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/**
* @file scrollrt.cpp
*
* Implementation of functionality for rendering the dungeons, monsters and calling other render routines.
*/
#include "engine/render/scrollrt.h"
#include <cmath>
#include <cstdint>
#include "DiabloUI/ui_flags.hpp"
#include "automap.h"
#include "controls/plrctrls.h"
#include "cursor.h"
#include "dead.h"
#include "diablo_msg.hpp"
#include "doom.h"
#include "engine/backbuffer_state.hpp"
#include "engine/dx.h"
#include "engine/render/clx_render.hpp"
#include "engine/render/dun_render.hpp"
#include "engine/render/text_render.hpp"
#include "engine/trn.hpp"
#include "engine/world_tile.hpp"
#include "gmenu.h"
#include "help.h"
#include "hwcursor.hpp"
#include "init.h"
#include "inv.h"
#include "lighting.h"
#include "minitext.h"
#include "missiles.h"
#include "nthread.h"
#include "options.h"
#include "panels/charpanel.hpp"
#include "plrmsg.h"
4 years ago
#include "qol/chatlog.h"
#include "qol/floatingnumbers.h"
#include "qol/itemlabels.h"
#include "qol/monhealthbar.h"
4 years ago
#include "qol/stash.h"
#include "qol/xpbar.h"
#include "stores.h"
#include "towners.h"
#include "utils/bitset2d.hpp"
#include "utils/display.h"
#include "utils/endian.hpp"
#include "utils/log.hpp"
#include "utils/str_cat.hpp"
#ifndef USE_SDL1
#include "controls/touch/renderers.h"
#endif
#ifdef _DEBUG
#include "debug.h"
#endif
#ifdef DUN_RENDER_STATS
#include "utils/format_int.hpp"
#endif
namespace devilution {
/**
* Specifies the current light entry.
*/
int LightTableIndex;
bool AutoMapShowItems;
// DevilutionX extension.
extern void DrawControllerModifierHints(const Surface &out);
bool frameflag;
namespace {
/**
* @brief Contains all Missile at rendering position
*/
std::unordered_multimap<WorldTilePosition, Missile *> MissilesAtRenderingTile;
/**
* @brief Could the missile (at the next game tick) collide? This method is a simplified version of CheckMissileCol (for example without random).
*/
bool CouldMissileCollide(Point tile, bool checkPlayerAndMonster)
{
if (!InDungeonBounds(tile))
return true;
if (checkPlayerAndMonster) {
if (dMonster[tile.x][tile.y] > 0)
return true;
if (dPlayer[tile.x][tile.y] > 0)
return true;
}
return IsMissileBlockedByTile(tile);
}
void UpdateMissilePositionForRendering(Missile &m, int progress)
{
DisplacementOf<int64_t> velocity = m.position.velocity;
velocity *= progress;
velocity /= AnimationInfo::baseValueFraction;
Displacement pixelsTravelled = (m.position.traveled + Displacement { static_cast<int>(velocity.deltaX), static_cast<int>(velocity.deltaY) }) >> 16;
Displacement tileOffset = pixelsTravelled.screenToMissile();
// calculcate the future missile position
m.position.tileForRendering = m.position.start + tileOffset;
m.position.offsetForRendering = pixelsTravelled + tileOffset.worldToScreen();
}
void UpdateMissileRendererData(Missile &m)
{
m.position.tileForRendering = m.position.tile;
m.position.offsetForRendering = m.position.offset;
const MissileMovementDistribution missileMovement = GetMissileData(m._mitype).movementDistribution;
// don't calculate missile position if they don't move
if (missileMovement == MissileMovementDistribution::Disabled || m.position.velocity == Displacement {})
return;
int progress = ProgressToNextGameTick;
UpdateMissilePositionForRendering(m, progress);
// In some cases this calculcated position is invalid.
// For example a missile shouldn't move inside a wall.
// In this case the game logic don't advance the missile position and removes the missile or shows an explosion animation at the old position.
// For the animation distribution logic this means we are not allowed to move to a tile where the missile could collide, cause this could be a invalid position.
// If we are still at the current tile, this tile was already checked and is a valid tile
if (m.position.tileForRendering == m.position.tile)
return;
// If no collision can happen at the new tile we can advance
if (!CouldMissileCollide(m.position.tileForRendering, missileMovement == MissileMovementDistribution::Blockable))
return;
// The new tile could be invalid, so don't advance to it.
// We search the last offset that is in the old (valid) tile.
// Implementation note: If someone knows the correct math to calculate this without the loop, I would really appreciate it.
while (m.position.tile != m.position.tileForRendering) {
progress -= 1;
if (progress <= 0) {
m.position.tileForRendering = m.position.tile;
m.position.offsetForRendering = m.position.offset;
return;
}
UpdateMissilePositionForRendering(m, progress);
}
}
void UpdateMissilesRendererData()
{
MissilesAtRenderingTile.clear();
for (auto &m : Missiles) {
UpdateMissileRendererData(m);
MissilesAtRenderingTile.insert(std::make_pair(m.position.tileForRendering, &m));
}
}
int lastFpsUpdateInMs;
Rectangle PrevCursorRect;
void BlitCursor(uint8_t *dst, uint32_t dstPitch, uint8_t *src, uint32_t srcPitch, uint32_t srcWidth, uint32_t srcHeight)
{
for (std::uint32_t i = 0; i < srcHeight; ++i, src += srcPitch, dst += dstPitch) {
memcpy(dst, src, srcWidth);
}
}
/**
* @brief Remove the cursor from the buffer
*/
5 years ago
void UndrawCursor(const Surface &out)
{
DrawnCursor &cursor = GetDrawnCursor();
BlitCursor(&out[cursor.rect.position], out.pitch(), cursor.behindBuffer, cursor.rect.size.width, cursor.rect.size.width, cursor.rect.size.height);
PrevCursorRect = cursor.rect;
}
5 years ago
bool ShouldShowCursor()
{
if (ControlMode == ControlTypes::KeyboardAndMouse)
return true;
if (pcurs == CURSOR_TELEPORT)
return true;
if (invflag)
return true;
if (chrflag && MyPlayer->_pStatPts > 0)
return true;
return false;
}
/**
* @brief Save the content behind the cursor to a temporary buffer, then draw the cursor.
*/
5 years ago
void DrawCursor(const Surface &out)
{
DrawnCursor &cursor = GetDrawnCursor();
if (IsHardwareCursor()) {
SetHardwareCursorVisible(ShouldShowCursor());
cursor.rect.size = { 0, 0 };
return;
}
if (pcurs <= CURSOR_NONE || !ShouldShowCursor()) {
cursor.rect.size = { 0, 0 };
return;
}
Size cursSize = GetInvItemSize(pcurs);
if (cursSize.width == 0 || cursSize.height == 0) {
cursor.rect.size = { 0, 0 };
return;
}
constexpr auto Clip = [](int &pos, int &length, int posEnd) {
if (pos + length <= 0 || pos >= posEnd) {
pos = 0;
length = 0;
} else if (pos < 0) {
length += pos;
pos = 0;
} else if (pos + length > posEnd) {
length = posEnd - pos;
}
};
// Copy the buffer before the item cursor and its 1px outline are drawn to a temporary buffer.
const int outlineWidth = !MyPlayer->HoldItem.isEmpty() ? 1 : 0;
Displacement offset = !MyPlayer->HoldItem.isEmpty() ? Displacement { cursSize / 2 } : Displacement { 0 };
Point cursPosition = MousePosition - offset;
Rectangle &rect = cursor.rect;
rect.position.x = cursPosition.x - outlineWidth;
rect.size.width = cursSize.width + 2 * outlineWidth;
Clip(rect.position.x, rect.size.width, out.w());
rect.position.y = cursPosition.y - outlineWidth;
rect.size.height = cursSize.height + 2 * outlineWidth;
Clip(rect.position.y, rect.size.height, out.h());
if (rect.size.width == 0 || rect.size.height == 0)
return;
BlitCursor(cursor.behindBuffer, rect.size.width, &out[rect.position], out.pitch(), rect.size.width, rect.size.height);
DrawSoftwareCursor(out, cursPosition + Displacement { 0, cursSize.height - 1 }, pcurs);
}
/**
* @brief Render a missile sprite
* @param out Output buffer
* @param missile Pointer to Missile struct
* @param targetBufferPosition Output buffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissilePrivate(const Surface &out, const Missile &missile, Point targetBufferPosition, bool pre)
{
if (missile._miPreFlag != pre || !missile._miDrawFlag)
return;
const Point missileRenderPosition { targetBufferPosition + missile.position.offsetForRendering - Displacement { missile._miAnimWidth2, 0 } };
const ClxSprite sprite = (*missile._miAnimData)[missile._miAnimFrame - 1];
if (missile._miUniqTrans != 0)
ClxDrawTRN(out, missileRenderPosition, sprite, Monsters[missile._misource].uniqueMonsterTRN.get());
else if (missile._miLightFlag)
ClxDrawLight(out, missileRenderPosition, sprite);
else
ClxDraw(out, missileRenderPosition, sprite);
}
/**
* @brief Render a missile sprites for a given tile
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param pre Is the sprite in the background
*/
void DrawMissile(const Surface &out, WorldTilePosition tilePosition, Point targetBufferPosition, bool pre)
{
const auto [begin, end] = MissilesAtRenderingTile.equal_range(tilePosition);
for (auto it = begin; it != end; ++it) {
DrawMissilePrivate(out, *it->second, targetBufferPosition, pre);
}
}
/**
* @brief Render a monster sprite
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param monster Monster reference
*/
void DrawMonster(const Surface &out, Point tilePosition, Point targetBufferPosition, const Monster &monster)
{
if (!monster.animInfo.sprites) {
Log("Draw Monster \"{}\": NULL Cel Buffer", monster.name());
return;
}
const ClxSprite sprite = monster.animInfo.currentSprite();
if (!IsTileLit(tilePosition)) {
ClxDrawTRN(out, targetBufferPosition, sprite, GetInfravisionTRN());
return;
}
uint8_t *trn = nullptr;
if (monster.isUnique())
trn = monster.uniqueMonsterTRN.get();
if (monster.mode == MonsterMode::Petrified)
trn = GetStoneTRN();
if (MyPlayer->_pInfraFlag && LightTableIndex > 8)
trn = GetInfravisionTRN();
if (trn != nullptr)
ClxDrawTRN(out, targetBufferPosition, sprite, trn);
else
ClxDrawLight(out, targetBufferPosition, sprite);
}
/**
* @brief Helper for rendering a specific player icon (Mana Shield or Reflect)
*/
void DrawPlayerIconHelper(const Surface &out, MissileGraphicID missileGraphicId, Point position, const Player &player, bool infraVision)
{
bool lighting = &player != MyPlayer;
if (player.isWalking())
position += GetOffsetForWalking(player.AnimInfo, player._pdir);
position.x -= GetMissileSpriteData(missileGraphicId).animWidth2;
const ClxSprite sprite = (*GetMissileSpriteData(missileGraphicId).sprites).list()[0];
if (!lighting) {
ClxDraw(out, position, sprite);
return;
}
if (infraVision) {
ClxDrawTRN(out, position, sprite, GetInfravisionTRN());
return;
}
ClxDrawLight(out, position, sprite);
}
/**
* @brief Helper for rendering player icons (Mana Shield and Reflect)
* @param out Output buffer
* @param player Player reference
* @param position Output buffer coordinates
* @param infraVision Should infravision be applied
*/
void DrawPlayerIcons(const Surface &out, const Player &player, Point position, bool infraVision)
{
if (player.pManaShield)
DrawPlayerIconHelper(out, MissileGraphicID::ManaShield, position, player, infraVision);
if (player.wReflections > 0)
DrawPlayerIconHelper(out, MissileGraphicID::Reflect, position + Displacement { 0, 16 }, player, infraVision);
}
/**
* @brief Render a player sprite
* @param out Output buffer
* @param player Player reference
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
*/
void DrawPlayer(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition)
{
if (!IsTileLit(tilePosition) && !MyPlayer->_pInfraFlag && !MyPlayer->isOnArenaLevel() && leveltype != DTYPE_TOWN) {
return;
}
const ClxSprite sprite = player.currentSprite();
Point spriteBufferPosition = targetBufferPosition + player.getRenderingOffset(sprite);
if (static_cast<size_t>(pcursplr) < Players.size() && &player == &Players[pcursplr])
ClxDrawOutlineSkipColorZero(out, 165, spriteBufferPosition, sprite);
if (&player == MyPlayer && IsNoneOf(leveltype, DTYPE_NEST, DTYPE_CRYPT)) {
ClxDraw(out, spriteBufferPosition, sprite);
DrawPlayerIcons(out, player, targetBufferPosition, false);
return;
}
if (!IsTileLit(tilePosition) || ((MyPlayer->_pInfraFlag || MyPlayer->isOnArenaLevel()) && LightTableIndex > 8)) {
ClxDrawTRN(out, spriteBufferPosition, sprite, GetInfravisionTRN());
DrawPlayerIcons(out, player, targetBufferPosition, true);
return;
}
int l = LightTableIndex;
if (LightTableIndex < 5)
LightTableIndex = 0;
else
LightTableIndex -= 5;
ClxDrawLight(out, spriteBufferPosition, sprite);
DrawPlayerIcons(out, player, targetBufferPosition, false);
LightTableIndex = l;
}
/**
* @brief Render a player sprite
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
*/
void DrawDeadPlayer(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
dFlags[tilePosition.x][tilePosition.y] &= ~DungeonFlag::DeadPlayer;
for (Player &player : Players) {
if (player.plractive && player._pHitPoints == 0 && player.isOnActiveLevel() && player.position.tile == tilePosition) {
dFlags[tilePosition.x][tilePosition.y] |= DungeonFlag::DeadPlayer;
const Point playerRenderPosition { targetBufferPosition };
DrawPlayer(out, player, tilePosition, playerRenderPosition);
}
}
}
/**
* @brief Render an object sprite
* @param out Output buffer
* @param objectToDraw Dungeone object to draw
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param pre Is the sprite in the background
*/
void DrawObject(const Surface &out, const Object &objectToDraw, Point tilePosition, Point targetBufferPosition)
{
const ClxSprite sprite = objectToDraw.currentSprite();
const Point screenPosition = targetBufferPosition + objectToDraw.getRenderingOffset(sprite, tilePosition);
if (&objectToDraw == ObjectUnderCursor) {
ClxDrawOutlineSkipColorZero(out, 194, screenPosition, sprite);
}
if (objectToDraw.applyLighting) {
ClxDrawLight(out, screenPosition, sprite);
} else {
ClxDraw(out, screenPosition, sprite);
}
}
static void DrawDungeon(const Surface & /*out*/, Point /*tilePosition*/, Point /*targetBufferPosition*/);
/**
* @brief Render a cell
* @param out Target buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Target buffer coordinates
*/
void DrawCell(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
const uint16_t levelPieceId = dPiece[tilePosition.x][tilePosition.y];
const MICROS *pMap = &DPieceMicros[levelPieceId];
const uint8_t *tbl = LightTables[LightTableIndex].data();
#ifdef _DEBUG
if (DebugPath && MyPlayer->IsPositionInPath(tilePosition))
tbl = GetPauseTRN();
#endif
bool transparency = TileHasAny(levelPieceId, TileProperties::Transparent) && TransList[dTransVal[tilePosition.x][tilePosition.y]];
#ifdef _DEBUG
if ((SDL_GetModState() & KMOD_ALT) != 0)
transparency = false;
#endif
const bool foliage = !TileHasAny(levelPieceId, TileProperties::Solid);
const auto getFirstTileMaskLeft = [=](TileType tile) -> MaskType {
if (transparency) {
switch (tile) {
case TileType::LeftTrapezoid:
case TileType::TransparentSquare:
return TileHasAny(levelPieceId, TileProperties::TransparentLeft)
? MaskType::Left
: MaskType::Solid;
case TileType::LeftTriangle:
return MaskType::Solid;
default:
return MaskType::Transparent;
}
}
if (foliage)
return MaskType::LeftFoliage;
return MaskType::Solid;
};
const auto getFirstTileMaskRight = [=](TileType tile) -> MaskType {
if (transparency) {
switch (tile) {
case TileType::RightTrapezoid:
case TileType::TransparentSquare:
return TileHasAny(levelPieceId, TileProperties::TransparentRight)
? MaskType::Right
: MaskType::Solid;
case TileType::RightTriangle:
return MaskType::Solid;
default:
return MaskType::Transparent;
}
}
if (foliage)
return MaskType::RightFoliage;
return MaskType::Solid;
};
// The first micro tile may be rendered with a foliage mask.
// Only `TransparentSquare` tiles are rendered when `foliage` is true.
{
{
const LevelCelBlock levelCelBlock { pMap->mt[0] };
const TileType tileType = levelCelBlock.type();
const MaskType maskType = getFirstTileMaskLeft(tileType);
if (levelCelBlock.hasValue()) {
if (maskType != MaskType::LeftFoliage || tileType == TileType::TransparentSquare) {
RenderTile(out, targetBufferPosition,
levelCelBlock, maskType, tbl);
}
}
}
{
const LevelCelBlock levelCelBlock { pMap->mt[1] };
const TileType tileType = levelCelBlock.type();
const MaskType maskType = getFirstTileMaskRight(tileType);
if (levelCelBlock.hasValue()) {
if (transparency || !foliage || levelCelBlock.type() == TileType::TransparentSquare) {
if (maskType != MaskType::RightFoliage || tileType == TileType::TransparentSquare) {
RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 },
levelCelBlock, maskType, tbl);
}
}
}
}
targetBufferPosition.y -= TILE_HEIGHT;
}
for (uint_fast8_t i = 2, n = MicroTileLen; i < n; i += 2) {
{
const LevelCelBlock levelCelBlock { pMap->mt[i] };
if (levelCelBlock.hasValue()) {
RenderTile(out, targetBufferPosition,
levelCelBlock,
transparency ? MaskType::Transparent : MaskType::Solid, tbl);
}
}
{
const LevelCelBlock levelCelBlock { pMap->mt[i + 1] };
if (levelCelBlock.hasValue()) {
RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 },
levelCelBlock,
transparency ? MaskType::Transparent : MaskType::Solid, tbl);
}
}
targetBufferPosition.y -= TILE_HEIGHT;
}
}
/**
* @brief Render a floor tile.
* @param out Target buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Target buffer coordinate
*/
void DrawFloor(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
LightTableIndex = dLight[tilePosition.x][tilePosition.y];
const uint8_t *tbl = LightTables[LightTableIndex].data();
#ifdef _DEBUG
if (DebugPath && MyPlayer->IsPositionInPath(tilePosition))
tbl = GetPauseTRN();
#endif
const uint16_t levelPieceId = dPiece[tilePosition.x][tilePosition.y];
{
const LevelCelBlock levelCelBlock { DPieceMicros[levelPieceId].mt[0] };
if (levelCelBlock.hasValue()) {
RenderTile(out, targetBufferPosition,
levelCelBlock, MaskType::Solid, tbl);
}
}
{
const LevelCelBlock levelCelBlock { DPieceMicros[levelPieceId].mt[1] };
if (levelCelBlock.hasValue()) {
RenderTile(out, targetBufferPosition + Displacement { TILE_WIDTH / 2, 0 },
levelCelBlock, MaskType::Solid, tbl);
}
}
}
/**
* @brief Draw item for a given tile
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
* @param pre Is the sprite in the background
*/
void DrawItem(const Surface &out, int8_t itemIndex, Point targetBufferPosition)
{
const Item &item = Items[itemIndex];
const ClxSprite sprite = item.AnimInfo.currentSprite();
const Point position = targetBufferPosition + item.getRenderingOffset(sprite);
if (stextflag == TalkID::None && (itemIndex == pcursitem || AutoMapShowItems)) {
ClxDrawOutlineSkipColorZero(out, GetOutlineColor(item, false), position, sprite);
}
ClxDrawLight(out, position, sprite);
if (item.AnimInfo.isLastFrame() || item._iCurs == ICURS_MAGIC_ROCK)
AddItemToLabelQueue(itemIndex, position);
}
/**
5 years ago
* @brief Check if and how a monster should be rendered
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
*/
void DrawMonsterHelper(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
int mi = dMonster[tilePosition.x][tilePosition.y];
bool isNegativeMonster = mi < 0;
mi = std::abs(mi) - 1;
if (leveltype == DTYPE_TOWN) {
if (isNegativeMonster)
return;
auto &towner = Towners[mi];
const Point position = targetBufferPosition + towner.getRenderingOffset();
const ClxSprite sprite = towner.currentSprite();
if (mi == pcursmonst) {
ClxDrawOutlineSkipColorZero(out, 166, position, sprite);
}
ClxDraw(out, position, sprite);
return;
}
if (!IsTileLit(tilePosition) && !MyPlayer->_pInfraFlag)
return;
if (static_cast<size_t>(mi) >= MaxMonsters) {
Log("Draw Monster: tried to draw illegal monster {}", mi);
return;
}
const auto &monster = Monsters[mi];
if ((monster.flags & MFLAG_HIDDEN) != 0) {
return;
}
const ClxSprite sprite = monster.animInfo.currentSprite();
Displacement offset = monster.getRenderingOffset(sprite);
if (monster.isWalking()) {
bool isSideWalkingToLeft = monster.mode == MonsterMode::MoveSideways && monster.direction == Direction::West;
if (isNegativeMonster && !isSideWalkingToLeft)
return;
if (!isNegativeMonster && isSideWalkingToLeft)
return;
if (isSideWalkingToLeft)
offset -= Displacement { 64, 0 };
} else if (isNegativeMonster) {
return;
}
const Point monsterRenderPosition = targetBufferPosition + offset;
if (mi == pcursmonst) {
ClxDrawOutlineSkipColorZero(out, 233, monsterRenderPosition, sprite);
}
DrawMonster(out, tilePosition, monsterRenderPosition, monster);
}
/**
* @brief Check if and how a player should be rendered
* @param out Output buffer
* @param player Player reference
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Output buffer coordinates
*/
void DrawPlayerHelper(const Surface &out, const Player &player, Point tilePosition, Point targetBufferPosition)
{
DrawPlayer(out, player, tilePosition, targetBufferPosition);
}
/**
* @brief Render object sprites
* @param out Target buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Target buffer coordinates
*/
void DrawDungeon(const Surface &out, Point tilePosition, Point targetBufferPosition)
{
assert(InDungeonBounds(tilePosition));
LightTableIndex = dLight[tilePosition.x][tilePosition.y];
DrawCell(out, tilePosition, targetBufferPosition);
const int8_t bDead = dCorpse[tilePosition.x][tilePosition.y];
const int8_t bMap = dTransVal[tilePosition.x][tilePosition.y];
#ifdef _DEBUG
if (DebugVision && IsTileLit(tilePosition)) {
ClxDraw(out, targetBufferPosition, (*pSquareCel)[0]);
}
#endif
if (MissilePreFlag) {
DrawMissile(out, tilePosition, targetBufferPosition, true);
}
if (LightTableIndex < LightsMax && bDead != 0) {
const Corpse &corpse = Corpses[(bDead & 0x1F) - 1];
3 years ago
const Point position { targetBufferPosition.x - CalculateWidth2(corpse.width), targetBufferPosition.y };
const ClxSprite sprite = corpse.spritesForDirection(static_cast<Direction>((bDead >> 5) & 7))[corpse.frame];
if (corpse.translationPaletteIndex != 0) {
const uint8_t *trn = Monsters[corpse.translationPaletteIndex - 1].uniqueMonsterTRN.get();
ClxDrawTRN(out, position, sprite, trn);
} else {
ClxDrawLight(out, position, sprite);
}
}
const int8_t bItem = dItem[tilePosition.x][tilePosition.y];
const Object *object = LightTableIndex < LightsMax
? FindObjectAtPosition(tilePosition)
: nullptr;
if (object != nullptr && object->_oPreFlag) {
DrawObject(out, *object, tilePosition, targetBufferPosition);
}
if (bItem > 0 && !Items[bItem - 1]._iPostDraw) {
DrawItem(out, static_cast<int8_t>(bItem - 1), targetBufferPosition);
}
if (TileContainsDeadPlayer(tilePosition)) {
DrawDeadPlayer(out, tilePosition, targetBufferPosition);
}
int8_t playerId = dPlayer[tilePosition.x][tilePosition.y];
if (static_cast<size_t>(playerId - 1) < Players.size()) {
DrawPlayerHelper(out, Players[playerId - 1], tilePosition, targetBufferPosition);
}
if (dMonster[tilePosition.x][tilePosition.y] != 0) {
DrawMonsterHelper(out, tilePosition, targetBufferPosition);
}
DrawMissile(out, tilePosition, targetBufferPosition, false);
if (object != nullptr && !object->_oPreFlag) {
DrawObject(out, *object, tilePosition, targetBufferPosition);
}
if (bItem > 0 && Items[bItem - 1]._iPostDraw) {
DrawItem(out, static_cast<int8_t>(bItem - 1), targetBufferPosition);
}
if (leveltype != DTYPE_TOWN) {
char bArch = dSpecial[tilePosition.x][tilePosition.y];
if (bArch != 0) {
bool transparency = TransList[bMap];
#ifdef _DEBUG
// Turn transparency off here for debugging
transparency = transparency && (SDL_GetModState() & KMOD_ALT) == 0;
#endif
if (transparency) {
ClxDrawLightBlended(out, targetBufferPosition, (*pSpecialCels)[bArch - 1]);
} else {
ClxDrawLight(out, targetBufferPosition, (*pSpecialCels)[bArch - 1]);
}
}
} else {
5 years ago
// 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 (tilePosition.x > 0 && tilePosition.y > 0 && targetBufferPosition.y > TILE_HEIGHT) {
char bArch = dSpecial[tilePosition.x - 1][tilePosition.y - 1];
if (bArch != 0) {
ClxDraw(out, targetBufferPosition + Displacement { 0, -TILE_HEIGHT }, (*pSpecialCels)[bArch - 1]);
}
}
}
}
/**
* @brief Render a row of tiles
* @param out Buffer to render to
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Target buffer coordinates
* @param rows Number of rows
* @param columns Tile in a row
*/
void DrawFloor(const Surface &out, Point tilePosition, Point targetBufferPosition, int rows, int columns)
{
for (int i = 0; i < rows; i++) {
for (int j = 0; j < columns; j++) {
if (InDungeonBounds(tilePosition)) {
if (!TileHasAny(dPiece[tilePosition.x][tilePosition.y], TileProperties::Solid))
DrawFloor(out, tilePosition, targetBufferPosition);
} else {
world_draw_black_tile(out, targetBufferPosition.x, targetBufferPosition.y);
}
tilePosition += Direction::East;
targetBufferPosition.x += TILE_WIDTH;
}
// Return to start of row
tilePosition += Displacement(Direction::West) * columns;
targetBufferPosition.x -= columns * TILE_WIDTH;
// Jump to next row
targetBufferPosition.y += TILE_HEIGHT / 2;
if ((i & 1) != 0) {
tilePosition.x++;
columns--;
targetBufferPosition.x += TILE_WIDTH / 2;
} else {
tilePosition.y++;
columns++;
targetBufferPosition.x -= TILE_WIDTH / 2;
}
}
}
[[nodiscard]] DVL_ALWAYS_INLINE bool IsWall(Point position)
{
return TileHasAny(dPiece[position.x][position.y], TileProperties::Solid) || dSpecial[position.x][position.y] != 0;
}
/**
* @brief Render a row of tile
* @param out Output buffer
* @param tilePosition dPiece coordinates
* @param targetBufferPosition Buffer coordinates
* @param rows Number of rows
* @param columns Tile in a row
*/
void DrawTileContent(const Surface &out, Point tilePosition, Point targetBufferPosition, int rows, int columns)
{
// Keep evaluating until MicroTiles can't affect screen
rows += MicroTileLen;
for (int i = 0; i < rows; i++) {
bool skip = false;
for (int j = 0; j < columns; j++) {
if (InDungeonBounds(tilePosition)) {
bool skipNext = false;
#ifdef _DEBUG
DebugCoordsMap[tilePosition.x + tilePosition.y * MAXDUNX] = targetBufferPosition;
#endif
if (tilePosition.x + 1 < MAXDUNX && tilePosition.y - 1 >= 0 && targetBufferPosition.x + TILE_WIDTH <= gnScreenWidth) {
// Render objects behind walls first to prevent sprites, that are moving
6 years ago
// 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(tilePosition) && (IsWall(tilePosition + Displacement { 1, 0 }) || (tilePosition.x > 0 && IsWall(tilePosition + Displacement { -1, 0 })))) { // Part of a wall aligned on the x-axis
if (IsTileNotSolid(tilePosition + Displacement { 1, -1 }) && IsTileNotSolid(tilePosition + Displacement { 0, -1 })) { // Has walkable area behind it
DrawDungeon(out, tilePosition + Direction::East, { targetBufferPosition.x + TILE_WIDTH, targetBufferPosition.y });
skipNext = true;
}
}
}
if (!skip) {
DrawDungeon(out, tilePosition, targetBufferPosition);
}
skip = skipNext;
}
tilePosition += Direction::East;
targetBufferPosition.x += TILE_WIDTH;
}
// Return to start of row
tilePosition += Displacement(Direction::West) * columns;
targetBufferPosition.x -= columns * TILE_WIDTH;
// Jump to next row
targetBufferPosition.y += TILE_HEIGHT / 2;
if ((i & 1) != 0) {
tilePosition.x++;
columns--;
targetBufferPosition.x += TILE_WIDTH / 2;
} else {
tilePosition.y++;
columns++;
targetBufferPosition.x -= TILE_WIDTH / 2;
}
}
}
/**
* @brief Scale up the top left part of the buffer 2x.
*/
5 years ago
void Zoom(const Surface &out)
{
int viewportWidth = out.w();
int viewportOffsetX = 0;
if (CanPanelsCoverView()) {
if (IsLeftPanelOpen()) {
viewportWidth -= SidePanelSize.width;
viewportOffsetX = SidePanelSize.width;
} else if (IsRightPanelOpen()) {
viewportWidth -= SidePanelSize.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;
uint8_t *src = out.at(srcWidth - 1, srcHeight - 1);
uint8_t *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);
}
}
Displacement tileOffset;
Displacement tileShift;
int tileColums;
int tileRows;
void CalcFirstTilePosition(Point &position, Displacement &offset)
{
// Adjust by player offset and tile grid alignment
Player &myPlayer = *MyPlayer;
offset = tileOffset;
if (myPlayer.isWalking())
offset += GetOffsetForWalking(myPlayer.AnimInfo, myPlayer._pdir, true);
position += tileShift;
// Skip rendering parts covered by the panels
if (CanPanelsCoverView() && (IsLeftPanelOpen() || IsRightPanelOpen())) {
int multiplier = (*sgOptions.Graphics.zoom) ? 1 : 2;
position += Displacement(Direction::East) * multiplier;
offset.deltaX += -TILE_WIDTH * multiplier / 2 / 2;
if (IsLeftPanelOpen() && !*sgOptions.Graphics.zoom) {
offset.deltaX += SidePanelSize.width;
// SidePanelSize.width accounted for in Zoom()
}
}
// Draw areas moving in and out of the screen
if (myPlayer.isWalking()) {
switch (myPlayer._pdir) {
case Direction::North:
case Direction::NorthEast:
offset.deltaY -= TILE_HEIGHT;
position += Direction::North;
break;
case Direction::SouthWest:
case Direction::West:
offset.deltaX -= TILE_WIDTH;
position += Direction::West;
break;
case Direction::NorthWest:
offset.deltaX -= TILE_WIDTH / 2;
offset.deltaY -= TILE_HEIGHT / 2;
position += Direction::NorthWest;
default:
break;
}
}
}
/**
* @brief Configure render and process screen rows
* @param fullOut Buffer to render to
* @param position First tile of view in dPiece coordinate
* @param offset Amount to offset the rendering in screen space
*/
void DrawGame(const Surface &fullOut, Point position, Displacement offset)
{
// Limit rendering to the view area
const Surface &out = !*sgOptions.Graphics.zoom
? fullOut.subregionY(0, gnViewportHeight)
: fullOut.subregionY(0, (gnViewportHeight + 1) / 2);
int columns = tileColums;
int rows = tileRows;
// Skip rendering parts covered by the panels
if (CanPanelsCoverView() && (IsLeftPanelOpen() || IsRightPanelOpen())) {
columns -= (*sgOptions.Graphics.zoom) ? 2 : 4;
}
UpdateMissilesRendererData();
// Draw areas moving in and out of the screen
if (MyPlayer->isWalking()) {
switch (MyPlayer->_pdir) {
case Direction::NoDirection:
break;
case Direction::North:
case Direction::South:
rows += 2;
break;
case Direction::NorthEast:
columns++;
rows += 2;
break;
case Direction::East:
case Direction::West:
columns++;
break;
case Direction::SouthEast:
case Direction::SouthWest:
case Direction::NorthWest:
columns++;
rows++;
break;
}
}
#ifdef DUN_RENDER_STATS
DunRenderStats.clear();
#endif
DrawFloor(out, position, Point {} + offset, rows, columns);
DrawTileContent(out, position, Point {} + offset, rows, columns);
if (*sgOptions.Graphics.zoom) {
Zoom(fullOut.subregionY(0, gnViewportHeight));
}
#ifdef DUN_RENDER_STATS
std::vector<std::pair<DunRenderType, size_t>> sortedStats(DunRenderStats.begin(), DunRenderStats.end());
c_sort(sortedStats, [](const std::pair<DunRenderType, size_t> &a, const std::pair<DunRenderType, size_t> &b) {
return a.first.maskType == b.first.maskType
? static_cast<uint8_t>(a.first.tileType) < static_cast<uint8_t>(b.first.tileType)
: static_cast<uint8_t>(a.first.maskType) < static_cast<uint8_t>(b.first.maskType);
});
Point pos { 100, 20 };
for (size_t i = 0; i < sortedStats.size(); ++i) {
const auto &stat = sortedStats[i];
DrawString(out, StrCat(i, "."), Rectangle(pos, Size { 20, 16 }), UiFlags::AlignRight);
DrawString(out, MaskTypeToString(stat.first.maskType), { pos.x + 24, pos.y });
DrawString(out, TileTypeToString(stat.first.tileType), { pos.x + 184, pos.y });
DrawString(out, FormatInteger(stat.second), Rectangle({ pos.x + 354, pos.y }, Size(40, 16)), UiFlags::AlignRight);
pos.y += 16;
}
#endif
}
/**
* @brief Start rendering of screen, town variation
* @param out Buffer to render to
* @param startPosition Center of view in dPiece coordinates
*/
void DrawView(const Surface &out, Point startPosition)
{
#ifdef _DEBUG
DebugCoordsMap.clear();
#endif
Displacement offset = {};
CalcFirstTilePosition(startPosition, offset);
DrawGame(out, startPosition, offset);
if (AutomapActive) {
DrawAutomap(out.subregionY(0, gnViewportHeight));
}
#ifdef _DEBUG
bool debugGridTextNeeded = IsDebugGridTextNeeded();
if (debugGridTextNeeded || DebugGrid) {
// force redrawing or debug stuff stays on panel on 640x480 resolution
RedrawEverything();
char debugGridTextBuffer[10];
bool megaTiles = IsDebugGridInMegatiles();
for (auto [dunCoordVal, pixelCoords] : DebugCoordsMap) {
Point dunCoords = { dunCoordVal % MAXDUNX, dunCoordVal / MAXDUNX };
if (megaTiles && (dunCoords.x % 2 == 1 || dunCoords.y % 2 == 1))
continue;
if (megaTiles)
pixelCoords += Displacement { 0, TILE_HEIGHT / 2 };
if (*sgOptions.Graphics.zoom)
pixelCoords *= 2;
if (debugGridTextNeeded && GetDebugGridText(dunCoords, debugGridTextBuffer)) {
Size tileSize = { TILE_WIDTH, TILE_HEIGHT };
if (*sgOptions.Graphics.zoom)
tileSize *= 2;
DrawString(out, debugGridTextBuffer, { pixelCoords - Displacement { 0, tileSize.height }, tileSize }, UiFlags::ColorRed | UiFlags::AlignCenter | UiFlags::VerticalCenter);
}
if (DebugGrid) {
auto DrawDebugSquare = [&out](Point center, Displacement hor, Displacement ver, uint8_t col) {
auto DrawLine = [&out](Point from, Point to, uint8_t col) {
int dx = to.x - from.x;
int dy = to.y - from.y;
int steps = std::abs(dx) > std::abs(dy) ? std::abs(dx) : std::abs(dy);
float ix = dx / (float)steps;
float iy = dy / (float)steps;
float sx = from.x;
float sy = from.y;
for (int i = 0; i <= steps; i++, sx += ix, sy += iy)
out.SetPixel({ (int)sx, (int)sy }, col);
};
DrawLine(center - hor, center + ver, col);
DrawLine(center + hor, center + ver, col);
DrawLine(center - hor, center - ver, col);
DrawLine(center + hor, center - ver, col);
};
Displacement hor = { TILE_WIDTH / 2, 0 };
Displacement ver = { 0, TILE_HEIGHT / 2 };
if (*sgOptions.Graphics.zoom) {
hor *= 2;
ver *= 2;
}
Point center = pixelCoords + hor - ver;
if (megaTiles) {
hor *= 2;
ver *= 2;
}
uint8_t col = PAL16_BEIGE;
DrawDebugSquare(center, hor, ver, col);
}
}
}
#endif
DrawItemNameLabels(out);
DrawMonsterHealthBar(out);
DrawFloatingNumbers(out, startPosition, offset);
if (stextflag != TalkID::None && !qtextflag)
DrawSText(out);
if (invflag) {
DrawInv(out);
} else if (sbookflag) {
DrawSpellBook(out);
}
DrawDurIcon(out);
if (chrflag) {
DrawChr(out);
} else if (QuestLogIsOpen) {
DrawQuestLog(out);
4 years ago
} else if (IsStashOpen) {
DrawStash(out);
}
4 years ago
DrawLevelUpIcon(out);
if (ShowUniqueItemInfoBox) {
DrawUniqueInfo(out);
}
if (qtextflag) {
DrawQText(out);
}
if (spselflag) {
DrawSpellList(out);
}
if (dropGoldFlag) {
DrawGoldSplit(out, dropGoldValue);
}
4 years ago
DrawGoldWithdraw(out, WithdrawGoldValue);
if (HelpFlag) {
DrawHelp(out);
}
4 years ago
if (ChatLogFlag) {
DrawChatLog(out);
}
if (IsDiabloMsgAvailable()) {
DrawDiabloMsg(out.subregionY(0, out.h() - GetMainPanel().size.height));
}
if (MyPlayerIsDead) {
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);
}
/**
* @brief Display the current average FPS over 1 sec
*/
5 years ago
void DrawFPS(const Surface &out)
{
static int framesSinceLastUpdate = 0;
static std::string_view formatted {};
if (!frameflag || !gbActive) {
return;
}
framesSinceLastUpdate++;
uint32_t runtimeInMs = SDL_GetTicks();
uint32_t msSinceLastUpdate = runtimeInMs - lastFpsUpdateInMs;
if (msSinceLastUpdate >= 1000) {
lastFpsUpdateInMs = runtimeInMs;
constexpr int FpsPow10 = 10;
const int fps = 1000 * FpsPow10 * framesSinceLastUpdate / msSinceLastUpdate;
framesSinceLastUpdate = 0;
static char buf[15] {};
const char *end = fps >= 100 * FpsPow10
? BufCopy(buf, fps / FpsPow10, " FPS")
: BufCopy(buf, fps / FpsPow10, ".", fps % FpsPow10, " FPS");
formatted = { buf, static_cast<std::string_view::size_type>(end - buf) };
};
DrawString(out, formatted, Point { 8, 68 }, UiFlags::ColorRed);
}
/**
* @brief Update part of the screen from the back buffer
* @param x Back buffer coordinate
* @param y Back buffer coordinate
* @param w Back buffer coordinate
* @param h Back buffer coordinate
*/
void DoBlitScreen(int x, int y, int w, int h)
{
#ifdef DEBUG_DO_BLIT_SCREEN
const Surface &out = GlobalBackBuffer();
const uint8_t debugColor = PAL8_RED;
DrawHorizontalLine(out, Point(x, y), w, debugColor);
DrawHorizontalLine(out, Point(x, y + h - 1), w, debugColor);
DrawVerticalLine(out, Point(x, y), h, debugColor);
DrawVerticalLine(out, Point(x + w - 1, y), h, debugColor);
#endif
SDL_Rect srcRect = MakeSdlRect(x, y, w, h);
SDL_Rect dstRect = MakeSdlRect(x, y, w, h);
BltFast(&srcRect, &dstRect);
}
/**
* @brief Check render pipeline and update individual screen parts
* @param out Output surface.
* @param dwHgt Section of screen to update from top to bottom
* @param drawDesc Render info box
* @param drawHp Render health bar
* @param drawMana Render mana bar
* @param drawSbar Render belt
* @param drawBtn Render panel buttons
*/
void DrawMain(const Surface &out, 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) {
const Point mainPanelPosition = GetMainPanel().position;
if (drawSbar) {
DoBlitScreen(mainPanelPosition.x + 204, mainPanelPosition.y + 5, 232, 28);
}
if (drawDesc) {
if (talkflag) {
// When chat input is displayed, the belt is hidden and the chat moves up.
DoBlitScreen(mainPanelPosition.x + 171, mainPanelPosition.y + 6, 298, 116);
} else {
DoBlitScreen(mainPanelPosition.x + 176, mainPanelPosition.y + 46, 288, 63);
}
}
if (drawMana) {
DoBlitScreen(mainPanelPosition.x + 460, mainPanelPosition.y, 88, 72);
DoBlitScreen(mainPanelPosition.x + 564, mainPanelPosition.y + 64, 56, 56);
}
if (drawHp) {
DoBlitScreen(mainPanelPosition.x + 96, mainPanelPosition.y, 88, 72);
}
if (drawBtn) {
DoBlitScreen(mainPanelPosition.x + 8, mainPanelPosition.y + 7, 74, 114);
DoBlitScreen(mainPanelPosition.x + 559, mainPanelPosition.y + 7, 74, 48);
if (gbIsMultiplayer) {
DoBlitScreen(mainPanelPosition.x + 86, mainPanelPosition.y + 91, 34, 32);
DoBlitScreen(mainPanelPosition.x + 526, mainPanelPosition.y + 91, 34, 32);
}
}
if (PrevCursorRect.size.width != 0 && PrevCursorRect.size.height != 0) {
DoBlitScreen(PrevCursorRect.position.x, PrevCursorRect.position.y, PrevCursorRect.size.width, PrevCursorRect.size.height);
}
Rectangle &cursorRect = GetDrawnCursor().rect;
if (cursorRect.size.width != 0 && cursorRect.size.height != 0) {
DoBlitScreen(cursorRect.position.x, cursorRect.position.y, cursorRect.size.width, cursorRect.size.height);
}
}
}
} // namespace
Displacement GetOffsetForWalking(const AnimationInfo &animationInfo, const Direction dir, bool cameraMode /*= false*/)
{
// clang-format off
// South, SouthWest, West, NorthWest, North, NorthEast, East, SouthEast,
constexpr Displacement StartOffset[8] = { { 0, -32 }, { 32, -16 }, { 64, 0 }, { 0, 0 }, { 0, 0 }, { 0, 0 }, { -64, 0 }, { -32, -16 } };
constexpr Displacement MovingOffset[8] = { { 0, 32 }, { -32, 16 }, { -64, 0 }, { -32, -16 }, { 0, -32 }, { 32, -16 }, { 64, 0 }, { 32, 16 } };
// clang-format on
uint8_t animationProgress = animationInfo.getAnimationProgress();
Displacement offset = MovingOffset[static_cast<size_t>(dir)];
offset *= animationProgress;
offset /= AnimationInfo::baseValueFraction;
if (cameraMode) {
offset = -offset;
} else {
offset += StartOffset[static_cast<size_t>(dir)];
}
return offset;
}
void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp
{
PrevCursorRect = {};
}
void ShiftGrid(int *x, int *y, int horizontal, int vertical)
{
*x += vertical + horizontal;
*y += vertical - horizontal;
}
int RowsCoveredByPanel()
{
auto &mainPanelSize = GetMainPanel().size;
if (GetScreenWidth() <= mainPanelSize.width) {
return 0;
}
int rows = mainPanelSize.height / TILE_HEIGHT;
if (*sgOptions.Graphics.zoom) {
rows /= 2;
}
return rows;
}
void CalcTileOffset(int *offsetX, int *offsetY)
{
uint16_t screenWidth = GetScreenWidth();
uint16_t viewportHeight = GetViewportHeight();
int x;
int y;
if (!*sgOptions.Graphics.zoom) {
x = screenWidth % TILE_WIDTH;
y = viewportHeight % TILE_HEIGHT;
} else {
x = (screenWidth / 2) % TILE_WIDTH;
y = (viewportHeight / 2) % TILE_HEIGHT;
}
if (x != 0)
x = (TILE_WIDTH - x) / 2;
if (y != 0)
y = (TILE_HEIGHT - y) / 2;
*offsetX = x;
*offsetY = y;
}
void TilesInView(int *rcolumns, int *rrows)
{
uint16_t screenWidth = GetScreenWidth();
uint16_t viewportHeight = GetViewportHeight();
int columns = screenWidth / TILE_WIDTH;
if ((screenWidth % TILE_WIDTH) != 0) {
columns++;
}
int rows = viewportHeight / TILE_HEIGHT;
if ((viewportHeight % TILE_HEIGHT) != 0) {
rows++;
}
if (*sgOptions.Graphics.zoom) {
// 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;
}
void CalcViewportGeometry()
{
const int zoomFactor = *sgOptions.Graphics.zoom ? 2 : 1;
const int screenWidth = GetScreenWidth() / zoomFactor;
const int screenHeight = GetScreenHeight() / zoomFactor;
const int panelHeight = GetMainPanel().size.height / zoomFactor;
const int pixelsToPanel = screenHeight - panelHeight;
Point playerPosition { screenWidth / 2, pixelsToPanel / 2 };
if (*sgOptions.Graphics.zoom)
playerPosition.y += TILE_HEIGHT / 4;
const int tilesToTop = (playerPosition.y + TILE_HEIGHT - 1) / TILE_HEIGHT;
const int tilesToLeft = (playerPosition.x + TILE_WIDTH - 1) / TILE_WIDTH;
// Location of the center of the tile from which to start rendering, relative to the viewport origin
Point startPosition = playerPosition - Displacement { tilesToLeft * TILE_WIDTH, tilesToTop * TILE_HEIGHT };
// Position of the tile from which to start rendering in tile space,
// relative to the tile the player character occupies
tileShift = { 0, 0 };
tileShift += Displacement(Direction::North) * tilesToTop;
tileShift += Displacement(Direction::West) * tilesToLeft;
// The rendering loop expects to start on a row with fewer columns
if (tilesToLeft * TILE_WIDTH >= playerPosition.x) {
startPosition += Displacement { TILE_WIDTH / 2, -TILE_HEIGHT / 2 };
tileShift += Displacement(Direction::NorthEast);
} else if (tilesToTop * TILE_HEIGHT < playerPosition.y) {
// There is one row above the current row that needs to be rendered,
// but we skip to the row above it because it has too many columns
startPosition += Displacement { 0, -TILE_HEIGHT };
tileShift += Displacement(Direction::North);
}
// Location of the bottom-left corner of the bounding box around the
// tile from which to start rendering, relative to the viewport origin
tileOffset = { startPosition.x - TILE_WIDTH / 2, startPosition.y + TILE_HEIGHT / 2 - 1 };
// Compute the number of rows to be rendered as well as
// the number of columns to be rendered in the first row
const int viewportHeight = GetViewportHeight() / zoomFactor;
const Point renderStart = startPosition - Displacement { TILE_WIDTH / 2, TILE_HEIGHT / 2 };
tileRows = (viewportHeight - renderStart.y + TILE_HEIGHT / 2 - 1) / (TILE_HEIGHT / 2);
tileColums = (screenWidth - renderStart.x + TILE_WIDTH - 1) / TILE_WIDTH;
}
Point GetScreenPosition(Point tile)
{
Point firstTile = ViewPosition;
Displacement offset = {};
CalcFirstTilePosition(firstTile, offset);
Displacement delta = firstTile - tile;
Point position {};
position += delta.worldToScreen();
position += offset;
return position;
}
extern SDL_Surface *PalSurface;
void ClearScreenBuffer()
{
if (HeadlessMode)
return;
assert(PalSurface != nullptr);
SDL_FillRect(PalSurface, nullptr, 0);
}
#ifdef _DEBUG
void ScrollView()
{
if (!MyPlayer->HoldItem.isEmpty())
return;
if (MousePosition.x < 20) {
if (dmaxPosition.y - 1 <= ViewPosition.y || dminPosition.x >= ViewPosition.x) {
if (dmaxPosition.y - 1 > ViewPosition.y) {
ViewPosition.y++;
}
if (dminPosition.x < ViewPosition.x) {
ViewPosition.x--;
}
} else {
ViewPosition.y++;
ViewPosition.x--;
}
}
if (MousePosition.x > gnScreenWidth - 20) {
if (dmaxPosition.x - 1 <= ViewPosition.x || dminPosition.y >= ViewPosition.y) {
if (dmaxPosition.x - 1 > ViewPosition.x) {
ViewPosition.x++;
}
if (dminPosition.y < ViewPosition.y) {
ViewPosition.y--;
}
} else {
ViewPosition.y--;
ViewPosition.x++;
}
}
if (MousePosition.y < 20) {
if (dminPosition.y >= ViewPosition.y || dminPosition.x >= ViewPosition.x) {
if (dminPosition.y < ViewPosition.y) {
ViewPosition.y--;
}
if (dminPosition.x < ViewPosition.x) {
ViewPosition.x--;
}
} else {
ViewPosition.x--;
ViewPosition.y--;
}
}
if (MousePosition.y > gnScreenHeight - 20) {
if (dmaxPosition.y - 1 <= ViewPosition.y || dmaxPosition.x - 1 <= ViewPosition.x) {
if (dmaxPosition.y - 1 > ViewPosition.y) {
ViewPosition.y++;
}
if (dmaxPosition.x - 1 > ViewPosition.x) {
ViewPosition.x++;
}
} else {
ViewPosition.x++;
ViewPosition.y++;
}
}
}
#endif
void EnableFrameCount()
{
frameflag = true;
lastFpsUpdateInMs = SDL_GetTicks();
}
void scrollrt_draw_game_screen()
{
if (HeadlessMode)
return;
int hgt = 0;
if (IsRedrawEverything()) {
RedrawComplete();
hgt = gnScreenHeight;
}
const Surface &out = GlobalBackBuffer();
UndrawCursor(out);
DrawMain(out, hgt, false, false, false, false, false);
DrawCursor(out);
RenderPresent();
}
void DrawAndBlit()
{
if (!gbRunGame || HeadlessMode) {
return;
}
int hgt = 0;
bool drawHealth = IsRedrawComponent(PanelDrawComponent::Health);
bool drawMana = IsRedrawComponent(PanelDrawComponent::Mana);
bool drawControlButtons = IsRedrawComponent(PanelDrawComponent::ControlButtons);
bool drawBelt = IsRedrawComponent(PanelDrawComponent::Belt);
bool drawChatInput = talkflag;
bool drawInfoBox = false;
bool drawCtrlPan = false;
const Rectangle &mainPanel = GetMainPanel();
if (gnScreenWidth > mainPanel.size.width || IsRedrawEverything()) {
drawHealth = true;
drawMana = true;
drawControlButtons = true;
drawBelt = true;
drawInfoBox = false;
drawCtrlPan = true;
hgt = gnScreenHeight;
} else if (IsRedrawViewport()) {
drawInfoBox = true;
drawCtrlPan = false;
hgt = gnViewportHeight;
}
const Surface &out = GlobalBackBuffer();
UndrawCursor(out);
nthread_UpdateProgressToNextGameTick();
DrawView(out, ViewPosition);
if (drawCtrlPan) {
DrawCtrlPan(out);
}
if (drawHealth) {
DrawLifeFlaskLower(out);
}
if (drawMana) {
DrawManaFlaskLower(out);
DrawSpell(out);
}
if (drawControlButtons) {
DrawCtrlBtns(out);
}
if (drawBelt) {
DrawInvBelt(out);
}
if (drawChatInput) {
DrawTalkPan(out);
}
DrawXPBar(out);
if (*sgOptions.Gameplay.showHealthValues)
DrawFlaskValues(out, { mainPanel.position.x + 134, mainPanel.position.y + 28 }, MyPlayer->_pHitPoints >> 6, MyPlayer->_pMaxHP >> 6);
if (*sgOptions.Gameplay.showManaValues)
DrawFlaskValues(out, { mainPanel.position.x + mainPanel.size.width - 138, mainPanel.position.y + 28 }, MyPlayer->_pMana >> 6, MyPlayer->_pMaxMana >> 6);
DrawCursor(out);
DrawFPS(out);
DrawMain(out, hgt, drawInfoBox, drawHealth, drawMana, drawBelt, drawControlButtons);
RedrawComplete();
for (PanelDrawComponent component : enum_values<PanelDrawComponent>()) {
if (IsRedrawComponent(component)) {
RedrawComponentComplete(component);
}
}
RenderPresent();
}
} // namespace devilution