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#include "diablo.h"
DEVILUTION_BEGIN_NAMESPACE
int light_table_index;
DWORD sgdwCursWdtOld;
DWORD sgdwCursX;
DWORD sgdwCursY;
BYTE *gpBufStart;
BYTE *gpBufEnd;
DWORD sgdwCursHgt;
DWORD level_cel_block;
DWORD sgdwCursXOld;
DWORD sgdwCursYOld;
char arch_draw_type;
int cel_transparency_active;
int level_piece_id;
DWORD sgdwCursWdt;
void (*DrawPlrProc)(int, int, int, int, int, BYTE *, int, int, int, int);
BYTE sgSaveBack[8192];
DWORD sgdwCursHgtOld;
/* data */
/* used in 1.00 debug */
char *szMonModeAssert[18] = {
"standing",
"walking (1)",
"walking (2)",
"walking (3)",
"attacking",
"getting hit",
"dying",
"attacking (special)",
"fading in",
"fading out",
"attacking (ranged)",
"standing (special)",
"attacking (special ranged)",
"delaying",
"charging",
"stoned",
"healing",
"talking"
};
char *szPlrModeAssert[12] = {
"standing",
"walking (1)",
"walking (2)",
"walking (3)",
"attacking (melee)",
"attacking (ranged)",
"blocking",
"getting hit",
"dying",
"casting a spell",
"changing levels",
"quitting"
};
void ClearCursor() // CODE_FIX: this was supposed to be in cursor.cpp
{
sgdwCursWdt = 0;
sgdwCursWdtOld = 0;
}
/**
* @brief Remove the cursor from the backbuffer
*/
static void scrollrt_draw_cursor_back_buffer()
{
int i;
BYTE *src, *dst;
if (sgdwCursWdt == 0) {
return;
}
assert(gpBuffer);
src = sgSaveBack;
dst = &gpBuffer[SCREENXY(sgdwCursX, sgdwCursY)];
for (i = sgdwCursHgt; i != 0; i--, src += sgdwCursWdt, dst += BUFFER_WIDTH) {
memcpy(dst, src, sgdwCursWdt);
}
sgdwCursXOld = sgdwCursX;
sgdwCursYOld = sgdwCursY;
sgdwCursWdtOld = sgdwCursWdt;
sgdwCursHgtOld = sgdwCursHgt;
sgdwCursWdt = 0;
}
/**
* @brief Draw the cursor on the backbuffer
*/
static void scrollrt_draw_cursor_item()
{
int i, mx, my, col;
BYTE *src, *dst;
assert(! sgdwCursWdt);
if (pcurs <= 0 || cursW == 0 || cursH == 0) {
return;
}
mx = MouseX - 1;
if (mx < 0) {
mx = 0;
} else if (mx > SCREEN_WIDTH - 1) {
return;
}
my = MouseY - 1;
if (my < 0) {
my = 0;
} else if (my > SCREEN_HEIGHT - 1) {
return;
}
sgdwCursX = mx;
sgdwCursWdt = sgdwCursX + cursW + 1;
if (sgdwCursWdt > SCREEN_WIDTH - 1) {
sgdwCursWdt = SCREEN_WIDTH - 1;
}
sgdwCursX &= ~3;
sgdwCursWdt |= 3;
sgdwCursWdt -= sgdwCursX;
sgdwCursWdt++;
sgdwCursY = my;
sgdwCursHgt = sgdwCursY + cursH + 1;
if (sgdwCursHgt > SCREEN_HEIGHT - 1) {
sgdwCursHgt = SCREEN_HEIGHT - 1;
}
sgdwCursHgt -= sgdwCursY;
sgdwCursHgt++;
assert(sgdwCursWdt * sgdwCursHgt < sizeof sgSaveBack);
assert(gpBuffer);
dst = sgSaveBack;
src = &gpBuffer[SCREENXY(sgdwCursX, sgdwCursY)];
for (i = sgdwCursHgt; i != 0; i--, dst += sgdwCursWdt, src += BUFFER_WIDTH) {
memcpy(dst, src, sgdwCursWdt);
}
mx++;
my++;
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (SCREEN_HEIGHT + SCREEN_Y) - cursW - 2];
if (pcurs >= CURSOR_FIRSTITEM) {
col = PAL16_YELLOW + 5;
if (plr[myplr].HoldItem._iMagical != 0) {
col = PAL16_BLUE + 5;
}
if (!plr[myplr].HoldItem._iStatFlag) {
col = PAL16_RED + 5;
}
CelBlitOutline(col, mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
if (col != PAL16_RED + 5) {
CelClippedDrawSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
} else {
CelDrawLightRedSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW, 1);
}
} else {
CelClippedDrawSafe(mx + SCREEN_X, my + cursH + SCREEN_Y - 1, pCursCels, pcurs, cursW);
}
}
void DrawMissilePrivate(MissileStruct *m, int sx, int sy, BOOL pre)
{
int mx, my, nCel, frames;
BYTE *pCelBuff;
if (m->_miPreFlag != pre || !m->_miDrawFlag)
return;
pCelBuff = m->_miAnimData;
if (!pCelBuff) {
// app_fatal("Draw Missile 2 type %d: NULL Cel Buffer", m->_mitype);
return;
}
nCel = m->_miAnimFrame;
frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
if (nCel < 1 || frames > 50 || nCel > frames) {
// app_fatal("Draw Missile 2: frame %d of %d, missile type==%d", nCel, frames, m->_mitype);
return;
}
mx = sx + m->_mixoff - m->_miAnimWidth2;
my = sy + m->_miyoff;
if (m->_miUniqTrans)
Cl2DrawLightTbl(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth, m->_miUniqTrans + 3);
else if (m->_miLightFlag)
Cl2DrawLight(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth);
else
Cl2Draw(mx, my, m->_miAnimData, m->_miAnimFrame, m->_miAnimWidth);
}
/**
* @brief Render a missile sprite
6 years ago
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param pre Is the sprite in the background
*/
void DrawMissile(int x, int y, int sx, int sy, BOOL pre)
{
int i;
MissileStruct *m;
if (!(dFlags[x][y] & BFLAG_MISSILE))
return;
if (dMissile[x][y] != -1) {
m = &missile[dMissile[x][y] - 1];
DrawMissilePrivate(m, sx, sy, pre);
return;
}
for (i = 0; i < nummissiles; i++) {
assert(missileactive[i] < MAXMISSILES);
m = &missile[missileactive[i]];
if (m->_mix != x || m->_miy != y)
continue;
DrawMissilePrivate(m, sx, sy, pre);
}
}
/**
* @brief Render a monster sprite
6 years ago
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param mx Backbuffer coordinate
* @param my Backbuffer coordinate
*/
static void DrawMonster(int x, int y, int mx, int my, int m)
{
int nCel, frames;
char trans;
BYTE *pCelBuff;
if ((DWORD)m >= MAXMONSTERS) {
// app_fatal("Draw Monster: tried to draw illegal monster %d", m);
return;
}
pCelBuff = monster[m]._mAnimData;
if (!pCelBuff) {
// app_fatal("Draw Monster \"%s\": NULL Cel Buffer", monster[m].mName);
return;
}
nCel = monster[m]._mAnimFrame;
frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
if (nCel < 1 || frames > 50 || nCel > frames) {
/*
const char *szMode = "unknown action";
if(monster[m]._mmode <= 17)
szMode = szMonModeAssert[monster[m]._mmode];
app_fatal(
"Draw Monster \"%s\" %s: facing %d, frame %d of %d",
monster[m].mName,
szMode,
monster[m]._mdir,
nCel,
frames);
*/
return;
}
if (!(dFlags[x][y] & BFLAG_LIT)) {
Cl2DrawLightTbl(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, 1);
} else {
trans = 0;
if (monster[m]._uniqtype)
trans = monster[m]._uniqtrans + 4;
if (monster[m]._mmode == MM_STONE)
trans = 2;
if (plr[myplr]._pInfraFlag && light_table_index > 8)
trans = 1;
if (trans)
Cl2DrawLightTbl(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width, trans);
else
Cl2DrawLight(mx, my, monster[m]._mAnimData, monster[m]._mAnimFrame, monster[m].MType->width);
}
}
/**
* @brief Render a monster sprite
* @param pnum Player id
6 years ago
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param px Backbuffer coordinate
* @param py Backbuffer coordinate
* @param pCelBuff sprite buffer
* @param nCel frame
* @param nWidth width
*/
static void DrawPlayer(int pnum, int x, int y, int px, int py, BYTE *pCelBuff, int nCel, int nWidth)
{
7 years ago
int l, frames;
if (dFlags[x][y] & BFLAG_LIT || plr[myplr]._pInfraFlag || !setlevel && !currlevel) {
7 years ago
if (!pCelBuff) {
// app_fatal("Drawing player %d \"%s\": NULL Cel Buffer", pnum, plr[pnum]._pName);
return;
}
7 years ago
frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
if (nCel < 1 || frames > 50 || nCel > frames) {
/*
const char *szMode = "unknown action";
if(plr[pnum]._pmode <= PM_QUIT)
szMode = szPlrModeAssert[plr[pnum]._pmode];
app_fatal(
"Drawing player %d \"%s\" %s: facing %d, frame %d of %d",
pnum,
plr[pnum]._pName,
szMode,
plr[pnum]._pdir,
nCel,
7 years ago
frames);
*/
return;
}
7 years ago
if (pnum == pcursplr)
Cl2DrawOutline(165, px, py, pCelBuff, nCel, nWidth);
7 years ago
if (pnum == myplr) {
Cl2Draw(px, py, pCelBuff, nCel, nWidth);
7 years ago
if (plr[pnum].pManaShield)
Cl2Draw(
7 years ago
px + plr[pnum]._pAnimWidth2 - misfiledata[MFILE_MANASHLD].mAnimWidth2[0],
py,
misfiledata[MFILE_MANASHLD].mAnimData[0],
1,
misfiledata[MFILE_MANASHLD].mAnimWidth[0]);
} else if (!(dFlags[x][y] & BFLAG_LIT) || plr[myplr]._pInfraFlag && light_table_index > 8) {
Cl2DrawLightTbl(px, py, pCelBuff, nCel, nWidth, 1);
7 years ago
if (plr[pnum].pManaShield)
Cl2DrawLightTbl(
7 years ago
px + plr[pnum]._pAnimWidth2 - misfiledata[MFILE_MANASHLD].mAnimWidth2[0],
py,
misfiledata[MFILE_MANASHLD].mAnimData[0],
1,
misfiledata[MFILE_MANASHLD].mAnimWidth[0],
1);
} else {
l = light_table_index;
7 years ago
if (light_table_index < 5)
light_table_index = 0;
else
light_table_index -= 5;
Cl2DrawLight(px, py, pCelBuff, nCel, nWidth);
7 years ago
if (plr[pnum].pManaShield)
Cl2DrawLight(
7 years ago
px + plr[pnum]._pAnimWidth2 - misfiledata[MFILE_MANASHLD].mAnimWidth2[0],
py,
misfiledata[MFILE_MANASHLD].mAnimData[0],
1,
misfiledata[MFILE_MANASHLD].mAnimWidth[0]);
light_table_index = l;
}
}
}
/**
* @brief Render a monster sprite
6 years ago
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
*/
void DrawDeadPlayer(int x, int y, int sx, int sy)
{
int i, px, py, nCel, frames;
PlayerStruct *p;
BYTE *pCelBuff;
dFlags[x][y] &= ~BFLAG_DEAD_PLAYER;
for (i = 0; i < MAX_PLRS; i++) {
p = &plr[i];
if (p->plractive && !p->_pHitPoints && p->plrlevel == (BYTE)currlevel && p->WorldX == x && p->WorldY == y) {
pCelBuff = p->_pAnimData;
if (!pCelBuff) {
// app_fatal("Drawing dead player %d \"%s\": NULL Cel Buffer", i, p->_pName);
break;
}
nCel = p->_pAnimFrame;
frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
if (nCel < 1 || frames > 50 || nCel > frames) {
// app_fatal("Drawing dead player %d \"%s\": facing %d, frame %d of %d", i, p->_pName, p->_pdir, nCel, frame);
break;
}
dFlags[x][y] |= BFLAG_DEAD_PLAYER;
px = sx + p->_pxoff - p->_pAnimWidth2;
py = sy + p->_pyoff;
DrawPlayer(i, x, y, px, py, p->_pAnimData, p->_pAnimFrame, p->_pAnimWidth);
}
}
}
/**
* @brief Render an object sprite
6 years ago
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param ox Backbuffer coordinate
* @param oy Backbuffer coordinate
* @param pre Is the sprite in the background
*/
static void DrawObject(int x, int y, int ox, int oy, BOOL pre)
{
int sx, sy, xx, yy, nCel, frames;
char bv;
BYTE *pCelBuff;
if (dObject[x][y] == 0 || light_table_index >= lightmax)
return;
if (dObject[x][y] > 0) {
bv = dObject[x][y] - 1;
if (object[bv]._oPreFlag != pre)
return;
sx = ox - object[bv]._oAnimWidth2;
sy = oy;
} else {
bv = -(dObject[x][y] + 1);
if (object[bv]._oPreFlag != pre)
return;
xx = object[bv]._ox - x;
yy = object[bv]._oy - y;
sx = (xx << 5) + ox - object[bv]._oAnimWidth2 - (yy << 5);
sy = oy + (yy << 4) + (xx << 4);
}
assert((unsigned char)bv < MAXOBJECTS);
pCelBuff = object[bv]._oAnimData;
if (!pCelBuff) {
// app_fatal("Draw Object type %d: NULL Cel Buffer", object[bv]._otype);
return;
}
nCel = object[bv]._oAnimFrame;
frames = SDL_SwapLE32(*(DWORD *)pCelBuff);
if (nCel < 1 || frames > 50 || nCel > (int)frames) {
// app_fatal("Draw Object: frame %d of %d, object type==%d", nCel, frames, object[bv]._otype);
return;
}
if (bv == pcursobj)
CelBlitOutline(194, sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
if (object[bv]._oLight) {
CelClippedDrawLight(sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
} else {
CelClippedDraw(sx, sy, object[bv]._oAnimData, object[bv]._oAnimFrame, object[bv]._oAnimWidth);
}
}
static void scrollrt_draw_dungeon(int sx, int sy, int dx, int dy, int eflag);
static void drawRow(int x, int y, int sx, int sy, int eflag)
{
BYTE *dst;
MICROS *pMap;
level_piece_id = dPiece[x][y];
light_table_index = dLight[x][y];
dst = &gpBuffer[sx + sy * BUFFER_WIDTH];
pMap = &dpiece_defs_map_2[x][y];
cel_transparency_active = (BYTE)(nTransTable[level_piece_id] & TransList[dTransVal[x][y]]);
for (int i = 0; i<MicroTileLen>> 1; i++) {
arch_draw_type = i == 0 ? 1 : 0;
level_cel_block = pMap->mt[2 * i];
if (level_cel_block != 0) {
drawUpperScreen(dst);
}
arch_draw_type = i == 0 ? 2 : 0;
level_cel_block = pMap->mt[2 * i + 1];
if (level_cel_block != 0) {
drawUpperScreen(dst + 32);
}
dst -= BUFFER_WIDTH * 32;
}
scrollrt_draw_dungeon(x, y, sx, sy, eflag);
}
/**
* This variant checks for of screen element on the lower screen
* This function it self causes rendering issues since it will render on top of objects on the other side of walls
* @brief Re render tile to workaround sorting issues with players walking east/west
* @param y dPiece coordinate
* @param x dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
*/
static void scrollrt_draw_e_flag(int x, int y, int sx, int sy)
{
int lti_old, cta_old, lpi_old;
lti_old = light_table_index;
cta_old = cel_transparency_active;
lpi_old = level_piece_id;
drawRow(x, y, sx, sy, 0);
light_table_index = lti_old;
cel_transparency_active = cta_old;
level_piece_id = lpi_old;
}
static void DrawItem(int x, int y, int sx, int sy, BOOL pre)
{
char bItem = dItem[x][y];
ItemStruct *pItem;
if (bItem == 0)
return;
pItem = &item[bItem - 1];
if (pItem->_iPostDraw == pre)
return;
assert((unsigned char)bItem <= MAXITEMS);
int px = sx - pItem->_iAnimWidth2;
if (bItem - 1 == pcursitem) {
CelBlitOutline(181, px, sy, pItem->_iAnimData, pItem->_iAnimFrame, pItem->_iAnimWidth);
}
CelClippedDrawLight(px, sy, pItem->_iAnimData, pItem->_iAnimFrame, pItem->_iAnimWidth);
}
static void DrawMonsterHelper(int x, int y, int oy, int sx, int sy, int eflag)
{
int mi, px, py;
MonsterStruct *pMonster;
if (!(dFlags[x][y] & BFLAG_LIT) && !plr[myplr]._pInfraFlag)
return;
mi = dMonster[x][y + oy];
mi = mi > 0 ? mi - 1 : -(mi + 1);
if (leveltype == DTYPE_TOWN) {
px = sx - towner[mi]._tAnimWidth2;
if (mi == pcursmonst) {
CelBlitOutline(166, px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth);
}
assert(towner[mi]._tAnimData);
CelClippedDraw(px, sy, towner[mi]._tAnimData, towner[mi]._tAnimFrame, towner[mi]._tAnimWidth);
return;
}
if ((DWORD)mi >= MAXMONSTERS) {
// app_fatal("Draw Monster: tried to draw illegal monster %d", mi);
}
pMonster = &monster[mi];
if (pMonster->_mFlags & MFLAG_HIDDEN) {
return;
}
if (pMonster->MType != NULL) {
// app_fatal("Draw Monster \"%s\": uninitialized monster", pMonster->mName);
}
px = sx + pMonster->_mxoff - pMonster->MType->width2;
py = sy + pMonster->_myoff;
if (mi == pcursmonst) {
Cl2DrawOutline(233, px, py, pMonster->_mAnimData, pMonster->_mAnimFrame, pMonster->MType->width);
}
DrawMonster(x, y, px, py, mi);
if (eflag && !pMonster->_meflag) {
scrollrt_draw_e_flag(x - 1, y + 1, sx - 64, sy);
}
}
static void DrawPlayerHelper(int x, int y, int oy, int sx, int sy, int eflag)
{
int p = dPlayer[x][y + oy];
p = p > 0 ? p - 1 : -(p + 1);
PlayerStruct *pPlayer = &plr[p];
int px = sx + pPlayer->_pxoff - pPlayer->_pAnimWidth2;
int py = sy + pPlayer->_pyoff;
DrawPlayer(p, x, y + oy, px, py, pPlayer->_pAnimData, pPlayer->_pAnimFrame, pPlayer->_pAnimWidth);
if (eflag && pPlayer->_peflag != 0) {
if (pPlayer->_peflag == 2) {
scrollrt_draw_e_flag(x - 2, y + 1, sx - 96, sy - 16);
}
scrollrt_draw_e_flag(x - 1, y + 1, sx - 64, sy);
}
}
/**
* @brief Render object sprites
6 years ago
* @param sx dPiece coordinate
* @param sy dPiece coordinate
* @param dx Backbuffer coordinate
* @param dy Backbuffer coordinate
* @param eflag Should the sorting workaround be applied
*/
static void scrollrt_draw_dungeon(int sx, int sy, int dx, int dy, int eflag)
{
int mi, px, py, nCel, nMon, negMon, frames;
char bFlag, bDead, bObj, bItem, bPlr, bArch, bMap, negPlr, dd;
DeadStruct *pDeadGuy;
BYTE *pCelBuff;
assert((DWORD)sx < MAXDUNX);
assert((DWORD)sy < MAXDUNY);
bFlag = dFlags[sx][sy];
bDead = dDead[sx][sy];
bArch = dArch[sx][sy];
bMap = dTransVal[sx][sy];
negMon = dMonster[sx][sy - 1];
if (visiondebug && bFlag & BFLAG_LIT) {
CelClippedDraw(dx, dy, pSquareCel, 1, 64);
}
if (MissilePreFlag) {
DrawMissile(sx, sy, dx, dy, 1);
}
if (light_table_index < lightmax && bDead != 0) {
pDeadGuy = &dead[(bDead & 0x1F) - 1];
dd = (bDead >> 5) & 7;
px = dx - pDeadGuy->_deadWidth2;
pCelBuff = pDeadGuy->_deadData[dd];
assert(pDeadGuy->_deadData[dd] != NULL);
if (pCelBuff != NULL) {
if (pDeadGuy->_deadtrans != 0) {
Cl2DrawLightTbl(px, dy, pCelBuff, pDeadGuy->_deadFrame, pDeadGuy->_deadWidth, pDeadGuy->_deadtrans);
} else {
Cl2DrawLight(px, dy, pCelBuff, pDeadGuy->_deadFrame, pDeadGuy->_deadWidth);
}
}
}
DrawObject(sx, sy, dx, dy, 1);
DrawItem(sx, sy, dx, dy, 1);
7 years ago
if (bFlag & BFLAG_PLAYERLR) {
assert((DWORD)(sy-1) < MAXDUNY);
DrawPlayerHelper(sx, sy, -1, dx, dy, eflag);
}
if (bFlag & BFLAG_MONSTLR && negMon < 0) {
DrawMonsterHelper(sx, sy, -1, dx, dy, eflag);
}
7 years ago
if (bFlag & BFLAG_DEAD_PLAYER) {
DrawDeadPlayer(sx, sy, dx, dy);
}
if (dPlayer[sx][sy] > 0) {
DrawPlayerHelper(sx, sy, 0, dx, dy, eflag);
}
if (dMonster[sx][sy] > 0) {
DrawMonsterHelper(sx, sy, 0, dx, dy, eflag);
}
DrawMissile(sx, sy, dx, dy, 0);
DrawObject(sx, sy, dx, dy, 0);
DrawItem(sx, sy, dx, dy, 0);
7 years ago
if (bArch != 0) {
7 years ago
cel_transparency_active = TransList[bMap];
if (leveltype != DTYPE_TOWN) {
CelClippedBlitLightTrans(&gpBuffer[dx + BUFFER_WIDTH * dy], pSpecialCels, bArch, 64);
} else {
#if 0 // Special tree rendering, disabled in 1.09
CelBlitFrame(&gpBuffer[dx + BUFFER_WIDTH * dy], pSpecialCels, bArch, 64);
#endif
}
}
}
/**
* @brief Render a row of tile
6 years ago
* @param x dPiece coordinate
* @param y dPiece coordinate
* @param sx Backbuffer coordinate
* @param sy Backbuffer coordinate
* @param chunks tile width of row
* @param row current row being rendered
*/
static void scrollrt_draw(int x, int y, int sx, int sy, int chunks, int row)
{
assert(gpBuffer);
if (row & 1) {
x -= 1;
y += 1;
sx -= 32;
chunks += 1;
}
for (int j = 0; j < chunks; j++) {
if (y >= 0 && y < MAXDUNY && x >= 0 && x < MAXDUNX) {
level_piece_id = dPiece[x][y];
if (level_piece_id != 0) {
drawRow(x, y, sx, sy, 1);
} else {
world_draw_black_tile(sx, sy);
}
} else {
world_draw_black_tile(sx, sy);
}
x++;
y--;
sx += 64;
}
}
/**
* @brief Configure render and process screen rows
6 years ago
* @param x Center of view in dPiece coordinate
* @param y Center of view in dPiece coordinate
*/
static void DrawGame(int x, int y)
{
int i, sx, sy, chunks, blocks;
int wdt, nSrcOff, nDstOff;
sx = (SCREEN_WIDTH % 64) / 2;
sy = (VIEWPORT_HEIGHT % 32) / 2;
if (zoomflag) {
chunks = ceil(SCREEN_WIDTH / 64);
blocks = ceil(VIEWPORT_HEIGHT / 32);
gpBufStart = &gpBuffer[BUFFER_WIDTH * SCREEN_Y];
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (VIEWPORT_HEIGHT + SCREEN_Y)];
} else {
sy -= 32;
chunks = ceil(SCREEN_WIDTH / 2 / 64) + 1; // TODO why +1?
blocks = ceil(VIEWPORT_HEIGHT / 2 / 32);
gpBufStart = &gpBuffer[(-17 + SCREEN_Y) * BUFFER_WIDTH];
gpBufEnd = &gpBuffer[(160 + SCREEN_Y) * BUFFER_WIDTH];
}
sx += ScrollInfo._sxoff + SCREEN_X;
sy += ScrollInfo._syoff + SCREEN_Y + 15;
// Center screen
x -= chunks;
y--;
// Keep evaulating untill MicroTiles can't affect screen
blocks += ceil(MicroTileLen / 2);
if (PANELS_COVER) {
if (zoomflag) {
if (chrflag || questlog) {
x += 2;
y -= 2;
sx += 288;
chunks -= 4;
}
if (invflag || sbookflag) {
x += 2;
y -= 2;
sx -= 32;
chunks -= 4;
}
}
}
switch (ScrollInfo._sdir) {
case SDIR_NONE:
break;
case SDIR_N:
sy -= 32;
x--;
y--;
blocks++;
break;
case SDIR_NE:
sy -= 32;
x--;
y--;
chunks++;
blocks++;
break;
case SDIR_E:
chunks++;
break;
case SDIR_SE:
chunks++;
blocks++;
break;
case SDIR_S:
blocks++;
break;
case SDIR_SW:
sx -= 64;
x--;
y++;
chunks++;
blocks++;
break;
case SDIR_W:
sx -= 64;
x--;
y++;
chunks++;
break;
case SDIR_NW:
sx -= 64;
sy -= 32;
x -= 2;
chunks++;
blocks++;
break;
}
for (i = 0; i < (blocks << 1); i++) {
scrollrt_draw(x, y, sx, sy, chunks, i);
sy += 16;
if (i & 1)
y++;
else
x++;
}
gpBufStart = &gpBuffer[BUFFER_WIDTH * SCREEN_Y];
gpBufEnd = &gpBuffer[BUFFER_WIDTH * (SCREEN_HEIGHT + SCREEN_Y)];
if (zoomflag)
return;
nSrcOff = SCREENXY(32, VIEWPORT_HEIGHT / 2 - 17);
nDstOff = SCREENXY(0, VIEWPORT_HEIGHT - 2);
wdt = SCREEN_WIDTH / 2;
if (PANELS_COVER) {
if (chrflag || questlog) {
nSrcOff = SCREENXY(112, VIEWPORT_HEIGHT / 2 - 17);
nDstOff = SCREENXY(320, VIEWPORT_HEIGHT - 2);
wdt = (SCREEN_WIDTH - 320) / 2;
} else if (invflag || sbookflag) {
nSrcOff = SCREENXY(112, VIEWPORT_HEIGHT / 2 - 17);
nDstOff = SCREENXY(0, VIEWPORT_HEIGHT - 2);
wdt = (SCREEN_WIDTH - 320) / 2;
}
}
int hgt;
BYTE *src, *dst1, *dst2;
src = &gpBuffer[nSrcOff];
dst1 = &gpBuffer[nDstOff];
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dst2 = &gpBuffer[nDstOff + BUFFER_WIDTH];
for (hgt = VIEWPORT_HEIGHT / 2; hgt != 0; hgt--, src -= BUFFER_WIDTH + wdt, dst1 -= 2 * (BUFFER_WIDTH + wdt), dst2 -= 2 * (BUFFER_WIDTH + wdt)) {
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for (i = wdt; i != 0; i--) {
*dst1++ = *src;
*dst1++ = *src;
*dst2++ = *src;
*dst2++ = *src;
src++;
}
}
}
/**
* @brief Start rendering of screen, town variation
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* @param StartX Center of view in dPiece coordinate
* @param StartY Center of view in dPiece coordinate
*/
void DrawView(int StartX, int StartY)
{
DrawGame(StartX, StartY);
if (automapflag) {
DrawAutomap();
}
if (stextflag && !qtextflag)
DrawSText();
if (invflag) {
DrawInv();
} else if (sbookflag) {
DrawSpellBook();
}
DrawDurIcon();
if (chrflag) {
DrawChr();
} else if (questlog) {
DrawQuestLog();
}
if (!chrflag && plr[myplr]._pStatPts != 0 && !spselflag) {
DrawLevelUpIcon();
}
if (uitemflag) {
DrawUniqueInfo();
}
if (qtextflag) {
DrawQText();
}
if (spselflag) {
DrawSpellList();
}
if (dropGoldFlag) {
DrawGoldSplit(dropGoldValue);
}
if (helpflag) {
DrawHelp();
}
if (msgflag) {
DrawDiabloMsg();
}
if (deathflag) {
RedBack();
} else if (PauseMode != 0) {
gmenu_draw_pause();
}
DrawPlrMsg();
gmenu_draw();
doom_draw();
DrawInfoBox();
DrawLifeFlask();
DrawManaFlask();
}
/**
* @brief Render the whole screen black
*/
void ClearScreenBuffer()
{
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lock_buf(3);
assert(gpBuffer);
int i;
BYTE *dst;
dst = &gpBuffer[SCREENXY(0, 0)];
for (i = 0; i < SCREEN_HEIGHT; i++, dst += BUFFER_WIDTH) {
memset(dst, 0, SCREEN_WIDTH);
}
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unlock_buf(3);
}
#ifdef _DEBUG
/**
* @brief Scroll the screen when mouse is close to the edge
*/
void ScrollView()
{
BOOL scroll;
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if (pcurs >= CURSOR_FIRSTITEM)
return;
scroll = FALSE;
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if (MouseX < 20) {
if (dmaxy - 1 <= ViewY || dminx >= ViewX) {
if (dmaxy - 1 > ViewY) {
ViewY++;
scroll = TRUE;
}
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if (dminx < ViewX) {
ViewX--;
scroll = TRUE;
}
} else {
ViewY++;
ViewX--;
scroll = TRUE;
}
}
if (MouseX > SCREEN_WIDTH - 20) {
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if (dmaxx - 1 <= ViewX || dminy >= ViewY) {
if (dmaxx - 1 > ViewX) {
ViewX++;
scroll = TRUE;
}
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if (dminy < ViewY) {
ViewY--;
scroll = TRUE;
}
} else {
ViewY--;
ViewX++;
scroll = TRUE;
}
}
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if (MouseY < 20) {
if (dminy >= ViewY || dminx >= ViewX) {
if (dminy < ViewY) {
ViewY--;
scroll = TRUE;
}
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if (dminx < ViewX) {
ViewX--;
scroll = TRUE;
}
} else {
ViewX--;
ViewY--;
scroll = TRUE;
}
}
if (MouseY > SCREEN_HEIGHT - 20) {
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if (dmaxy - 1 <= ViewY || dmaxx - 1 <= ViewX) {
if (dmaxy - 1 > ViewY) {
ViewY++;
scroll = TRUE;
}
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if (dmaxx - 1 > ViewX) {
ViewX++;
scroll = TRUE;
}
} else {
ViewX++;
ViewY++;
scroll = TRUE;
}
}
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if (scroll)
ScrollInfo._sdir = SDIR_NONE;
}
#endif
/**
* @brief Initialize the FPS meter
*/
void EnableFrameCount()
{
frameflag = frameflag == 0;
framestart = GetTickCount();
}
/**
* @brief Display the current average FPS over 1 sec
*/
static void DrawFPS()
{
DWORD tc, frames;
char String[12];
HDC hdc;
if (frameflag && gbActive && pPanelText) {
frameend++;
tc = GetTickCount();
frames = tc - framestart;
if (tc - framestart >= 1000) {
framestart = tc;
framerate = 1000 * frameend / frames;
frameend = 0;
}
if (framerate > 99)
framerate = 99;
wsprintf(String, "%2d FPS", framerate);
PrintGameStr(8, 65, String, COL_RED);
}
}
/**
* @brief Update part of the screen from the backbuffer
* @param dwX Backbuffer coordinate
* @param dwY Backbuffer coordinate
* @param dwWdt Backbuffer coordinate
* @param dwHgt Backbuffer coordinate
*/
static void DoBlitScreen(DWORD dwX, DWORD dwY, DWORD dwWdt, DWORD dwHgt)
{
RECT SrcRect;
SrcRect.left = dwX + SCREEN_X;
SrcRect.top = dwY + SCREEN_Y;
SrcRect.right = SrcRect.left + dwWdt - 1;
SrcRect.bottom = SrcRect.top + dwHgt - 1;
BltFast(dwX, dwY, &SrcRect);
}
/**
* @brief Check render pipline and blit indivudal screen parts
* @param dwHgt Section of screen to update from top to bottom
* @param draw_desc Render info box
* @param draw_hp Render halth bar
* @param draw_mana Render mana bar
* @param draw_sbar Render belt
* @param draw_btn Render panel buttons
*/
static void DrawMain(int dwHgt, BOOL draw_desc, BOOL draw_hp, BOOL draw_mana, BOOL draw_sbar, BOOL draw_btn)
{
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int ysize;
DWORD dwTicks;
BOOL retry;
ysize = dwHgt;
if (!gbActive) {
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return;
}
assert(ysize >= 0 && ysize <= SCREEN_HEIGHT);
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if (ysize > 0) {
DoBlitScreen(0, 0, SCREEN_WIDTH, ysize);
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}
if (ysize < SCREEN_HEIGHT) {
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if (draw_sbar) {
DoBlitScreen(PANEL_LEFT + 204, PANEL_TOP + 5, 232, 28);
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}
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if (draw_desc) {
DoBlitScreen(PANEL_LEFT + 176, PANEL_TOP + 46, 288, 60);
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}
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if (draw_mana) {
DoBlitScreen(PANEL_LEFT + 460, PANEL_TOP, 88, 72);
DoBlitScreen(PANEL_LEFT + 564, PANEL_TOP + 64, 56, 56);
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}
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if (draw_hp) {
DoBlitScreen(PANEL_LEFT + 96, PANEL_TOP, 88, 72);
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}
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if (draw_btn) {
DoBlitScreen(PANEL_LEFT + 8, PANEL_TOP + 5, 72, 119);
DoBlitScreen(PANEL_LEFT + 556, PANEL_TOP + 5, 72, 48);
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if (gbMaxPlayers > 1) {
DoBlitScreen(PANEL_LEFT + 84, PANEL_TOP + 91, 36, 32);
DoBlitScreen(PANEL_LEFT + 524, PANEL_TOP + 91, 36, 32);
}
}
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if (sgdwCursWdtOld != 0) {
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DoBlitScreen(sgdwCursXOld, sgdwCursYOld, sgdwCursWdtOld, sgdwCursHgtOld);
}
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if (sgdwCursWdt != 0) {
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DoBlitScreen(sgdwCursX, sgdwCursY, sgdwCursWdt, sgdwCursHgt);
}
}
}
void scrollrt_draw_game_screen(BOOL draw_cursor)
{
int hgt;
if (drawpanflag == 255) {
drawpanflag = 0;
hgt = SCREEN_HEIGHT;
} else {
hgt = 0;
}
if (draw_cursor) {
lock_buf(0);
scrollrt_draw_cursor_item();
unlock_buf(0);
}
DrawMain(hgt, 0, 0, 0, 0, 0);
if (draw_cursor) {
lock_buf(0);
scrollrt_draw_cursor_back_buffer();
unlock_buf(0);
}
}
/**
* @brief Render the game
*/
void DrawAndBlit()
{
int hgt;
BOOL ddsdesc, ctrlPan;
if (!gbRunGame) {
return;
}
if (SCREEN_WIDTH > PANEL_WIDTH || SCREEN_HEIGHT > VIEWPORT_HEIGHT + PANEL_HEIGHT || drawpanflag == 255) {
drawhpflag = TRUE;
drawmanaflag = TRUE;
drawbtnflag = TRUE;
drawsbarflag = TRUE;
ddsdesc = FALSE;
ctrlPan = TRUE;
hgt = SCREEN_HEIGHT;
} else {
ddsdesc = TRUE;
ctrlPan = FALSE;
hgt = VIEWPORT_HEIGHT;
}
drawpanflag = 0;
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lock_buf(0);
DrawView(ViewX, ViewY);
if (ctrlPan) {
ClearCtrlPan();
}
if (drawhpflag) {
UpdateLifeFlask();
}
if (drawmanaflag) {
UpdateManaFlask();
}
if (drawbtnflag) {
DrawCtrlPan();
}
if (drawsbarflag) {
DrawInvBelt();
}
if (talkflag) {
DrawTalkPan();
hgt = SCREEN_HEIGHT;
}
scrollrt_draw_cursor_item();
DrawFPS();
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unlock_buf(0);
DrawMain(hgt, ddsdesc, drawhpflag, drawmanaflag, drawsbarflag, drawbtnflag);
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lock_buf(0);
scrollrt_draw_cursor_back_buffer();
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unlock_buf(0);
drawhpflag = FALSE;
drawmanaflag = FALSE;
drawbtnflag = FALSE;
drawsbarflag = FALSE;
}
DEVILUTION_END_NAMESPACE