > 8) {
|
|
|
|
|
Cl2DrawLightTbl(px, py, pCelBuff, nCel, nWidth, 1);
|
|
|
|
|
DrawManaShield(pnum, px, py, true);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
l = light_table_index;
|
|
|
|
|
if (light_table_index < 5)
|
|
|
|
|
light_table_index = 0;
|
|
|
|
|
else
|
|
|
|
|
light_table_index -= 5;
|
|
|
|
|
|
|
|
|
|
Cl2DrawLight(px, py, pCelBuff, nCel, nWidth);
|
|
|
|
|
DrawManaShield(pnum, px, py, false);
|
|
|
|
|
|
|
|
|
|
light_table_index = l;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a player sprite
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
void DrawDeadPlayer(int x, int y, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
int i, px, py;
|
|
|
|
|
PlayerStruct *p;
|
|
|
|
|
|
|
|
|
|
dFlags[x][y] &= ~BFLAG_DEAD_PLAYER;
|
|
|
|
|
|
|
|
|
|
for (i = 0; i < MAX_PLRS; i++) {
|
|
|
|
|
p = &plr[i];
|
|
|
|
|
if (p->plractive && p->_pHitPoints == 0 && p->plrlevel == (BYTE)currlevel && p->_px == x && p->_py == y) {
|
|
|
|
|
dFlags[x][y] |= BFLAG_DEAD_PLAYER;
|
|
|
|
|
px = sx + p->_pxoff - p->_pAnimWidth2;
|
|
|
|
|
py = sy + p->_pyoff;
|
|
|
|
|
DrawPlayer(i, x, y, px, py, p->_pAnimData, p->_pAnimFrame, p->_pAnimWidth);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render an object sprite
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param ox Back buffer coordinate
|
|
|
|
|
* @param oy Back buffer coordinate
|
|
|
|
|
* @param pre Is the sprite in the background
|
|
|
|
|
*/
|
|
|
|
|
static void DrawObject(int x, int y, int ox, int oy, BOOL pre)
|
|
|
|
|
{
|
|
|
|
|
int sx, sy, xx, yy, nCel, frames;
|
|
|
|
|
char bv;
|
|
|
|
|
BYTE *pCelBuff;
|
|
|
|
|
|
|
|
|
|
if (dObject[x][y] == 0 || light_table_index >= lightmax)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (dObject[x][y] > 0) {
|
|
|
|
|
bv = dObject[x][y] - 1;
|
|
|
|
|
if (object[bv]._oPreFlag != pre)
|
|
|
|
|
return;
|
|
|
|
|
sx = ox - object[bv]._oAnimWidth2;
|
|
|
|
|
sy = oy;
|
|
|
|
|
} else {
|
|
|
|
|
bv = -(dObject[x][y] + 1);
|
|
|
|
|
if (object[bv]._oPreFlag != pre)
|
|
|
|
|
return;
|
|
|
|
|
xx = object[bv]._ox - x;
|
|
|
|
|
yy = object[bv]._oy - y;
|
|
|
|
|
sx = (xx << 5) + ox - object[bv]._oAnimWidth2 - (yy << 5);
|
|
|
|
|
sy = oy + (yy << 4) + (xx << 4);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert(bv >= 0 && bv < MAXOBJECTS);
|
|
|
|
|
|
|
|
|
|
pCelBuff = object[bv]._oAnimData;
|
|
|
|
|
if (pCelBuff == NULL) {
|
|
|
|
|
SDL_Log("Draw Object type %d: NULL Cel Buffer", object[bv]._otype);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
nCel = object[bv]._oAnimFrame;
|
|
|
|
|
frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
|
|
|
|
|
if (nCel < 1 || frames > 50 || nCel > frames) {
|
|
|
|
|
SDL_Log("Draw Object: frame %d of %d, object type==%d", nCel, frames, object[bv]._otype);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bv == pcursobj)
|
|
|
|
|
CelBlitOutline(194, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
|
|
|
|
|
if (object[bv]._oLight) {
|
|
|
|
|
CelClippedDrawLight(sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
|
|
|
|
|
} else {
|
|
|
|
|
CelClippedDraw(sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void scrollrt_draw_dungeon(int sx, int sy, int dx, int dy);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a cell
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void drawCell(int x, int y, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
BYTE *dst;
|
|
|
|
|
MICROS *pMap;
|
|
|
|
|
|
|
|
|
|
dst = &gpBuffer[sx + sy * BUFFER_WIDTH];
|
|
|
|
|
pMap = &dpiece_defs_map_2[x][y];
|
|
|
|
|
level_piece_id = dPiece[x][y];
|
|
|
|
|
cel_transparency_active = (BYTE)(nTransTable[level_piece_id] & TransList[dTransVal[x][y]]);
|
|
|
|
|
cel_foliage_active = !nSolidTable[level_piece_id];
|
|
|
|
|
for (int i = 0; i < (MicroTileLen >> 1); i++) {
|
|
|
|
|
level_cel_block = pMap->mt[2 * i];
|
|
|
|
|
if (level_cel_block != 0) {
|
|
|
|
|
arch_draw_type = i == 0 ? 1 : 0;
|
|
|
|
|
RenderTile(dst);
|
|
|
|
|
}
|
|
|
|
|
level_cel_block = pMap->mt[2 * i + 1];
|
|
|
|
|
if (level_cel_block != 0) {
|
|
|
|
|
arch_draw_type = i == 0 ? 2 : 0;
|
|
|
|
|
RenderTile(dst + TILE_WIDTH / 2);
|
|
|
|
|
}
|
|
|
|
|
dst -= BUFFER_WIDTH * TILE_HEIGHT;
|
|
|
|
|
}
|
|
|
|
|
cel_foliage_active = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a floor tiles
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void drawFloor(int x, int y, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
cel_transparency_active = 0;
|
|
|
|
|
light_table_index = dLight[x][y];
|
|
|
|
|
|
|
|
|
|
BYTE *dst = &gpBuffer[sx + sy * BUFFER_WIDTH];
|
|
|
|
|
arch_draw_type = 1; // Left
|
|
|
|
|
level_cel_block = dpiece_defs_map_2[x][y].mt[0];
|
|
|
|
|
if (level_cel_block != 0) {
|
|
|
|
|
RenderTile(dst);
|
|
|
|
|
}
|
|
|
|
|
arch_draw_type = 2; // Right
|
|
|
|
|
level_cel_block = dpiece_defs_map_2[x][y].mt[1];
|
|
|
|
|
if (level_cel_block != 0) {
|
|
|
|
|
RenderTile(dst + TILE_WIDTH / 2);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw item for a given tile
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
* @param pre Is the sprite in the background
|
|
|
|
|
*/
|
|
|
|
|
static void DrawItem(int x, int y, int sx, int sy, BOOL pre)
|
|
|
|
|
{
|
|
|
|
|
int nCel;
|
|
|
|
|
char bItem = dItem[x][y];
|
|
|
|
|
ItemStruct *pItem;
|
|
|
|
|
BYTE *pCelBuff;
|
|
|
|
|
DWORD *pFrameTable;
|
|
|
|
|
|
|
|
|
|
assert((unsigned char)bItem <= MAXITEMS);
|
|
|
|
|
|
|
|
|
|
if (bItem > MAXITEMS || bItem <= 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
pItem = &item[bItem - 1];
|
|
|
|
|
if (pItem->_iPostDraw == pre)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
pCelBuff = pItem->_iAnimData;
|
|
|
|
|
if (pCelBuff == NULL) {
|
|
|
|
|
SDL_Log("Draw Item \"%s\" 1: NULL Cel Buffer", pItem->_iIName);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
nCel = pItem->_iAnimFrame;
|
|
|
|
|
pFrameTable = (DWORD *)pCelBuff;
|
|
|
|
|
if (nCel < 1 || pFrameTable[0] > 50 || nCel > (int)pFrameTable[0]) {
|
|
|
|
|
SDL_Log("Draw \"%s\" Item 1: frame %d of %d, item type==%d", pItem->_iIName, nCel, pFrameTable[0], pItem->_itype);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int px = sx - pItem->_iAnimWidth2;
|
|
|
|
|
if (bItem - 1 == pcursitem || AutoMapShowItems) {
|
|
|
|
|
CelBlitOutline(181, px, sy, pCelBuff, nCel, pItem->_iAnimWidth);
|
|
|
|
|
}
|
|
|
|
|
CelClippedDrawLight(px, sy, pCelBuff, nCel, pItem->_iAnimWidth);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Check if and how a monster should be rendered
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param oy dPiece Y offset
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawMonsterHelper(int x, int y, int oy, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
int mi, px, py;
|
|
|
|
|
MonsterStruct *pMonster;
|
|
|
|
|
|
|
|
|
|
mi = dMonster[x][y + oy];
|
|
|
|
|
mi = mi > 0 ? mi - 1 : -(mi + 1);
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_TOWN) {
|
|
|
|
|
px = sx - towner[mi]._tAnimWidth2;
|
|
|
|
|
if (mi == pcursmonst) {
|
|
|
|
|
CelBlitOutline(166, px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth);
|
|
|
|
|
}
|
|
|
|
|
assert(towner[mi]._tAnimData);
|
|
|
|
|
CelClippedDraw(px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!(dFlags[x][y] & BFLAG_LIT) && !plr[myplr]._pInfraFlag)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (mi < 0 || mi >= MAXMONSTERS) {
|
|
|
|
|
SDL_Log("Draw Monster: tried to draw illegal monster %d", mi);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
pMonster = &monster[mi];
|
|
|
|
|
if (pMonster->_mFlags & MFLAG_HIDDEN) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pMonster->MType == NULL) {
|
|
|
|
|
SDL_Log("Draw Monster \"%s\": uninitialized monster", pMonster->mName);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
px = sx + pMonster->_mxoff - pMonster->MType->width2;
|
|
|
|
|
py = sy + pMonster->_myoff;
|
|
|
|
|
if (mi == pcursmonst) {
|
|
|
|
|
Cl2DrawOutline(233, px, py, pMonster->_mAnimData, pMonster->_mAnimFrame, pMonster->MType->width);
|
|
|
|
|
}
|
|
|
|
|
DrawMonster(x, y, px, py, mi);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Check if and how a player should be rendered
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawPlayerHelper(int x, int y, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
int p = dPlayer[x][y];
|
|
|
|
|
p = p > 0 ? p - 1 : -(p + 1);
|
|
|
|
|
|
|
|
|
|
if (p < 0 || p >= MAX_PLRS) {
|
|
|
|
|
SDL_Log("draw player: tried to draw illegal player %d", p);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
PlayerStruct *pPlayer = &plr[p];
|
|
|
|
|
int px = sx + pPlayer->_pxoff - pPlayer->_pAnimWidth2;
|
|
|
|
|
int py = sy + pPlayer->_pyoff;
|
|
|
|
|
|
|
|
|
|
DrawPlayer(p, x, y, px, py, pPlayer->_pAnimData, pPlayer->_pAnimFrame, pPlayer->_pAnimWidth);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render object sprites
|
|
|
|
|
* @param sx dPiece coordinate
|
|
|
|
|
* @param sy dPiece coordinate
|
|
|
|
|
* @param dx Back buffer coordinate
|
|
|
|
|
* @param dy Back buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void scrollrt_draw_dungeon(int sx, int sy, int dx, int dy)
|
|
|
|
|
{
|
|
|
|
|
int mi, px, py, nCel, nMon, negMon, frames;
|
|
|
|
|
char bFlag, bDead, bObj, bItem, bPlr, bArch, bMap, negPlr, dd;
|
|
|
|
|
DeadStruct *pDeadGuy;
|
|
|
|
|
BYTE *pCelBuff;
|
|
|
|
|
DWORD *pFrameTable;
|
|
|
|
|
|
|
|
|
|
assert((DWORD)sx < MAXDUNX);
|
|
|
|
|
assert((DWORD)sy < MAXDUNY);
|
|
|
|
|
|
|
|
|
|
if (dRendered[sx][sy])
|
|
|
|
|
return;
|
|
|
|
|
dRendered[sx][sy] = true;
|
|
|
|
|
|
|
|
|
|
light_table_index = dLight[sx][sy];
|
|
|
|
|
|
|
|
|
|
drawCell(sx, sy, dx, dy);
|
|
|
|
|
|
|
|
|
|
bFlag = dFlags[sx][sy];
|
|
|
|
|
bDead = dDead[sx][sy];
|
|
|
|
|
bMap = dTransVal[sx][sy];
|
|
|
|
|
|
|
|
|
|
negMon = 0;
|
|
|
|
|
if (sy > 0) // check for OOB
|
|
|
|
|
negMon = dMonster[sx][sy - 1];
|
|
|
|
|
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (visiondebug && bFlag & BFLAG_LIT) {
|
|
|
|
|
CelClippedDraw(dx, dy, pSquareCel, 1, 64);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
if (MissilePreFlag) {
|
|
|
|
|
DrawMissile(sx, sy, dx, dy, TRUE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (light_table_index < lightmax && bDead != 0) {
|
|
|
|
|
do {
|
|
|
|
|
pDeadGuy = &dead[(bDead & 0x1F) - 1];
|
|
|
|
|
dd = (bDead >> 5) & 7;
|
|
|
|
|
px = dx - pDeadGuy->_deadWidth2;
|
|
|
|
|
pCelBuff = pDeadGuy->_deadData[dd];
|
|
|
|
|
assert(pCelBuff != NULL);
|
|
|
|
|
if (pCelBuff == NULL)
|
|
|
|
|
break;
|
|
|
|
|
pFrameTable = (DWORD *)pCelBuff;
|
|
|
|
|
nCel = pDeadGuy->_deadFrame;
|
|
|
|
|
if (nCel < 1 || pFrameTable[0] > 50 || nCel > (int)pFrameTable[0]) {
|
|
|
|
|
SDL_Log("Unclipped dead: frame %d of %d, deadnum==%d", nCel, pFrameTable[0], (bDead & 0x1F) - 1);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (pDeadGuy->_deadtrans != 0) {
|
|
|
|
|
Cl2DrawLightTbl(px, dy, pCelBuff, nCel, pDeadGuy->_deadWidth, pDeadGuy->_deadtrans);
|
|
|
|
|
} else {
|
|
|
|
|
Cl2DrawLight(px, dy, pCelBuff, nCel, pDeadGuy->_deadWidth);
|
|
|
|
|
}
|
|
|
|
|
} while (0);
|
|
|
|
|
}
|
|
|
|
|
DrawObject(sx, sy, dx, dy, 1);
|
|
|
|
|
DrawItem(sx, sy, dx, dy, 1);
|
|
|
|
|
if (bFlag & BFLAG_PLAYERLR) {
|
|
|
|
|
assert((DWORD)(sy - 1) < MAXDUNY);
|
|
|
|
|
DrawPlayerHelper(sx, sy - 1, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
if (bFlag & BFLAG_MONSTLR && negMon < 0) {
|
|
|
|
|
DrawMonsterHelper(sx, sy, -1, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
if (bFlag & BFLAG_DEAD_PLAYER) {
|
|
|
|
|
DrawDeadPlayer(sx, sy, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
if (dPlayer[sx][sy] > 0) {
|
|
|
|
|
DrawPlayerHelper(sx, sy, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
if (dMonster[sx][sy] > 0) {
|
|
|
|
|
DrawMonsterHelper(sx, sy, 0, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
DrawMissile(sx, sy, dx, dy, FALSE);
|
|
|
|
|
DrawObject(sx, sy, dx, dy, 0);
|
|
|
|
|
DrawItem(sx, sy, dx, dy, 0);
|
|
|
|
|
|
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
|
|
|
bArch = dSpecial[sx][sy];
|
|
|
|
|
if (bArch != 0) {
|
|
|
|
|
cel_transparency_active = TransList[bMap];
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (GetAsyncKeyState(DVL_VK_MENU) & 0x8000) {
|
|
|
|
|
cel_transparency_active = 0; // Turn transparency off here for debugging
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
CelClippedBlitLightTrans(dx, dy, pSpecialCels, bArch, 64);
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (GetAsyncKeyState(DVL_VK_MENU) & 0x8000) {
|
|
|
|
|
cel_transparency_active = TransList[bMap]; // Turn transparency back to its normal state
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
// Tree leaves should always cover player when entering or leaving the tile,
|
|
|
|
|
// So delay the rendering until after the next row is being drawn.
|
|
|
|
|
// This could probably have been better solved by sprites in screen space.
|
|
|
|
|
if (sx > 0 && sy > 0 && dy > TILE_HEIGHT + SCREEN_Y) {
|
|
|
|
|
bArch = dSpecial[sx - 1][sy - 1];
|
|
|
|
|
if (bArch != 0) {
|
|
|
|
|
CelDraw(dx, dy - TILE_HEIGHT, pSpecialCels, bArch, 64);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a row of tiles
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
* @param rows Number of rows
|
|
|
|
|
* @param columns Tile in a row
|
|
|
|
|
*/
|
|
|
|
|
static void scrollrt_drawFloor(int x, int y, int sx, int sy, int rows, int columns)
|
|
|
|
|
{
|
|
|
|
|
assert(gpBuffer);
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < rows; i++) {
|
|
|
|
|
for (int j = 0; j < columns; j++) {
|
|
|
|
|
if (x >= 0 && x < MAXDUNX && y >= 0 && y < MAXDUNY) {
|
|
|
|
|
level_piece_id = dPiece[x][y];
|
|
|
|
|
if (level_piece_id != 0) {
|
|
|
|
|
if (!nSolidTable[level_piece_id])
|
|
|
|
|
drawFloor(x, y, sx, sy);
|
|
|
|
|
} else {
|
|
|
|
|
world_draw_black_tile(sx, sy);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
world_draw_black_tile(sx, sy);
|
|
|
|
|
}
|
|
|
|
|
ShiftGrid(&x, &y, 1, 0);
|
|
|
|
|
sx += TILE_WIDTH;
|
|
|
|
|
}
|
|
|
|
|
// Return to start of row
|
|
|
|
|
ShiftGrid(&x, &y, -columns, 0);
|
|
|
|
|
sx -= columns * TILE_WIDTH;
|
|
|
|
|
|
|
|
|
|
// Jump to next row
|
|
|
|
|
sy += TILE_HEIGHT / 2;
|
|
|
|
|
if (i & 1) {
|
|
|
|
|
x++;
|
|
|
|
|
columns--;
|
|
|
|
|
sx += TILE_WIDTH / 2;
|
|
|
|
|
} else {
|
|
|
|
|
y++;
|
|
|
|
|
columns++;
|
|
|
|
|
sx -= TILE_WIDTH / 2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#define IsWall(x, y) (dPiece[x][y] == 0 || nSolidTable[dPiece[x][y]] || dSpecial[x][y] != 0)
|
|
|
|
|
#define IsWalkable(x, y) (dPiece[x][y] != 0 && !nSolidTable[dPiece[x][y]])
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a row of tile
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Back buffer coordinate
|
|
|
|
|
* @param sy Back buffer coordinate
|
|
|
|
|
* @param rows Number of rows
|
|
|
|
|
* @param columns Tile in a row
|
|
|
|
|
*/
|
|
|
|
|
static void scrollrt_draw(int x, int y, int sx, int sy, int rows, int columns)
|
|
|
|
|
{
|
|
|
|
|
assert(gpBuffer);
|
|
|
|
|
|
|
|
|
|
// Keep evaluating until MicroTiles can't affect screen
|
|
|
|
|
rows += MicroTileLen;
|
|
|
|
|
memset(dRendered, 0, sizeof(dRendered));
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < rows; i++) {
|
|
|
|
|
for (int j = 0; j < columns; j++) {
|
|
|
|
|
if (x >= 0 && x < MAXDUNX && y >= 0 && y < MAXDUNY) {
|
|
|
|
|
if (x + 1 < MAXDUNX && y - 1 >= 0 && sx + TILE_WIDTH <= SCREEN_X + gnScreenWidth) {
|
|
|
|
|
// Render objects behind walls first to prevent sprites, that are moving
|
|
|
|
|
// between tiles, from poking through the walls as they exceed the tile bounds.
|
|
|
|
|
// A proper fix for this would probably be to layout the sceen and render by
|
|
|
|
|
// sprite screen position rather than tile position.
|
|
|
|
|
if (IsWall(x, y) && (IsWall(x + 1, y) || (x > 0 && IsWall(x - 1, y)))) { // Part of a wall aligned on the x-axis
|
|
|
|
|
if (IsWalkable(x + 1, y - 1) && IsWalkable(x, y - 1)) { // Has walkable area behind it
|
|
|
|
|
scrollrt_draw_dungeon(x + 1, y - 1, sx + TILE_WIDTH, sy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dPiece[x][y] != 0) {
|
|
|
|
|
scrollrt_draw_dungeon(x, y, sx, sy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
ShiftGrid(&x, &y, 1, 0);
|
|
|
|
|
sx += TILE_WIDTH;
|
|
|
|
|
}
|
|
|
|
|
// Return to start of row
|
|
|
|
|
ShiftGrid(&x, &y, -columns, 0);
|
|
|
|
|
sx -= columns * TILE_WIDTH;
|
|
|
|
|
|
|
|
|
|
// Jump to next row
|
|
|
|
|
sy += TILE_HEIGHT / 2;
|
|
|
|
|
if (i & 1) {
|
|
|
|
|
x++;
|
|
|
|
|
columns--;
|
|
|
|
|
sx += TILE_WIDTH / 2;
|
|
|
|
|
} else {
|
|
|
|
|
y++;
|
|
|
|
|
columns++;
|
|
|
|
|
sx -= TILE_WIDTH / 2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Scale up the rendered part of the back buffer to take up the full view
|
|
|
|
|
*/
|
|
|
|
|
static void Zoom()
|
|
|
|
|
{
|
|
|
|
|
int wdt = gnScreenWidth / 2;
|
|
|
|
|
int nSrcOff = SCREENXY(gnScreenWidth / 2 - 1, gnViewportHeight / 2 - 1);
|
|
|
|
|
int nDstOff = SCREENXY(gnScreenWidth - 1, gnViewportHeight - 1);
|
|
|
|
|
|
|
|
|
|
if (PANELS_COVER) {
|
|
|
|
|
if (chrflag || questlog) {
|
|
|
|
|
wdt >>= 1;
|
|
|
|
|
nSrcOff -= wdt;
|
|
|
|
|
} else if (invflag || sbookflag) {
|
|
|
|
|
wdt >>= 1;
|
|
|
|
|
nSrcOff -= wdt;
|
|
|
|
|
nDstOff -= SPANEL_WIDTH;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BYTE *src = &gpBuffer[nSrcOff];
|
|
|
|
|
BYTE *dst = &gpBuffer[nDstOff];
|
|
|
|
|
|
|
|
|
|
for (int hgt = 0; hgt < gnViewportHeight / 2; hgt++) {
|
|
|
|
|
for (int i = 0; i < wdt; i++) {
|
|
|
|
|
*dst-- = *src;
|
|
|
|
|
*dst-- = *src;
|
|
|
|
|
src--;
|
|
|
|
|
}
|
|
|
|
|
memcpy(dst - BUFFER_WIDTH, dst, wdt * 2 + 1);
|
|
|
|
|
src -= BUFFER_WIDTH - wdt;
|
|
|
|
|
dst -= 2 * (BUFFER_WIDTH - wdt);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Shifting the view area along the logical grid
|
|
|
|
|
* Note: this won't allow you to shift between even and odd rows
|
|
|
|
|
* @param horizontal Shift the screen left or right
|
|
|
|
|
* @param vertical Shift the screen up or down
|
|
|
|
|
*/
|
|
|
|
|
void ShiftGrid(int *x, int *y, int horizontal, int vertical)
|
|
|
|
|
{
|
|
|
|
|
*x += vertical + horizontal;
|
|
|
|
|
*y += vertical - horizontal;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Gets the number of rows covered by the main panel
|
|
|
|
|
*/
|
|
|
|
|
int RowsCoveredByPanel()
|
|
|
|
|
{
|
|
|
|
|
if (gnScreenWidth <= PANEL_WIDTH) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int rows = PANEL_HEIGHT / TILE_HEIGHT;
|
|
|
|
|
if (!zoomflag) {
|
|
|
|
|
rows /= 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return rows;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Calculate the offset needed for centering tiles in view area
|
|
|
|
|
* @param offsetX Offset in pixels
|
|
|
|
|
* @param offsetY Offset in pixels
|
|
|
|
|
*/
|
|
|
|
|
void CalcTileOffset(int *offsetX, int *offsetY)
|
|
|
|
|
{
|
|
|
|
|
int x, y;
|
|
|
|
|
|
|
|
|
|
if (zoomflag) {
|
|
|
|
|
x = gnScreenWidth % TILE_WIDTH;
|
|
|
|
|
y = gnViewportHeight % TILE_HEIGHT;
|
|
|
|
|
} else {
|
|
|
|
|
x = (gnScreenWidth / 2) % TILE_WIDTH;
|
|
|
|
|
y = (gnViewportHeight / 2) % TILE_HEIGHT;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (x)
|
|
|
|
|
x = (TILE_WIDTH - x) / 2;
|
|
|
|
|
if (y)
|
|
|
|
|
y = (TILE_HEIGHT - y) / 2;
|
|
|
|
|
|
|
|
|
|
*offsetX = x;
|
|
|
|
|
*offsetY = y;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Calculate the needed diamond tile to cover the view area
|
|
|
|
|
* @param columns Tiles needed per row
|
|
|
|
|
* @param rows Both even and odd rows
|
|
|
|
|
*/
|
|
|
|
|
void TilesInView(int *rcolumns, int *rrows)
|
|
|
|
|
{
|
|
|
|
|
int columns = gnScreenWidth / TILE_WIDTH;
|
|
|
|
|
if (gnScreenWidth % TILE_WIDTH) {
|
|
|
|
|
columns++;
|
|
|
|
|
}
|
|
|
|
|
int rows = gnViewportHeight / TILE_HEIGHT;
|
|
|
|
|
if (gnViewportHeight % TILE_HEIGHT) {
|
|
|
|
|
rows++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!zoomflag) {
|
|
|
|
|
// Half the number of tiles, rounded up
|
|
|
|
|
if (columns & 1) {
|
|
|
|
|
columns++;
|
|
|
|
|
}
|
|
|
|
|
columns /= 2;
|
|
|
|
|
if (rows & 1) {
|
|
|
|
|
rows++;
|
|
|
|
|
}
|
|
|
|
|
rows /= 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
*rcolumns = columns;
|
|
|
|
|
*rrows = rows;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int tileOffsetX;
|
|
|
|
|
int tileOffsetY;
|
|
|
|
|
int tileShiftX;
|
|
|
|
|
int tileShiftY;
|
|
|
|
|
int tileColums;
|
|
|
|
|
int tileRows;
|
|
|
|
|
|
|
|
|
|
void CalcViewportGeometry()
|
|
|
|
|
{
|
|
|
|
|
int xo, yo;
|
|
|
|
|
tileShiftX = 0;
|
|
|
|
|
tileShiftY = 0;
|
|
|
|
|
|
|
|
|
|
// Adjust by player offset and tile grid alignment
|
|
|
|
|
CalcTileOffset(&xo, &yo);
|
|
|
|
|
tileOffsetX = 0 - xo;
|
|
|
|
|
tileOffsetY = 0 - yo - 1 + TILE_HEIGHT / 2;
|
|
|
|
|
|
|
|
|
|
TilesInView(&tileColums, &tileRows);
|
|
|
|
|
int lrow = tileRows - RowsCoveredByPanel();
|
|
|
|
|
|
|
|
|
|
// Center player tile on screen
|
|
|
|
|
ShiftGrid(&tileShiftX, &tileShiftY, -tileColums / 2, -lrow / 2);
|
|
|
|
|
|
|
|
|
|
tileRows *= 2;
|
|
|
|
|
|
|
|
|
|
// Align grid
|
|
|
|
|
if ((tileColums & 1) == 0) {
|
|
|
|
|
tileShiftY--; // Shift player row to one that can be centered with out pixel offset
|
|
|
|
|
if ((lrow & 1) == 0) {
|
|
|
|
|
// Offset tile to vertically align the player when both rows and colums are even
|
|
|
|
|
tileRows++;
|
|
|
|
|
tileOffsetY -= TILE_HEIGHT / 2;
|
|
|
|
|
}
|
|
|
|
|
} else if (tileColums & 1 && lrow & 1) {
|
|
|
|
|
// Offset tile to vertically align the player when both rows and colums are odd
|
|
|
|
|
ShiftGrid(&tileShiftX, &tileShiftY, 0, -1);
|
|
|
|
|
tileRows++;
|
|
|
|
|
tileOffsetY -= TILE_HEIGHT / 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Slightly lower the zoomed view
|
|
|
|
|
if (!zoomflag) {
|
|
|
|
|
tileOffsetY += TILE_HEIGHT / 4;
|
|
|
|
|
if (yo < TILE_HEIGHT / 4)
|
|
|
|
|
tileRows++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
tileRows++; // Cover lower edge saw tooth, right edge accounted for in scrollrt_draw()
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Configure render and process screen rows
|
|
|
|
|
* @param x Center of view in dPiece coordinate
|
|
|
|
|
* @param y Center of view in dPiece coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawGame(int x, int y)
|
|
|
|
|
{
|
|
|
|
|
int sx, sy, columns, rows;
|
|
|
|
|
|
|
|
|
|
// Limit rendering to the view area
|
|
|
|
|
if (zoomflag)
|
|
|
|
|
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (gnViewportHeight + SCREEN_Y)];
|
|
|
|
|
else
|
|
|
|
|
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (gnViewportHeight / 2 + SCREEN_Y)];
|
|
|
|
|
|
|
|
|
|
// Adjust by player offset and tile grid alignment
|
|
|
|
|
sx = ScrollInfo._sxoff + tileOffsetX + SCREEN_X;
|
|
|
|
|
sy = ScrollInfo._syoff + tileOffsetY + SCREEN_Y;
|
|
|
|
|
|
|
|
|
|
columns = tileColums;
|
|
|
|
|
rows = tileRows;
|
|
|
|
|
|
|
|
|
|
x += tileShiftX;
|
|
|
|
|
y += tileShiftY;
|
|
|
|
|
|
|
|
|
|
// Skip rendering parts covered by the panels
|
|
|
|
|
if (PANELS_COVER) {
|
|
|
|
|
if (zoomflag) {
|
|
|
|
|
if (chrflag || questlog) {
|
|
|
|
|
ShiftGrid(&x, &y, 2, 0);
|
|
|
|
|
columns -= 4;
|
|
|
|
|
sx += SPANEL_WIDTH - TILE_WIDTH / 2;
|
|
|
|
|
}
|
|
|
|
|
if (invflag || sbookflag) {
|
|
|
|
|
ShiftGrid(&x, &y, 2, 0);
|
|
|
|
|
columns -= 4;
|
|
|
|
|
sx += -TILE_WIDTH / 2;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
if (chrflag || questlog) {
|
|
|
|
|
ShiftGrid(&x, &y, 1, 0);
|
|
|
|
|
columns -= 2;
|
|
|
|
|
sx += -TILE_WIDTH / 2 / 2; // SPANEL_WIDTH accounted for in Zoom()
|
|
|
|
|
}
|
|
|
|
|
if (invflag || sbookflag) {
|
|
|
|
|
ShiftGrid(&x, &y, 1, 0);
|
|
|
|
|
columns -= 2;
|
|
|
|
|
sx += -TILE_WIDTH / 2 / 2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Draw areas moving in and out of the screen
|
|
|
|
|
switch (ScrollInfo._sdir) {
|
|
|
|
|
case SDIR_N:
|
|
|
|
|
sy -= TILE_HEIGHT;
|
|
|
|
|
ShiftGrid(&x, &y, 0, -1);
|
|
|
|
|
rows += 2;
|
|
|
|
|
break;
|
|
|
|
|
case SDIR_NE:
|
|
|
|
|
sy -= TILE_HEIGHT;
|
|
|
|
|
ShiftGrid(&x, &y, 0, -1);
|
|
|
|
|
columns++;
|
|
|
|
|
rows += 2;
|
|
|
|
|
break;
|
|
|
|
|
case SDIR_E:
|
|
|
|
|
columns++;
|
|
|
|
|
break;
|
|
|
|
|
case SDIR_SE:
|
|
|
|
|
columns++;
|
|
|
|
|
rows++;
|
|
|
|
|
break;
|
|
|
|
|
case SDIR_S:
|
|
|
|
|
rows += 2;
|
|
|
|
|
break;
|
|
|
|
|
case SDIR_SW:
|
|
|
|
|
sx -= TILE_WIDTH;
|
|
|
|
|
ShiftGrid(&x, &y, -1, 0);
|
|
|
|
|
columns++;
|
|
|
|
|
rows++;
|
|
|
|
|
break;
|
|
|
|
|
case SDIR_W:
|
|
|
|
|
sx -= TILE_WIDTH;
|
|
|
|
|
ShiftGrid(&x, &y, -1, 0);
|
|
|
|
|
columns++;
|
|
|
|
|
break;
|
|
|
|
|
case SDIR_NW:
|
|
|
|
|
sx -= TILE_WIDTH / 2;
|
|
|
|
|
sy -= TILE_HEIGHT / 2;
|
|
|
|
|
x--;
|
|
|
|
|
columns++;
|
|
|
|
|
rows++;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
scrollrt_drawFloor(x, y, sx, sy, rows, columns);
|
|
|
|
|
scrollrt_draw(x, y, sx, sy, rows, columns);
|
|
|
|
|
|
|
|
|
|
// Allow rendering to the whole screen
|
|
|
|
|
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (gnScreenHeight + SCREEN_Y)];
|
|
|
|
|
|
|
|
|
|
if (!zoomflag) {
|
|
|
|
|
Zoom();
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// DevilutionX extension.
|
|
|
|
|
extern void DrawControllerModifierHints(CelOutputBuffer out);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Start rendering of screen, town variation
|
|
|
|
|
* @param StartX Center of view in dPiece coordinate
|
|
|
|
|
* @param StartY Center of view in dPiece coordinate
|
|
|
|
|
*/
|
|
|
|
|
void DrawView(int StartX, int StartY)
|
|
|
|
|
{
|
|
|
|
|
CelOutputBuffer out = GlobalBackBuffer();
|
|
|
|
|
|
|
|
|
|
DrawGame(StartX, StartY);
|
|
|
|
|
if (automapflag) {
|
|
|
|
|
DrawAutomap(out.subregion(0, 0, out.line_width, SCREEN_Y + gnViewportHeight));
|
|
|
|
|
}
|
|
|
|
|
DrawMonsterHealthBar();
|
|
|
|
|
|
|
|
|
|
if (stextflag && !qtextflag)
|
|
|
|
|
DrawSText(out);
|
|
|
|
|
if (invflag) {
|
|
|
|
|
DrawInv();
|
|
|
|
|
} else if (sbookflag) {
|
|
|
|
|
DrawSpellBook(out);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawDurIcon();
|
|
|
|
|
|
|
|
|
|
if (chrflag) {
|
|
|
|
|
DrawChr(out);
|
|
|
|
|
} else if (questlog) {
|
|
|
|
|
DrawQuestLog(out);
|
|
|
|
|
}
|
|
|
|
|
if (!chrflag && plr[myplr]._pStatPts != 0 && !spselflag
|
|
|
|
|
&& (!questlog || gnScreenHeight >= SPANEL_HEIGHT + PANEL_HEIGHT + 74 || gnScreenWidth >= 4 * SPANEL_WIDTH)) {
|
|
|
|
|
DrawLevelUpIcon(out);
|
|
|
|
|
}
|
|
|
|
|
if (uitemflag) {
|
|
|
|
|
DrawUniqueInfo(out);
|
|
|
|
|
}
|
|
|
|
|
if (qtextflag) {
|
|
|
|
|
DrawQText(out);
|
|
|
|
|
}
|
|
|
|
|
if (spselflag) {
|
|
|
|
|
DrawSpellList();
|
|
|
|
|
}
|
|
|
|
|
if (dropGoldFlag) {
|
|
|
|
|
DrawGoldSplit(out, dropGoldValue);
|
|
|
|
|
}
|
|
|
|
|
if (helpflag) {
|
|
|
|
|
DrawHelp(out);
|
|
|
|
|
}
|
|
|
|
|
if (msgflag) {
|
|
|
|
|
DrawDiabloMsg(out);
|
|
|
|
|
}
|
|
|
|
|
if (deathflag) {
|
|
|
|
|
RedBack();
|
|
|
|
|
} else if (PauseMode != 0) {
|
|
|
|
|
gmenu_draw_pause();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawControllerModifierHints(out);
|
|
|
|
|
DrawPlrMsg(out);
|
|
|
|
|
gmenu_draw();
|
|
|
|
|
doom_draw();
|
|
|
|
|
DrawInfoBox(out);
|
|
|
|
|
DrawLifeFlask();
|
|
|
|
|
DrawManaFlask();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
extern SDL_Surface *pal_surface;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render the whole screen black
|
|
|
|
|
*/
|
|
|
|
|
void ClearScreenBuffer()
|
|
|
|
|
{
|
|
|
|
|
lock_buf(3);
|
|
|
|
|
|
|
|
|
|
assert(pal_surface != NULL);
|
|
|
|
|
|
|
|
|
|
SDL_Rect SrcRect = {
|
|
|
|
|
SCREEN_X,
|
|
|
|
|
SCREEN_Y,
|
|
|
|
|
gnScreenWidth,
|
|
|
|
|
gnScreenHeight,
|
|
|
|
|
};
|
|
|
|
|
SDL_FillRect(pal_surface, &SrcRect, 0);
|
|
|
|
|
|
|
|
|
|
unlock_buf(3);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
/**
|
|
|
|
|
* @brief Scroll the screen when mouse is close to the edge
|
|
|
|
|
*/
|
|
|
|
|
void ScrollView()
|
|
|
|
|
{
|
|
|
|
|
BOOL scroll;
|
|
|
|
|
|
|
|
|
|
if (pcurs >= CURSOR_FIRSTITEM)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
scroll = FALSE;
|
|
|
|
|
|
|
|
|
|
if (MouseX < 20) {
|
|
|
|
|
if (dmaxy - 1 <= ViewY || dminx >= ViewX) {
|
|
|
|
|
if (dmaxy - 1 > ViewY) {
|
|
|
|
|
ViewY++;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
if (dminx < ViewX) {
|
|
|
|
|
ViewX--;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ViewY++;
|
|
|
|
|
ViewX--;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (MouseX > gnScreenWidth - 20) {
|
|
|
|
|
if (dmaxx - 1 <= ViewX || dminy >= ViewY) {
|
|
|
|
|
if (dmaxx - 1 > ViewX) {
|
|
|
|
|
ViewX++;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
if (dminy < ViewY) {
|
|
|
|
|
ViewY--;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ViewY--;
|
|
|
|
|
ViewX++;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (MouseY < 20) {
|
|
|
|
|
if (dminy >= ViewY || dminx >= ViewX) {
|
|
|
|
|
if (dminy < ViewY) {
|
|
|
|
|
ViewY--;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
if (dminx < ViewX) {
|
|
|
|
|
ViewX--;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ViewX--;
|
|
|
|
|
ViewY--;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (MouseY > gnScreenHeight - 20) {
|
|
|
|
|
if (dmaxy - 1 <= ViewY || dmaxx - 1 <= ViewX) {
|
|
|
|
|
if (dmaxy - 1 > ViewY) {
|
|
|
|
|
ViewY++;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
if (dmaxx - 1 > ViewX) {
|
|
|
|
|
ViewX++;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ViewX++;
|
|
|
|
|
ViewY++;
|
|
|
|
|
scroll = TRUE;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (scroll)
|
|
|
|
|
ScrollInfo._sdir = SDIR_NONE;
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Initialize the FPS meter
|
|
|
|
|
*/
|
|
|
|
|
void EnableFrameCount()
|
|
|
|
|
{
|
|
|
|
|
frameflag = frameflag == 0;
|
|
|
|
|
framestart = SDL_GetTicks();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Display the current average FPS over 1 sec
|
|
|
|
|
*/
|
|
|
|
|
static void DrawFPS(CelOutputBuffer out)
|
|
|
|
|
{
|
|
|
|
|
DWORD tc, frames;
|
|
|
|
|
char String[12];
|
|
|
|
|
|
|
|
|
|
if (frameflag && gbActive && pPanelText) {
|
|
|
|
|
frameend++;
|
|
|
|
|
tc = SDL_GetTicks();
|
|
|
|
|
frames = tc - framestart;
|
|
|
|
|
if (tc - framestart >= 1000) {
|
|
|
|
|
framestart = tc;
|
|
|
|
|
framerate = 1000 * frameend / frames;
|
|
|
|
|
frameend = 0;
|
|
|
|
|
}
|
|
|
|
|
snprintf(String, 12, "%d FPS", framerate);
|
|
|
|
|
PrintGameStr(out, 8, 65, String, COL_RED);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Update part of the screen from the back buffer
|
|
|
|
|
* @param dwX Back buffer coordinate
|
|
|
|
|
* @param dwY Back buffer coordinate
|
|
|
|
|
* @param dwWdt Back buffer coordinate
|
|
|
|
|
* @param dwHgt Back buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DoBlitScreen(Sint16 dwX, Sint16 dwY, Uint16 dwWdt, Uint16 dwHgt)
|
|
|
|
|
{
|
|
|
|
|
SDL_Rect SrcRect = { dwX, dwY, dwWdt, dwHgt };
|
|
|
|
|
SrcRect.x += SCREEN_X;
|
|
|
|
|
SrcRect.y += SCREEN_Y;
|
|
|
|
|
|
|
|
|
|
SDL_Rect DstRect = { dwX, dwY, dwWdt, dwHgt };
|
|
|
|
|
|
|
|
|
|
BltFast(&SrcRect, &DstRect);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Check render pipeline and blit individual screen parts
|
|
|
|
|
* @param dwHgt Section of screen to update from top to bottom
|
|
|
|
|
* @param draw_desc Render info box
|
|
|
|
|
* @param draw_hp Render health bar
|
|
|
|
|
* @param draw_mana Render mana bar
|
|
|
|
|
* @param draw_sbar Render belt
|
|
|
|
|
* @param draw_btn Render panel buttons
|
|
|
|
|
*/
|
|
|
|
|
static void DrawMain(int dwHgt, BOOL draw_desc, BOOL draw_hp, BOOL draw_mana, BOOL draw_sbar, BOOL draw_btn)
|
|
|
|
|
{
|
|
|
|
|
if (!gbActive) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert(dwHgt >= 0 && dwHgt <= gnScreenHeight);
|
|
|
|
|
|
|
|
|
|
if (dwHgt > 0) {
|
|
|
|
|
DoBlitScreen(0, 0, gnScreenWidth, dwHgt);
|
|
|
|
|
}
|
|
|
|
|
if (dwHgt < gnScreenHeight) {
|
|
|
|
|
if (draw_sbar) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 204, PANEL_TOP + 5, 232, 28);
|
|
|
|
|
}
|
|
|
|
|
if (draw_desc) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 176, PANEL_TOP + 46, 288, 60);
|
|
|
|
|
}
|
|
|
|
|
if (draw_mana) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 460, PANEL_TOP, 88, 72);
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 564, PANEL_TOP + 64, 56, 56);
|
|
|
|
|
}
|
|
|
|
|
if (draw_hp) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 96, PANEL_TOP, 88, 72);
|
|
|
|
|
}
|
|
|
|
|
if (draw_btn) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 8, PANEL_TOP + 5, 72, 119);
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 556, PANEL_TOP + 5, 72, 48);
|
|
|
|
|
if (gbIsMultiplayer) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 84, PANEL_TOP + 91, 36, 32);
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 524, PANEL_TOP + 91, 36, 32);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (sgdwCursWdtOld != 0) {
|
|
|
|
|
DoBlitScreen(sgdwCursXOld, sgdwCursYOld, sgdwCursWdtOld, sgdwCursHgtOld);
|
|
|
|
|
}
|
|
|
|
|
if (sgdwCursWdt != 0) {
|
|
|
|
|
DoBlitScreen(sgdwCursX, sgdwCursY, sgdwCursWdt, sgdwCursHgt);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Redraw screen
|
|
|
|
|
* @param draw_cursor
|
|
|
|
|
*/
|
|
|
|
|
void scrollrt_draw_game_screen(BOOL draw_cursor)
|
|
|
|
|
{
|
|
|
|
|
int hgt = 0;
|
|
|
|
|
|
|
|
|
|
if (force_redraw == 255) {
|
|
|
|
|
force_redraw = 0;
|
|
|
|
|
hgt = gnScreenHeight;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (draw_cursor) {
|
|
|
|
|
lock_buf(0);
|
|
|
|
|
scrollrt_draw_cursor_item();
|
|
|
|
|
unlock_buf(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawMain(hgt, FALSE, FALSE, FALSE, FALSE, FALSE);
|
|
|
|
|
|
|
|
|
|
if (draw_cursor) {
|
|
|
|
|
lock_buf(0);
|
|
|
|
|
scrollrt_draw_cursor_back_buffer();
|
|
|
|
|
unlock_buf(0);
|
|
|
|
|
}
|
|
|
|
|
RenderPresent();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render the game
|
|
|
|
|
*/
|
|
|
|
|
void DrawAndBlit()
|
|
|
|
|
{
|
|
|
|
|
if (!gbRunGame) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int hgt = 0;
|
|
|
|
|
bool ddsdesc = false;
|
|
|
|
|
bool ctrlPan = false;
|
|
|
|
|
|
|
|
|
|
if (gnScreenWidth > PANEL_WIDTH || force_redraw == 255) {
|
|
|
|
|
drawhpflag = TRUE;
|
|
|
|
|
drawmanaflag = TRUE;
|
|
|
|
|
drawbtnflag = TRUE;
|
|
|
|
|
drawsbarflag = TRUE;
|
|
|
|
|
ddsdesc = false;
|
|
|
|
|
ctrlPan = true;
|
|
|
|
|
hgt = gnScreenHeight;
|
|
|
|
|
} else if (force_redraw == 1) {
|
|
|
|
|
ddsdesc = true;
|
|
|
|
|
ctrlPan = false;
|
|
|
|
|
hgt = gnViewportHeight;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
force_redraw = 0;
|
|
|
|
|
|
|
|
|
|
lock_buf(0);
|
|
|
|
|
CelOutputBuffer out = GlobalBackBuffer();
|
|
|
|
|
|
|
|
|
|
DrawView(ViewX, ViewY);
|
|
|
|
|
if (ctrlPan) {
|
|
|
|
|
DrawCtrlPan(out);
|
|
|
|
|
}
|
|
|
|
|
if (drawhpflag) {
|
|
|
|
|
UpdateLifeFlask(out);
|
|
|
|
|
}
|
|
|
|
|
if (drawmanaflag) {
|
|
|
|
|
UpdateManaFlask(out);
|
|
|
|
|
}
|
|
|
|
|
if (drawbtnflag) {
|
|
|
|
|
DrawCtrlBtns(out);
|
|
|
|
|
}
|
|
|
|
|
if (drawsbarflag) {
|
|
|
|
|
DrawInvBelt(out);
|
|
|
|
|
}
|
|
|
|
|
if (talkflag) {
|
|
|
|
|
DrawTalkPan(out);
|
|
|
|
|
hgt = gnScreenHeight;
|
|
|
|
|
}
|
|
|
|
|
DrawXPBar();
|
|
|
|
|
scrollrt_draw_cursor_item();
|
|
|
|
|
|
|
|
|
|
DrawFPS(out);
|
|
|
|
|
|
|
|
|
|
unlock_buf(0);
|
|
|
|
|
|
|
|
|
|
DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag);
|
|
|
|
|
|
|
|
|
|
lock_buf(0);
|
|
|
|
|
scrollrt_draw_cursor_back_buffer();
|
|
|
|
|
unlock_buf(0);
|
|
|
|
|
RenderPresent();
|
|
|
|
|
|
|
|
|
|
drawhpflag = FALSE;
|
|
|
|
|
drawmanaflag = FALSE;
|
|
|
|
|
drawbtnflag = FALSE;
|
|
|
|
|
drawsbarflag = FALSE;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DEVILUTION_END_NAMESPACE
|