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/**
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* @file scrollrt.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 "automap.h"
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#include "cursor.h"
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#include "dead.h"
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#include "doom.h"
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#include "dx.h"
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#include "engine/render/cel_render.hpp"
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#include "engine/render/cl2_render.hpp"
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#include "engine/render/dun_render.hpp"
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#include "engine/render/text_render.hpp"
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#include "error.h"
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#include "gmenu.h"
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#include "help.h"
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#include "hwcursor.hpp"
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#include "init.h"
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#include "inv.h"
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#include "lighting.h"
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#include "minitext.h"
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#include "missiles.h"
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#include "nthread.h"
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#include "plrmsg.h"
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#include "qol/itemlabels.h"
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#include "qol/monhealthbar.h"
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#include "qol/xpbar.h"
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#include "stores.h"
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#include "towners.h"
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#include "utils/endian.hpp"
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#include "utils/log.hpp"
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#ifdef _DEBUG
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#include "debug.h"
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#endif
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namespace devilution {
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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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uint32_t sgdwCursWdtOld;
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int sgdwCursX;
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int sgdwCursY;
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/**
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* Lower bound of back buffer.
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*/
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uint32_t 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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uint32_t level_cel_block;
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int sgdwCursXOld;
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int sgdwCursYOld;
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bool 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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bool 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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bool 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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uint32_t 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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uint32_t 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 MonsterModeNames[] = {
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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 PlayerModeNames[] = {
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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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Displacement GetOffsetForWalking(const AnimationInfo &animationInfo, const Direction dir, bool cameraMode /*= false*/)
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{
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// clang-format off
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// DIR_S, DIR_SW, DIR_W, DIR_NW, DIR_N, DIR_NE, DIR_E, DIR_SE,
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constexpr Displacement StartOffset[8] = { { 0, -32 }, { 32, -16 }, { 32, -16 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -32, -16 }, { -32, -16 } };
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constexpr Displacement MovingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } };
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constexpr bool IsDiagionalWalk[8] = { false, true, false, true, false, true, false, true };
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// clang-format on
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float fAnimationProgress = animationInfo.GetAnimationProgress();
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Displacement offset = MovingOffset[dir];
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offset *= fAnimationProgress;
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// In diagonal walks the offset for y is smaller than x.
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// This means that sometimes x is updated but y not.
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// That results in a small stuttering.
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// To fix this we disallow odd x as this is the only case where y is not updated.
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if (IsDiagionalWalk[dir] && ((offset.deltaX % 2) != 0)) {
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offset.deltaX -= offset.deltaX > 0 ? 1 : -1;
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}
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if (cameraMode) {
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offset = -offset;
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} else {
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offset += StartOffset[dir];
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}
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return offset;
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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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static void BlitCursor(BYTE *dst, std::uint32_t dstPitch, BYTE *src, std::uint32_t srcPitch)
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{
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for (std::uint32_t i = 0; i < sgdwCursHgt; ++i, src += srcPitch, dst += dstPitch) {
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memcpy(dst, src, sgdwCursWdt);
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}
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}
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/**
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* @brief Remove the cursor from the buffer
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*/
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static void UndrawCursor(const Surface &out)
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{
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if (sgdwCursWdt == 0) {
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return;
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}
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BlitCursor(out.at(sgdwCursX, sgdwCursY), out.pitch(), sgSaveBack, sgdwCursWdt);
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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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static bool ShouldShowCursor()
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{
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return !(sgbControllerActive && !IsMovingMouseCursorWithController() && pcurs != CURSOR_TELEPORT && !invflag && (!chrflag || plr[myplr]._pStatPts <= 0));
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}
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/**
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* @brief Save the content behind the cursor to a temporary buffer, then draw the cursor.
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*/
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static void DrawCursor(const Surface &out)
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{
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if (pcurs <= CURSOR_NONE || cursW == 0 || cursH == 0 || !ShouldShowCursor()) {
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return;
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}
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// Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer.
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const int outlineWidth = IsItemSprite(pcurs) ? 1 : 0;
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if (MousePosition.x < -cursW - outlineWidth || MousePosition.x - outlineWidth >= out.w() || MousePosition.y < -cursH - outlineWidth || MousePosition.y - outlineWidth >= out.h())
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return;
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constexpr auto Clip = [](int &pos, std::uint32_t &length, std::uint32_t posEnd) {
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if (pos < 0) {
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length += pos;
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pos = 0;
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} else if (pos + length > posEnd) {
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length = posEnd - pos;
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}
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};
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sgdwCursX = MousePosition.x - outlineWidth;
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sgdwCursWdt = cursW + 2 * outlineWidth;
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Clip(sgdwCursX, sgdwCursWdt, out.w());
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sgdwCursY = MousePosition.y - outlineWidth;
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sgdwCursHgt = cursH + 2 * outlineWidth;
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Clip(sgdwCursY, sgdwCursHgt, out.h());
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BlitCursor(sgSaveBack, sgdwCursWdt, out.at(sgdwCursX, sgdwCursY), out.pitch());
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CelDrawCursor(out, MousePosition + Displacement { 0, cursH - 1 }, pcurs);
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}
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/**
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* @brief Render a missile sprite
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* @param out Output buffer
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* @param m Pointer to MissileStruct struct
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* @param sx Output buffer coordinate
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* @param sy Output buffer coordinate
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* @param pre Is the sprite in the background
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*/
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void DrawMissilePrivate(const Surface &out, MissileStruct *m, int sx, int sy, bool pre)
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{
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if (m->_miPreFlag != pre || !m->_miDrawFlag)
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return;
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if (m->_miAnimData == nullptr) {
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Log("Draw Missile 2 type {}: NULL Cel Buffer", m->_mitype);
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return;
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}
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int nCel = m->_miAnimFrame;
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const auto *frameTable = reinterpret_cast<const uint32_t *>(m->_miAnimData);
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int frames = SDL_SwapLE32(frameTable[0]);
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if (nCel < 1 || frames > 50 || nCel > frames) {
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Log("Draw Missile 2: frame {} of {}, missile type=={}", nCel, frames, m->_mitype);
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return;
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}
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int mx = sx + m->position.offset.deltaX - m->_miAnimWidth2;
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int my = sy + m->position.offset.deltaY;
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CelSprite cel { m->_miAnimData, m->_miAnimWidth };
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if (m->_miUniqTrans != 0)
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Cl2DrawLightTbl(out, mx, my, cel, m->_miAnimFrame, m->_miUniqTrans + 3);
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else if (m->_miLightFlag)
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Cl2DrawLight(out, mx, my, cel, m->_miAnimFrame);
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else
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Cl2Draw(out, mx, my, cel, m->_miAnimFrame);
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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 out Output buffer
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* @param x dPiece coordinate
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* @param y dPiece coordinate
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* @param sx Output buffer coordinate
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* @param sy Output buffer coordinate
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* @param pre Is the sprite in the background
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*/
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void DrawMissile(const Surface &out, 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) == 0)
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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(out, 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->position.tile.x != x || m->position.tile.y != y)
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continue;
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DrawMissilePrivate(out, 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 out Output buffer
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* @param x dPiece coordinate
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* @param y dPiece coordinate
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* @param mx Output buffer coordinate
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* @param my Output buffer coordinate
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* @param m Id of monster
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*/
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static void DrawMonster(const Surface &out, int x, int y, int mx, int my, int m)
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{
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if (m < 0 || m >= MAXMONSTERS) {
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Log("Draw Monster: tried to draw illegal monster {}", m);
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return;
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}
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if (monster[m].AnimInfo.pCelSprite == nullptr) {
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Log("Draw Monster \"{}\": NULL Cel Buffer", monster[m].mName);
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return;
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}
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int nCel = monster[m].AnimInfo.GetFrameToUseForRendering();
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const auto *frameTable = reinterpret_cast<const uint32_t *>(monster[m].AnimInfo.pCelSprite->Data());
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|
|
int frames = SDL_SwapLE32(frameTable[0]);
|
|
|
|
|
if (nCel < 1 || frames > 50 || nCel > frames) {
|
|
|
|
|
const char *szMode = "unknown action";
|
|
|
|
|
if (monster[m]._mmode <= 17)
|
|
|
|
|
szMode = MonsterModeNames[monster[m]._mmode];
|
|
|
|
|
Log(
|
|
|
|
|
"Draw Monster \"{}\" {}: facing {}, frame {} of {}",
|
|
|
|
|
monster[m].mName,
|
|
|
|
|
szMode,
|
|
|
|
|
monster[m]._mdir,
|
|
|
|
|
nCel,
|
|
|
|
|
frames);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CelSprite &cel = *monster[m].AnimInfo.pCelSprite;
|
|
|
|
|
|
|
|
|
|
if ((dFlags[x][y] & BFLAG_LIT) == 0) {
|
|
|
|
|
Cl2DrawLightTbl(out, mx, my, cel, nCel, 1);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char trans = 0;
|
|
|
|
|
if (monster[m]._uniqtype != 0)
|
|
|
|
|
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 != 0)
|
|
|
|
|
Cl2DrawLightTbl(out, mx, my, cel, nCel, trans);
|
|
|
|
|
else
|
|
|
|
|
Cl2DrawLight(out, mx, my, cel, nCel);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Helper for rendering a specific player icon (Mana Shield or Reflect)
|
|
|
|
|
*/
|
|
|
|
|
static void DrawPlayerIconHelper(const Surface &out, int pnum, missile_graphic_id missileGraphicId, int x, int y, bool lighting)
|
|
|
|
|
{
|
|
|
|
|
x += CalculateWidth2(plr[pnum].AnimInfo.pCelSprite->Width()) - misfiledata[missileGraphicId].mAnimWidth2[0];
|
|
|
|
|
|
|
|
|
|
int width = misfiledata[missileGraphicId].mAnimWidth[0];
|
|
|
|
|
byte *pCelBuff = misfiledata[missileGraphicId].mAnimData[0];
|
|
|
|
|
|
|
|
|
|
CelSprite cel { pCelBuff, width };
|
|
|
|
|
|
|
|
|
|
if (pnum == myplr) {
|
|
|
|
|
Cl2Draw(out, x, y, cel, 1);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (lighting) {
|
|
|
|
|
Cl2DrawLightTbl(out, x, y, cel, 1, 1);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Cl2DrawLight(out, x, y, cel, 1);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Helper for rendering player icons (Mana Shield and Reflect)
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param pnum Player id
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
* @param lighting Should lighting be applied
|
|
|
|
|
*/
|
|
|
|
|
static void DrawPlayerIcons(const Surface &out, int pnum, int x, int y, bool lighting)
|
|
|
|
|
{
|
|
|
|
|
if (plr[pnum].pManaShield)
|
|
|
|
|
DrawPlayerIconHelper(out, pnum, MFILE_MANASHLD, x, y, lighting);
|
|
|
|
|
if (plr[pnum].wReflections > 0)
|
|
|
|
|
DrawPlayerIconHelper(out, pnum, MFILE_REFLECT, x, y + 16, lighting);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a player sprite
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param pnum Player id
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param px Output buffer coordinate
|
|
|
|
|
* @param py Output buffer coordinate
|
|
|
|
|
* @param pCelBuff sprite buffer
|
|
|
|
|
* @param nCel frame
|
|
|
|
|
* @param nWidth width
|
|
|
|
|
*/
|
|
|
|
|
static void DrawPlayer(const Surface &out, int pnum, int x, int y, int px, int py)
|
|
|
|
|
{
|
|
|
|
|
if ((dFlags[x][y] & BFLAG_LIT) == 0 && !plr[myplr]._pInfraFlag && leveltype != DTYPE_TOWN) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
auto &player = plr[pnum];
|
|
|
|
|
|
|
|
|
|
auto *pCelSprite = player.AnimInfo.pCelSprite;
|
|
|
|
|
int nCel = player.AnimInfo.GetFrameToUseForRendering();
|
|
|
|
|
|
|
|
|
|
if (pCelSprite == nullptr) {
|
|
|
|
|
Log("Drawing player {} \"{}\": NULL CelSprite", pnum, player._pName);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int frames = SDL_SwapLE32(*reinterpret_cast<const DWORD *>(pCelSprite->Data()));
|
|
|
|
|
if (nCel < 1 || frames > 50 || nCel > frames) {
|
|
|
|
|
const char *szMode = "unknown action";
|
|
|
|
|
if (player._pmode <= PM_QUIT)
|
|
|
|
|
szMode = PlayerModeNames[player._pmode];
|
|
|
|
|
Log(
|
|
|
|
|
"Drawing player {} \"{}\" {}: facing {}, frame {} of {}",
|
|
|
|
|
pnum,
|
|
|
|
|
player._pName,
|
|
|
|
|
szMode,
|
|
|
|
|
player._pdir,
|
|
|
|
|
nCel,
|
|
|
|
|
frames);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pnum == pcursplr)
|
|
|
|
|
Cl2DrawOutline(out, 165, px, py, *pCelSprite, nCel);
|
|
|
|
|
|
|
|
|
|
if (pnum == myplr) {
|
|
|
|
|
Cl2Draw(out, px, py, *pCelSprite, nCel);
|
|
|
|
|
DrawPlayerIcons(out, pnum, px, py, true);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((dFlags[x][y] & BFLAG_LIT) == 0 || (plr[myplr]._pInfraFlag && light_table_index > 8)) {
|
|
|
|
|
Cl2DrawLightTbl(out, px, py, *pCelSprite, nCel, 1);
|
|
|
|
|
DrawPlayerIcons(out, pnum, px, py, true);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int l = light_table_index;
|
|
|
|
|
if (light_table_index < 5)
|
|
|
|
|
light_table_index = 0;
|
|
|
|
|
else
|
|
|
|
|
light_table_index -= 5;
|
|
|
|
|
|
|
|
|
|
Cl2DrawLight(out, px, py, *pCelSprite, nCel);
|
|
|
|
|
DrawPlayerIcons(out, pnum, px, py, false);
|
|
|
|
|
|
|
|
|
|
light_table_index = l;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a player sprite
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
void DrawDeadPlayer(const Surface &out, int x, int y, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
dFlags[x][y] &= ~BFLAG_DEAD_PLAYER;
|
|
|
|
|
|
|
|
|
|
for (int i = 0; i < MAX_PLRS; i++) {
|
|
|
|
|
auto &player = plr[i];
|
|
|
|
|
if (player.plractive && player._pHitPoints == 0 && player.plrlevel == (BYTE)currlevel && player.position.tile.x == x && player.position.tile.y == y) {
|
|
|
|
|
dFlags[x][y] |= BFLAG_DEAD_PLAYER;
|
|
|
|
|
int px = sx + player.position.offset.deltaX - CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width());
|
|
|
|
|
int py = sy + player.position.offset.deltaY;
|
|
|
|
|
DrawPlayer(out, i, x, y, px, py);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render an object sprite
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param ox Output buffer coordinate
|
|
|
|
|
* @param oy Output buffer coordinate
|
|
|
|
|
* @param pre Is the sprite in the background
|
|
|
|
|
*/
|
|
|
|
|
static void DrawObject(const Surface &out, int x, int y, int ox, int oy, bool pre)
|
|
|
|
|
{
|
|
|
|
|
if (dObject[x][y] == 0 || light_table_index >= lightmax)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
Point objectPosition {};
|
|
|
|
|
|
|
|
|
|
int8_t bv = -1;
|
|
|
|
|
if (dObject[x][y] > 0) {
|
|
|
|
|
bv = dObject[x][y] - 1;
|
|
|
|
|
if (object[bv]._oPreFlag != pre)
|
|
|
|
|
return;
|
|
|
|
|
objectPosition.x = ox - CalculateWidth2(object[bv]._oAnimWidth);
|
|
|
|
|
objectPosition.y = oy;
|
|
|
|
|
} else {
|
|
|
|
|
bv = -(dObject[x][y] + 1);
|
|
|
|
|
if (object[bv]._oPreFlag != pre)
|
|
|
|
|
return;
|
|
|
|
|
int xx = object[bv].position.x - x;
|
|
|
|
|
int yy = object[bv].position.y - y;
|
|
|
|
|
objectPosition.x = (xx * TILE_WIDTH / 2) + ox - CalculateWidth2(object[bv]._oAnimWidth) - (yy * TILE_WIDTH / 2);
|
|
|
|
|
objectPosition.y = oy + (yy * TILE_HEIGHT / 2) + (xx * TILE_HEIGHT / 2);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert(bv >= 0 && bv < MAXOBJECTS);
|
|
|
|
|
|
|
|
|
|
byte *pCelBuff = object[bv]._oAnimData;
|
|
|
|
|
if (pCelBuff == nullptr) {
|
|
|
|
|
Log("Draw Object type {}: NULL Cel Buffer", object[bv]._otype);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
uint32_t nCel = object[bv]._oAnimFrame;
|
|
|
|
|
uint32_t frames = LoadLE32(pCelBuff);
|
|
|
|
|
if (nCel < 1 || frames > 50 || nCel > frames) {
|
|
|
|
|
Log("Draw Object: frame {} of {}, object type=={}", nCel, frames, object[bv]._otype);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CelSprite cel { object[bv]._oAnimData, object[bv]._oAnimWidth };
|
|
|
|
|
if (bv == pcursobj)
|
|
|
|
|
CelBlitOutlineTo(out, 194, objectPosition, cel, object[bv]._oAnimFrame);
|
|
|
|
|
if (object[bv]._oLight) {
|
|
|
|
|
CelClippedDrawLightTo(out, objectPosition, cel, object[bv]._oAnimFrame);
|
|
|
|
|
} else {
|
|
|
|
|
CelClippedDrawTo(out, objectPosition, cel, object[bv]._oAnimFrame);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static void DrawDungeon(const Surface & /*out*/, int /*sx*/, int /*sy*/, int /*dx*/, int /*dy*/);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a cell
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawCell(const Surface &out, int x, int y, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
MICROS *pMap = &dpiece_defs_map_2[x][y];
|
|
|
|
|
level_piece_id = dPiece[x][y];
|
|
|
|
|
cel_transparency_active = nTransTable[level_piece_id] && TransList[dTransVal[x][y]];
|
|
|
|
|
cel_foliage_active = !nSolidTable[level_piece_id];
|
|
|
|
|
for (int i = 0; i < (MicroTileLen / 2); i++) {
|
|
|
|
|
level_cel_block = pMap->mt[2 * i];
|
|
|
|
|
if (level_cel_block != 0) {
|
|
|
|
|
arch_draw_type = i == 0 ? 1 : 0;
|
|
|
|
|
RenderTile(out, sx, sy);
|
|
|
|
|
}
|
|
|
|
|
level_cel_block = pMap->mt[2 * i + 1];
|
|
|
|
|
if (level_cel_block != 0) {
|
|
|
|
|
arch_draw_type = i == 0 ? 2 : 0;
|
|
|
|
|
RenderTile(out, sx + TILE_WIDTH / 2, sy);
|
|
|
|
|
}
|
|
|
|
|
sy -= TILE_HEIGHT;
|
|
|
|
|
}
|
|
|
|
|
cel_foliage_active = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a floor tiles
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawFloor(const Surface &out, int x, int y, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
cel_transparency_active = false;
|
|
|
|
|
light_table_index = dLight[x][y];
|
|
|
|
|
|
|
|
|
|
arch_draw_type = 1; // Left
|
|
|
|
|
level_cel_block = dpiece_defs_map_2[x][y].mt[0];
|
|
|
|
|
if (level_cel_block != 0) {
|
|
|
|
|
RenderTile(out, sx, sy);
|
|
|
|
|
}
|
|
|
|
|
arch_draw_type = 2; // Right
|
|
|
|
|
level_cel_block = dpiece_defs_map_2[x][y].mt[1];
|
|
|
|
|
if (level_cel_block != 0) {
|
|
|
|
|
RenderTile(out, sx + TILE_WIDTH / 2, sy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw item for a given tile
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
* @param pre Is the sprite in the background
|
|
|
|
|
*/
|
|
|
|
|
static void DrawItem(const Surface &out, int x, int y, int sx, int sy, bool pre)
|
|
|
|
|
{
|
|
|
|
|
int8_t bItem = dItem[x][y];
|
|
|
|
|
|
|
|
|
|
if (bItem <= 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
ItemStruct *pItem = &items[bItem - 1];
|
|
|
|
|
if (pItem->_iPostDraw == pre)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
auto *cel = pItem->AnimInfo.pCelSprite;
|
|
|
|
|
if (cel == nullptr) {
|
|
|
|
|
Log("Draw Item \"{}\" 1: NULL CelSprite", pItem->_iIName);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int nCel = pItem->AnimInfo.GetFrameToUseForRendering();
|
|
|
|
|
int frames = SDL_SwapLE32(*(DWORD *)cel->Data());
|
|
|
|
|
if (nCel < 1 || frames > 50 || nCel > frames) {
|
|
|
|
|
Log("Draw \"{}\" Item 1: frame {} of {}, item type=={}", pItem->_iIName, nCel, frames, pItem->_itype);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int px = sx - CalculateWidth2(cel->Width());
|
|
|
|
|
const Point position { px, sy };
|
|
|
|
|
if (bItem - 1 == pcursitem || AutoMapShowItems) {
|
|
|
|
|
CelBlitOutlineTo(out, GetOutlineColor(*pItem, false), position, *cel, nCel);
|
|
|
|
|
}
|
|
|
|
|
CelClippedDrawLightTo(out, position, *cel, nCel);
|
|
|
|
|
if (pItem->AnimInfo.CurrentFrame == pItem->AnimInfo.NumberOfFrames || pItem->_iCurs == ICURS_MAGIC_ROCK)
|
|
|
|
|
AddItemToLabelQueue(bItem - 1, px, sy);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Check if and how a monster should be rendered
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param oy dPiece Y offset
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawMonsterHelper(const Surface &out, int x, int y, int oy, int sx, int sy)
|
|
|
|
|
{
|
|
|
|
|
int mi = dMonster[x][y + oy];
|
|
|
|
|
mi = mi > 0 ? mi - 1 : -(mi + 1);
|
|
|
|
|
|
|
|
|
|
if (leveltype == DTYPE_TOWN) {
|
|
|
|
|
int px = sx - CalculateWidth2(towners[mi]._tAnimWidth);
|
|
|
|
|
const Point position { px, sy };
|
|
|
|
|
if (mi == pcursmonst) {
|
|
|
|
|
CelBlitOutlineTo(out, 166, position, CelSprite(towners[mi]._tAnimData, towners[mi]._tAnimWidth), towners[mi]._tAnimFrame);
|
|
|
|
|
}
|
|
|
|
|
assert(towners[mi]._tAnimData);
|
|
|
|
|
CelClippedDrawTo(out, position, CelSprite(towners[mi]._tAnimData, towners[mi]._tAnimWidth), towners[mi]._tAnimFrame);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if ((dFlags[x][y] & BFLAG_LIT) == 0 && !plr[myplr]._pInfraFlag)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (mi < 0 || mi >= MAXMONSTERS) {
|
|
|
|
|
Log("Draw Monster: tried to draw illegal monster {}", mi);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
MonsterStruct *pMonster = &monster[mi];
|
|
|
|
|
if ((pMonster->_mFlags & MFLAG_HIDDEN) != 0) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (pMonster->MType == nullptr) {
|
|
|
|
|
Log("Draw Monster \"{}\": uninitialized monster", pMonster->mName);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
const CelSprite &cel = *pMonster->AnimInfo.pCelSprite;
|
|
|
|
|
|
|
|
|
|
Displacement offset = pMonster->position.offset;
|
|
|
|
|
if (pMonster->IsWalking()) {
|
|
|
|
|
offset = GetOffsetForWalking(pMonster->AnimInfo, pMonster->_mdir);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int px = sx + offset.deltaX - CalculateWidth2(cel.Width());
|
|
|
|
|
int py = sy + offset.deltaY;
|
|
|
|
|
if (mi == pcursmonst) {
|
|
|
|
|
Cl2DrawOutline(out, 233, px, py, cel, pMonster->AnimInfo.GetFrameToUseForRendering());
|
|
|
|
|
}
|
|
|
|
|
DrawMonster(out, x, y, px, py, mi);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Check if and how a player should be rendered
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawPlayerHelper(const Surface &out, 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) {
|
|
|
|
|
Log("draw player: tried to draw illegal player {}", p);
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
auto &player = plr[p];
|
|
|
|
|
|
|
|
|
|
Displacement offset = player.position.offset;
|
|
|
|
|
if (player.IsWalking()) {
|
|
|
|
|
offset = GetOffsetForWalking(player.AnimInfo, player._pdir);
|
|
|
|
|
}
|
|
|
|
|
int px = sx + offset.deltaX - CalculateWidth2(player.AnimInfo.pCelSprite == nullptr ? 96 : player.AnimInfo.pCelSprite->Width());
|
|
|
|
|
int py = sy + offset.deltaY;
|
|
|
|
|
|
|
|
|
|
DrawPlayer(out, p, x, y, px, py);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render object sprites
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx dPiece coordinate
|
|
|
|
|
* @param sy dPiece coordinate
|
|
|
|
|
* @param dx Target buffer coordinate
|
|
|
|
|
* @param dy Target buffer coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawDungeon(const Surface &out, int sx, int sy, int dx, int dy)
|
|
|
|
|
{
|
|
|
|
|
assert((DWORD)sx < MAXDUNX);
|
|
|
|
|
assert((DWORD)sy < MAXDUNY);
|
|
|
|
|
|
|
|
|
|
if (dRendered[sx][sy])
|
|
|
|
|
return;
|
|
|
|
|
dRendered[sx][sy] = true;
|
|
|
|
|
|
|
|
|
|
light_table_index = dLight[sx][sy];
|
|
|
|
|
|
|
|
|
|
DrawCell(out, sx, sy, dx, dy);
|
|
|
|
|
|
|
|
|
|
int8_t bFlag = dFlags[sx][sy];
|
|
|
|
|
int8_t bDead = dDead[sx][sy];
|
|
|
|
|
int8_t bMap = dTransVal[sx][sy];
|
|
|
|
|
|
|
|
|
|
int negMon = 0;
|
|
|
|
|
if (sy > 0) // check for OOB
|
|
|
|
|
negMon = dMonster[sx][sy - 1];
|
|
|
|
|
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (visiondebug && (bFlag & BFLAG_LIT) != 0) {
|
|
|
|
|
CelClippedDrawTo(out, { dx, dy }, *pSquareCel, 1);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
if (MissilePreFlag) {
|
|
|
|
|
DrawMissile(out, sx, sy, dx, dy, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (light_table_index < lightmax && bDead != 0) {
|
|
|
|
|
do {
|
|
|
|
|
DeadStruct *pDeadGuy = &dead[(bDead & 0x1F) - 1];
|
|
|
|
|
auto dd = static_cast<Direction>((bDead >> 5) & 7);
|
|
|
|
|
int px = dx - CalculateWidth2(pDeadGuy->width);
|
|
|
|
|
const byte *pCelBuff = pDeadGuy->data[dd];
|
|
|
|
|
assert(pCelBuff != nullptr);
|
|
|
|
|
const auto *frameTable = reinterpret_cast<const uint32_t *>(pCelBuff);
|
|
|
|
|
int frames = SDL_SwapLE32(frameTable[0]);
|
|
|
|
|
int nCel = pDeadGuy->frame;
|
|
|
|
|
if (nCel < 1 || frames > 50 || nCel > frames) {
|
|
|
|
|
Log("Unclipped dead: frame {} of {}, deadnum=={}", nCel, frames, (bDead & 0x1F) - 1);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (pDeadGuy->_deadtrans != 0) {
|
|
|
|
|
Cl2DrawLightTbl(out, px, dy, CelSprite(pCelBuff, pDeadGuy->width), nCel, pDeadGuy->_deadtrans);
|
|
|
|
|
} else {
|
|
|
|
|
Cl2DrawLight(out, px, dy, CelSprite(pCelBuff, pDeadGuy->width), nCel);
|
|
|
|
|
}
|
|
|
|
|
} while (false);
|
|
|
|
|
}
|
|
|
|
|
DrawObject(out, sx, sy, dx, dy, true);
|
|
|
|
|
DrawItem(out, sx, sy, dx, dy, true);
|
|
|
|
|
if ((bFlag & BFLAG_PLAYERLR) != 0) {
|
|
|
|
|
assert((DWORD)(sy - 1) < MAXDUNY);
|
|
|
|
|
DrawPlayerHelper(out, sx, sy - 1, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
if ((bFlag & BFLAG_MONSTLR) != 0 && negMon < 0) {
|
|
|
|
|
DrawMonsterHelper(out, sx, sy, -1, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
if ((bFlag & BFLAG_DEAD_PLAYER) != 0) {
|
|
|
|
|
DrawDeadPlayer(out, sx, sy, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
if (dPlayer[sx][sy] > 0) {
|
|
|
|
|
DrawPlayerHelper(out, sx, sy, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
if (dMonster[sx][sy] > 0) {
|
|
|
|
|
DrawMonsterHelper(out, sx, sy, 0, dx, dy);
|
|
|
|
|
}
|
|
|
|
|
DrawMissile(out, sx, sy, dx, dy, false);
|
|
|
|
|
DrawObject(out, sx, sy, dx, dy, false);
|
|
|
|
|
DrawItem(out, sx, sy, dx, dy, false);
|
|
|
|
|
|
|
|
|
|
if (leveltype != DTYPE_TOWN) {
|
|
|
|
|
char bArch = dSpecial[sx][sy];
|
|
|
|
|
if (bArch != 0) {
|
|
|
|
|
cel_transparency_active = TransList[bMap];
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (GetAsyncKeyState(DVL_VK_MENU)) {
|
|
|
|
|
cel_transparency_active = false; // Turn transparency off here for debugging
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
CelClippedBlitLightTransTo(out, { dx, dy }, *pSpecialCels, bArch);
|
|
|
|
|
#ifdef _DEBUG
|
|
|
|
|
if (GetAsyncKeyState(DVL_VK_MENU)) {
|
|
|
|
|
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) {
|
|
|
|
|
char bArch = dSpecial[sx - 1][sy - 1];
|
|
|
|
|
if (bArch != 0) {
|
|
|
|
|
CelDrawTo(out, { dx, dy - TILE_HEIGHT }, *pSpecialCels, bArch);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render a row of tiles
|
|
|
|
|
* @param out Buffer to render to
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param rows Number of rows
|
|
|
|
|
* @param columns Tile in a row
|
|
|
|
|
*/
|
|
|
|
|
static void DrawFloor(const Surface &out, int x, int y, int sx, int sy, int rows, int columns)
|
|
|
|
|
{
|
|
|
|
|
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(out, x, y, sx, sy);
|
|
|
|
|
} else {
|
|
|
|
|
world_draw_black_tile(out, sx, sy);
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
world_draw_black_tile(out, 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) != 0) {
|
|
|
|
|
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 out Output buffer
|
|
|
|
|
* @param x dPiece coordinate
|
|
|
|
|
* @param y dPiece coordinate
|
|
|
|
|
* @param sx Buffer coordinate
|
|
|
|
|
* @param sy Buffer coordinate
|
|
|
|
|
* @param rows Number of rows
|
|
|
|
|
* @param columns Tile in a row
|
|
|
|
|
*/
|
|
|
|
|
static void DrawTileContent(const Surface &out, int x, int y, int sx, int sy, int rows, int columns)
|
|
|
|
|
{
|
|
|
|
|
// 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 <= 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
|
|
|
|
|
DrawDungeon(out, x + 1, y - 1, sx + TILE_WIDTH, sy);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (dPiece[x][y] != 0) {
|
|
|
|
|
DrawDungeon(out, 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) != 0) {
|
|
|
|
|
x++;
|
|
|
|
|
columns--;
|
|
|
|
|
sx += TILE_WIDTH / 2;
|
|
|
|
|
} else {
|
|
|
|
|
y++;
|
|
|
|
|
columns++;
|
|
|
|
|
sx -= TILE_WIDTH / 2;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Scale up the top left part of the buffer 2x.
|
|
|
|
|
*/
|
|
|
|
|
static void Zoom(const Surface &out)
|
|
|
|
|
{
|
|
|
|
|
int viewportWidth = out.w();
|
|
|
|
|
int viewportOffsetX = 0;
|
|
|
|
|
if (CanPanelsCoverView()) {
|
|
|
|
|
if (chrflag || questlog) {
|
|
|
|
|
viewportWidth -= SPANEL_WIDTH;
|
|
|
|
|
viewportOffsetX = SPANEL_WIDTH;
|
|
|
|
|
} else if (invflag || sbookflag) {
|
|
|
|
|
viewportWidth -= SPANEL_WIDTH;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// We round to even for the source width and height.
|
|
|
|
|
// If the width / height was odd, we copy just one extra pixel / row later on.
|
|
|
|
|
const int srcWidth = (viewportWidth + 1) / 2;
|
|
|
|
|
const int doubleableWidth = viewportWidth / 2;
|
|
|
|
|
const int srcHeight = (out.h() + 1) / 2;
|
|
|
|
|
const int doubleableHeight = out.h() / 2;
|
|
|
|
|
|
|
|
|
|
BYTE *src = out.at(srcWidth - 1, srcHeight - 1);
|
|
|
|
|
BYTE *dst = out.at(viewportOffsetX + viewportWidth - 1, out.h() - 1);
|
|
|
|
|
const bool oddViewportWidth = (viewportWidth % 2) == 1;
|
|
|
|
|
|
|
|
|
|
for (int hgt = 0; hgt < doubleableHeight; hgt++) {
|
|
|
|
|
// Double the pixels in the line.
|
|
|
|
|
for (int i = 0; i < doubleableWidth; i++) {
|
|
|
|
|
*dst-- = *src;
|
|
|
|
|
*dst-- = *src;
|
|
|
|
|
--src;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Copy a single extra pixel if the output width is odd.
|
|
|
|
|
if (oddViewportWidth) {
|
|
|
|
|
*dst-- = *src;
|
|
|
|
|
--src;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Skip the rest of the source line.
|
|
|
|
|
src -= (out.pitch() - srcWidth);
|
|
|
|
|
|
|
|
|
|
// Double the line.
|
|
|
|
|
memcpy(dst - out.pitch() + 1, dst + 1, viewportWidth);
|
|
|
|
|
|
|
|
|
|
// Skip the rest of the destination line.
|
|
|
|
|
dst -= 2 * out.pitch() - viewportWidth;
|
|
|
|
|
}
|
|
|
|
|
if ((out.h() % 2) == 1) {
|
|
|
|
|
memcpy(dst - out.pitch() + 1, dst + 1, viewportWidth);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @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;
|
|
|
|
|
int y;
|
|
|
|
|
|
|
|
|
|
if (zoomflag) {
|
|
|
|
|
x = gnScreenWidth % TILE_WIDTH;
|
|
|
|
|
y = gnViewportHeight % TILE_HEIGHT;
|
|
|
|
|
} else {
|
|
|
|
|
x = (gnScreenWidth / 2) % TILE_WIDTH;
|
|
|
|
|
y = (gnViewportHeight / 2) % TILE_HEIGHT;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (x != 0)
|
|
|
|
|
x = (TILE_WIDTH - x) / 2;
|
|
|
|
|
if (y != 0)
|
|
|
|
|
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) != 0) {
|
|
|
|
|
columns++;
|
|
|
|
|
}
|
|
|
|
|
int rows = gnViewportHeight / TILE_HEIGHT;
|
|
|
|
|
if ((gnViewportHeight % TILE_HEIGHT) != 0) {
|
|
|
|
|
rows++;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (!zoomflag) {
|
|
|
|
|
// Half the number of tiles, rounded up
|
|
|
|
|
if ((columns & 1) != 0) {
|
|
|
|
|
columns++;
|
|
|
|
|
}
|
|
|
|
|
columns /= 2;
|
|
|
|
|
if ((rows & 1) != 0) {
|
|
|
|
|
rows++;
|
|
|
|
|
}
|
|
|
|
|
rows /= 2;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
*rcolumns = columns;
|
|
|
|
|
*rrows = rows;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
int tileOffsetX;
|
|
|
|
|
int tileOffsetY;
|
|
|
|
|
int tileShiftX;
|
|
|
|
|
int tileShiftY;
|
|
|
|
|
int tileColums;
|
|
|
|
|
int tileRows;
|
|
|
|
|
|
|
|
|
|
void CalcViewportGeometry()
|
|
|
|
|
{
|
|
|
|
|
tileShiftX = 0;
|
|
|
|
|
tileShiftY = 0;
|
|
|
|
|
|
|
|
|
|
// Adjust by player offset and tile grid alignment
|
|
|
|
|
int xo = 0;
|
|
|
|
|
int yo = 0;
|
|
|
|
|
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) != 0 && (lrow & 1) != 0) {
|
|
|
|
|
// 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 full_out Buffer to render to
|
|
|
|
|
* @param x Center of view in dPiece coordinate
|
|
|
|
|
* @param y Center of view in dPiece coordinate
|
|
|
|
|
*/
|
|
|
|
|
static void DrawGame(const Surface &fullOut, int x, int y)
|
|
|
|
|
{
|
|
|
|
|
// Limit rendering to the view area
|
|
|
|
|
const Surface &out = zoomflag
|
|
|
|
|
? fullOut.subregionY(0, gnViewportHeight)
|
|
|
|
|
: fullOut.subregionY(0, (gnViewportHeight + 1) / 2);
|
|
|
|
|
|
|
|
|
|
// Adjust by player offset and tile grid alignment
|
|
|
|
|
auto &myPlayer = plr[myplr];
|
|
|
|
|
Displacement offset = ScrollInfo.offset;
|
|
|
|
|
if (myPlayer.IsWalking())
|
|
|
|
|
offset = GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
|
|
|
|
|
int sx = offset.deltaX + tileOffsetX;
|
|
|
|
|
int sy = offset.deltaY + tileOffsetY;
|
|
|
|
|
|
|
|
|
|
int columns = tileColums;
|
|
|
|
|
int rows = tileRows;
|
|
|
|
|
|
|
|
|
|
x += tileShiftX;
|
|
|
|
|
y += tileShiftY;
|
|
|
|
|
|
|
|
|
|
// Skip rendering parts covered by the panels
|
|
|
|
|
if (CanPanelsCoverView()) {
|
|
|
|
|
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;
|
|
|
|
|
case SDIR_NONE:
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawFloor(out, x, y, sx, sy, rows, columns);
|
|
|
|
|
DrawTileContent(out, x, y, sx, sy, rows, columns);
|
|
|
|
|
|
|
|
|
|
if (!zoomflag) {
|
|
|
|
|
Zoom(fullOut.subregionY(0, gnViewportHeight));
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// DevilutionX extension.
|
|
|
|
|
extern void DrawControllerModifierHints(const Surface &out);
|
|
|
|
|
|
|
|
|
|
void DrawView(const Surface &out, int startX, int startY)
|
|
|
|
|
{
|
|
|
|
|
DrawGame(out, startX, startY);
|
|
|
|
|
if (AutomapActive) {
|
|
|
|
|
DrawAutomap(out.subregionY(0, gnViewportHeight));
|
|
|
|
|
}
|
|
|
|
|
DrawMonsterHealthBar(out);
|
|
|
|
|
DrawItemNameLabels(out);
|
|
|
|
|
|
|
|
|
|
if (stextflag != STORE_NONE && !qtextflag)
|
|
|
|
|
DrawSText(out);
|
|
|
|
|
if (invflag) {
|
|
|
|
|
DrawInv(out);
|
|
|
|
|
} else if (sbookflag) {
|
|
|
|
|
DrawSpellBook(out);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawDurIcon(out);
|
|
|
|
|
|
|
|
|
|
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(out);
|
|
|
|
|
}
|
|
|
|
|
if (dropGoldFlag) {
|
|
|
|
|
DrawGoldSplit(out, dropGoldValue);
|
|
|
|
|
}
|
|
|
|
|
if (HelpFlag) {
|
|
|
|
|
DrawHelp(out);
|
|
|
|
|
}
|
|
|
|
|
if (msgflag != EMSG_NONE) {
|
|
|
|
|
DrawDiabloMsg(out);
|
|
|
|
|
}
|
|
|
|
|
if (deathflag) {
|
|
|
|
|
RedBack(out);
|
|
|
|
|
} else if (PauseMode != 0) {
|
|
|
|
|
gmenu_draw_pause(out);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawControllerModifierHints(out);
|
|
|
|
|
DrawPlrMsg(out);
|
|
|
|
|
gmenu_draw(out);
|
|
|
|
|
doom_draw(out);
|
|
|
|
|
DrawInfoBox(out);
|
|
|
|
|
control_update_life_mana(); // Update life/mana totals before rendering any portion of the flask.
|
|
|
|
|
DrawLifeFlaskUpper(out);
|
|
|
|
|
DrawManaFlaskUpper(out);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
extern SDL_Surface *pal_surface;
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Render the whole screen black
|
|
|
|
|
*/
|
|
|
|
|
void ClearScreenBuffer()
|
|
|
|
|
{
|
|
|
|
|
lock_buf(3);
|
|
|
|
|
|
|
|
|
|
assert(pal_surface != nullptr);
|
|
|
|
|
SDL_FillRect(pal_surface, nullptr, 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 (MousePosition.x < 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 (MousePosition.x > 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 (MousePosition.y < 20) {
|
|
|
|
|
if (dminy >= ViewY || dminx >= ViewX) {
|
|
|
|
|
if (dminy < ViewY) {
|
|
|
|
|
ViewY--;
|
|
|
|
|
scroll = true;
|
|
|
|
|
}
|
|
|
|
|
if (dminx < ViewX) {
|
|
|
|
|
ViewX--;
|
|
|
|
|
scroll = true;
|
|
|
|
|
}
|
|
|
|
|
} else {
|
|
|
|
|
ViewX--;
|
|
|
|
|
ViewY--;
|
|
|
|
|
scroll = true;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (MousePosition.y > 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;
|
|
|
|
|
framestart = SDL_GetTicks();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Display the current average FPS over 1 sec
|
|
|
|
|
*/
|
|
|
|
|
static void DrawFPS(const Surface &out)
|
|
|
|
|
{
|
|
|
|
|
char string[12];
|
|
|
|
|
|
|
|
|
|
if (!frameflag || !gbActive) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
frameend++;
|
|
|
|
|
uint32_t tc = SDL_GetTicks();
|
|
|
|
|
uint32_t frames = tc - framestart;
|
|
|
|
|
if (tc - framestart >= 1000) {
|
|
|
|
|
framestart = tc;
|
|
|
|
|
framerate = 1000 * frameend / frames;
|
|
|
|
|
frameend = 0;
|
|
|
|
|
}
|
|
|
|
|
snprintf(string, 12, "%i FPS", framerate);
|
|
|
|
|
DrawString(out, string, Point { 8, 65 }, UIS_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)
|
|
|
|
|
{
|
|
|
|
|
// In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning.
|
|
|
|
|
using CoordType = decltype(SDL_Rect {}.x);
|
|
|
|
|
SDL_Rect srcRect {
|
|
|
|
|
static_cast<CoordType>(dwX),
|
|
|
|
|
static_cast<CoordType>(dwY),
|
|
|
|
|
dwWdt, dwHgt
|
|
|
|
|
};
|
|
|
|
|
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 drawDesc, bool drawHp, bool drawMana, bool drawSbar, bool drawBtn)
|
|
|
|
|
{
|
|
|
|
|
if (!gbActive || RenderDirectlyToOutputSurface) {
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
assert(dwHgt >= 0 && dwHgt <= gnScreenHeight);
|
|
|
|
|
|
|
|
|
|
if (dwHgt > 0) {
|
|
|
|
|
DoBlitScreen(0, 0, gnScreenWidth, dwHgt);
|
|
|
|
|
}
|
|
|
|
|
if (dwHgt < gnScreenHeight) {
|
|
|
|
|
if (drawSbar) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 204, PANEL_TOP + 5, 232, 28);
|
|
|
|
|
}
|
|
|
|
|
if (drawDesc) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 176, PANEL_TOP + 46, 288, 60);
|
|
|
|
|
}
|
|
|
|
|
if (drawMana) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 460, PANEL_TOP, 88, 72);
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 564, PANEL_TOP + 64, 56, 56);
|
|
|
|
|
}
|
|
|
|
|
if (drawHp) {
|
|
|
|
|
DoBlitScreen(PANEL_LEFT + 96, PANEL_TOP, 88, 72);
|
|
|
|
|
}
|
|
|
|
|
if (drawBtn) {
|
|
|
|
|
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
|
|
|
|
|
*/
|
|
|
|
|
void scrollrt_draw_game_screen()
|
|
|
|
|
{
|
|
|
|
|
int hgt = 0;
|
|
|
|
|
|
|
|
|
|
if (force_redraw == 255) {
|
|
|
|
|
force_redraw = 0;
|
|
|
|
|
hgt = gnScreenHeight;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (IsHardwareCursor()) {
|
|
|
|
|
SetHardwareCursorVisible(ShouldShowCursor());
|
|
|
|
|
} else {
|
|
|
|
|
lock_buf(0);
|
|
|
|
|
DrawCursor(GlobalBackBuffer());
|
|
|
|
|
unlock_buf(0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawMain(hgt, false, false, false, false, false);
|
|
|
|
|
|
|
|
|
|
RenderPresent();
|
|
|
|
|
|
|
|
|
|
if (!IsHardwareCursor()) {
|
|
|
|
|
lock_buf(0);
|
|
|
|
|
UndrawCursor(GlobalBackBuffer());
|
|
|
|
|
unlock_buf(0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @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 || IsHighlightingLabelsEnabled()) {
|
|
|
|
|
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);
|
|
|
|
|
const Surface &out = GlobalBackBuffer();
|
|
|
|
|
UndrawCursor(out);
|
|
|
|
|
|
|
|
|
|
nthread_UpdateProgressToNextGameTick();
|
|
|
|
|
|
|
|
|
|
DrawView(out, ViewX, ViewY);
|
|
|
|
|
if (ctrlPan) {
|
|
|
|
|
DrawCtrlPan(out);
|
|
|
|
|
}
|
|
|
|
|
if (drawhpflag) {
|
|
|
|
|
DrawLifeFlaskLower(out);
|
|
|
|
|
}
|
|
|
|
|
if (drawmanaflag) {
|
|
|
|
|
DrawManaFlaskLower(out);
|
|
|
|
|
|
|
|
|
|
DrawSpell(out);
|
|
|
|
|
}
|
|
|
|
|
if (drawbtnflag) {
|
|
|
|
|
DrawCtrlBtns(out);
|
|
|
|
|
}
|
|
|
|
|
if (drawsbarflag) {
|
|
|
|
|
DrawInvBelt(out);
|
|
|
|
|
}
|
|
|
|
|
if (talkflag) {
|
|
|
|
|
DrawTalkPan(out);
|
|
|
|
|
hgt = gnScreenHeight;
|
|
|
|
|
}
|
|
|
|
|
DrawXPBar(out);
|
|
|
|
|
|
|
|
|
|
if (IsHardwareCursor()) {
|
|
|
|
|
SetHardwareCursorVisible(ShouldShowCursor());
|
|
|
|
|
} else {
|
|
|
|
|
DrawCursor(out);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DrawFPS(out);
|
|
|
|
|
|
|
|
|
|
unlock_buf(0);
|
|
|
|
|
|
|
|
|
|
DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag);
|
|
|
|
|
|
|
|
|
|
RenderPresent();
|
|
|
|
|
|
|
|
|
|
drawhpflag = false;
|
|
|
|
|
drawmanaflag = false;
|
|
|
|
|
drawbtnflag = false;
|
|
|
|
|
drawsbarflag = false;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|