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/**
* @file engine.cpp
*
* Implementation of basic engine helper functions:
* - Sprite blitting
* - Drawing
* - Angle calculation
* - RNG
* - Memory allocation
* - File loading
* - Video playback
*/
#include "all.h"
#include "../3rdParty/Storm/Source/storm.h"
DEVILUTION_BEGIN_NAMESPACE
/** automap pixel color 8-bit (palette entry) */
char gbPixelCol;
/** flip - if y < x */
BOOL gbRotateMap;
/** Seed value before the most recent call to SetRndSeed() */
int orgseed;
/** Width of sprite being blitted */
int sgnWidth;
/** Current game seed */
int sglGameSeed;
static CCritSect sgMemCrit;
/** Number of times the current seed has been fetched */
int SeedCount;
/** valid - if x/y are in bounds */
BOOL gbNotInView;
/**
* Specifies the increment used in the Borland C/C++ pseudo-random.
*/
const int RndInc = 1;
/**
* Specifies the multiplier used in the Borland C/C++ pseudo-random number generator algorithm.
*/
const int RndMult = 0x015A4E35;
/**
* @brief Blit CEL sprite to the back buffer at the given coordinates
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelDraw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
{
CelBlitFrame(&gpBuffer[sx + BUFFER_WIDTH * sy], pCelBuff, nCel, nWidth);
}
/**
* @brief Blit a given CEL frame to the given buffer
* @param pBuff Target buffer
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelBlitFrame(BYTE *pBuff, BYTE *pCelBuff, int nCel, int nWidth)
{
int nDataSize;
BYTE *pRLEBytes;
assert(pCelBuff != NULL);
assert(pBuff != NULL);
pRLEBytes = CelGetFrame(pCelBuff, nCel, &nDataSize);
CelBlitSafe(pBuff, pRLEBytes, nDataSize, nWidth);
}
/**
* @brief Same as CelDraw but with the option to skip parts of the top and bottom of the sprite
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelClippedDraw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
{
BYTE *pRLEBytes;
int nDataSize;
assert(gpBuffer);
assert(pCelBuff != NULL);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
CelBlitSafe(
&gpBuffer[sx + BUFFER_WIDTH * sy],
pRLEBytes,
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nDataSize,
nWidth);
}
/**
* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelDrawLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, BYTE *tbl)
{
int nDataSize;
BYTE *pDecodeTo, *pRLEBytes;
assert(gpBuffer);
assert(pCelBuff != NULL);
pRLEBytes = CelGetFrame(pCelBuff, nCel, &nDataSize);
pDecodeTo = &gpBuffer[sx + BUFFER_WIDTH * sy];
if (light_table_index || tbl)
CelBlitLightSafe(pDecodeTo, pRLEBytes, nDataSize, nWidth, tbl);
else
CelBlitSafe(pDecodeTo, pRLEBytes, nDataSize, nWidth);
}
/**
* @brief Same as CelDrawLight but with the option to skip parts of the top and bottom of the sprite
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelClippedDrawLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
{
int nDataSize;
BYTE *pRLEBytes, *pDecodeTo;
assert(gpBuffer);
assert(pCelBuff != NULL);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
pDecodeTo = &gpBuffer[sx + BUFFER_WIDTH * sy];
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if (light_table_index)
CelBlitLightSafe(pDecodeTo, pRLEBytes, nDataSize, nWidth, NULL);
else
CelBlitSafe(pDecodeTo, pRLEBytes, nDataSize, nWidth);
}
/**
* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
* @param light Light shade to use
*/
void CelDrawLightRed(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light)
{
int nDataSize, w, idx;
BYTE *pRLEBytes, *dst, *tbl;
assert(gpBuffer);
assert(pCelBuff != NULL);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
dst = &gpBuffer[sx + BUFFER_WIDTH * sy];
idx = light4flag ? 1024 : 4096;
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if (light == 2)
idx += 256; // gray colors
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if (light >= 4)
idx += (light - 1) << 8;
BYTE width;
BYTE *end;
tbl = &pLightTbl[idx];
end = &pRLEBytes[nDataSize];
for (; pRLEBytes != end; dst -= BUFFER_WIDTH + nWidth) {
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for (w = nWidth; w;) {
width = *pRLEBytes++;
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if (!(width & 0x80)) {
w -= width;
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while (width) {
*dst = tbl[*pRLEBytes];
pRLEBytes++;
dst++;
width--;
}
} else {
width = -(char)width;
dst += width;
w -= width;
}
}
}
}
/**
* @brief Blit CEL sprite to the given buffer, checks for drawing outside the buffer
* @param pDecodeTo The output buffer
* @param pRLEBytes CEL pixel stream (run-length encoded)
* @param nDataSize Size of CEL in bytes
* @param nWidth Width of sprite
*/
void CelBlitSafe(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth)
{
int i, w;
BYTE width;
BYTE *src, *dst;
assert(pDecodeTo != NULL);
assert(pRLEBytes != NULL);
assert(gpBuffer);
src = pRLEBytes;
dst = pDecodeTo;
w = nWidth;
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for (; src != &pRLEBytes[nDataSize]; dst -= BUFFER_WIDTH + w) {
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for (i = w; i;) {
width = *src++;
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if (!(width & 0x80)) {
i -= width;
if (dst < gpBufEnd && dst > gpBufStart) {
memcpy(dst, src, width);
}
src += width;
dst += width;
} else {
width = -(char)width;
dst += width;
i -= width;
}
}
}
}
/**
* @brief Same as CelClippedDraw but checks for drawing outside the buffer
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelClippedDrawSafe(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
{
BYTE *pRLEBytes;
int nDataSize;
assert(gpBuffer);
assert(pCelBuff != NULL);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
CelBlitSafe(
&gpBuffer[sx + BUFFER_WIDTH * sy],
pRLEBytes,
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nDataSize,
nWidth);
}
/**
* @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer
* @param pDecodeTo The output buffer
* @param pRLEBytes CEL pixel stream (run-length encoded)
* @param nDataSize Size of CEL in bytes
* @param nWidth Width of sprite
* @param tbl Palette translation table
*/
void CelBlitLightSafe(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl)
{
int i, w;
BYTE width;
BYTE *src, *dst;
assert(pDecodeTo != NULL);
assert(pRLEBytes != NULL);
assert(gpBuffer);
src = pRLEBytes;
dst = pDecodeTo;
if (tbl == NULL)
tbl = &pLightTbl[light_table_index * 256];
w = nWidth;
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for (; src != &pRLEBytes[nDataSize]; dst -= BUFFER_WIDTH + w) {
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for (i = w; i;) {
width = *src++;
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if (!(width & 0x80)) {
i -= width;
if (dst < gpBufEnd && dst > gpBufStart) {
if (width & 1) {
dst[0] = tbl[src[0]];
src++;
dst++;
}
width >>= 1;
if (width & 1) {
dst[0] = tbl[src[0]];
dst[1] = tbl[src[1]];
src += 2;
dst += 2;
}
width >>= 1;
for (; width; width--) {
dst[0] = tbl[src[0]];
dst[1] = tbl[src[1]];
dst[2] = tbl[src[2]];
dst[3] = tbl[src[3]];
src += 4;
dst += 4;
}
} else {
src += width;
dst += width;
}
} else {
width = -(char)width;
dst += width;
i -= width;
}
}
}
}
/**
* @brief Same as CelBlitLightSafe, with transparancy applied
* @param pDecodeTo The output buffer
* @param pRLEBytes CEL pixel stream (run-length encoded)
* @param nDataSize Size of CEL in bytes
* @param nWidth Width of sprite
*/
void CelBlitLightTransSafe(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth)
{
int w;
BOOL shift;
BYTE *tbl;
assert(pDecodeTo != NULL);
assert(pRLEBytes != NULL);
assert(gpBuffer);
int i;
BYTE width;
BYTE *src, *dst;
src = pRLEBytes;
dst = pDecodeTo;
tbl = &pLightTbl[light_table_index * 256];
w = nWidth;
shift = (BYTE)(size_t)dst & 1;
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for (; src != &pRLEBytes[nDataSize]; dst -= BUFFER_WIDTH + w, shift = (shift + 1) & 1) {
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for (i = w; i;) {
width = *src++;
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if (!(width & 0x80)) {
i -= width;
if (dst < gpBufEnd && dst > gpBufStart) {
if (((BYTE)(size_t)dst & 1) == shift) {
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if (!(width & 1)) {
goto L_ODD;
} else {
src++;
dst++;
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L_EVEN:
width >>= 1;
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if (width & 1) {
dst[0] = tbl[src[0]];
src += 2;
dst += 2;
}
width >>= 1;
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for (; width; width--) {
dst[0] = tbl[src[0]];
dst[2] = tbl[src[2]];
src += 4;
dst += 4;
}
}
} else {
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if (!(width & 1)) {
goto L_EVEN;
} else {
dst[0] = tbl[src[0]];
src++;
dst++;
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L_ODD:
width >>= 1;
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if (width & 1) {
dst[1] = tbl[src[1]];
src += 2;
dst += 2;
}
width >>= 1;
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for (; width; width--) {
dst[1] = tbl[src[1]];
dst[3] = tbl[src[3]];
src += 4;
dst += 4;
}
}
}
} else {
src += width;
dst += width;
}
} else {
width = -(char)width;
dst += width;
i -= width;
}
}
}
}
/**
* @brief Same as CelBlitLightTransSafe
* @param pBuff Target buffer
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelClippedBlitLightTrans(BYTE *pBuff, BYTE *pCelBuff, int nCel, int nWidth)
{
int nDataSize;
BYTE *pRLEBytes;
assert(pCelBuff != NULL);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
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if (cel_transparency_active)
CelBlitLightTransSafe(pBuff, pRLEBytes, nDataSize, nWidth);
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else if (light_table_index)
CelBlitLightSafe(pBuff, pRLEBytes, nDataSize, nWidth, NULL);
else
CelBlitSafe(pBuff, pRLEBytes, nDataSize, nWidth);
}
/**
* @brief Same as CelDrawLightRed but checks for drawing outside the buffer
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of cel
* @param light Light shade to use
*/
void CelDrawLightRedSafe(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light)
{
int nDataSize, w, idx;
BYTE *pRLEBytes, *dst, *tbl;
assert(gpBuffer);
assert(pCelBuff != NULL);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
dst = &gpBuffer[sx + BUFFER_WIDTH * sy];
idx = light4flag ? 1024 : 4096;
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if (light == 2)
idx += 256; // gray colors
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if (light >= 4)
idx += (light - 1) << 8;
tbl = &pLightTbl[idx];
BYTE width;
BYTE *end;
end = &pRLEBytes[nDataSize];
for (; pRLEBytes != end; dst -= BUFFER_WIDTH + nWidth) {
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for (w = nWidth; w;) {
width = *pRLEBytes++;
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if (!(width & 0x80)) {
w -= width;
if (dst < gpBufEnd && dst > gpBufStart) {
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while (width) {
*dst = tbl[*pRLEBytes];
pRLEBytes++;
dst++;
width--;
}
} else {
pRLEBytes += width;
dst += width;
}
} else {
width = -(char)width;
dst += width;
w -= width;
}
}
}
}
/**
* @brief Blit to a buffer at given coordinates
* @param pBuff Target buffer
* @param x Cordinate in pBuff buffer
* @param y Cordinate in pBuff buffer
* @param wdt Width of pBuff
* @param pCelBuff Cel data
* @param nCel CEL frame number
* @param nWidth Width of cel
*/
void CelBlitWidth(BYTE *pBuff, int x, int y, int wdt, BYTE *pCelBuff, int nCel, int nWidth)
{
BYTE *pRLEBytes, *dst, *end;
assert(pCelBuff != NULL);
assert(pBuff != NULL);
int i, nDataSize;
BYTE width;
pRLEBytes = CelGetFrame(pCelBuff, nCel, &nDataSize);
end = &pRLEBytes[nDataSize];
dst = &pBuff[y * wdt + x];
for (; pRLEBytes != end; dst -= wdt + nWidth) {
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for (i = nWidth; i;) {
width = *pRLEBytes++;
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if (!(width & 0x80)) {
i -= width;
memcpy(dst, pRLEBytes, width);
dst += width;
pRLEBytes += width;
} else {
width = -(char)width;
dst += width;
i -= width;
}
}
}
}
/**
* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the back buffer at the given coordianates
* @param col Color index from current palette
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff CEL buffer
* @param nCel CEL frame number
* @param nWidth Width of sprite
*/
void CelBlitOutline(char col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
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{
int nDataSize, w;
BYTE *src, *dst, *end;
BYTE width;
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assert(pCelBuff != NULL);
assert(gpBuffer);
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src = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
end = &src[nDataSize];
dst = &gpBuffer[sx + BUFFER_WIDTH * sy];
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for (; src != end; dst -= BUFFER_WIDTH + nWidth) {
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for (w = nWidth; w;) {
width = *src++;
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if (!(width & 0x80)) {
w -= width;
if (dst < gpBufEnd && dst > gpBufStart) {
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if (dst >= gpBufEnd - BUFFER_WIDTH) {
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while (width) {
if (*src++) {
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dst[-BUFFER_WIDTH] = col;
dst[-1] = col;
dst[1] = col;
}
dst++;
width--;
}
} else {
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while (width) {
if (*src++) {
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dst[-BUFFER_WIDTH] = col;
dst[-1] = col;
dst[1] = col;
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dst[BUFFER_WIDTH] = col;
}
dst++;
width--;
}
}
} else {
src += width;
dst += width;
}
} else {
width = -(char)width;
dst += width;
w -= width;
}
}
}
}
/**
* @brief Set the value of a single pixel in the back buffer, checks bounds
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param col Color index from current palette
*/
void ENG_set_pixel(int sx, int sy, BYTE col)
{
BYTE *dst;
assert(gpBuffer);
if (sy < 0 || sy >= SCREEN_HEIGHT + SCREEN_Y || sx < SCREEN_X || sx >= SCREEN_WIDTH + SCREEN_X)
return;
dst = &gpBuffer[sx + BUFFER_WIDTH * sy];
if (dst < gpBufEnd && dst > gpBufStart)
*dst = col;
}
/**
* @brief Set the value of a single pixel in the back buffer to that of gbPixelCol, checks bounds
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
*/
void engine_draw_pixel(int sx, int sy)
{
BYTE *dst;
assert(gpBuffer);
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if (gbRotateMap) {
if (gbNotInView && (sx < 0 || sx >= SCREEN_HEIGHT + SCREEN_Y || sy < SCREEN_X || sy >= SCREEN_WIDTH + SCREEN_X))
return;
dst = &gpBuffer[sy + BUFFER_WIDTH * sx];
} else {
if (gbNotInView && (sy < 0 || sy >= SCREEN_HEIGHT + SCREEN_Y || sx < SCREEN_X || sx >= SCREEN_WIDTH + SCREEN_X))
return;
dst = &gpBuffer[sx + BUFFER_WIDTH * sy];
}
if (dst < gpBufEnd && dst > gpBufStart)
*dst = gbPixelCol;
}
/**
* @brief Draw a line on the back buffer
* @param x0 Back buffer coordinate
* @param y0 Back buffer coordinate
* @param x1 Back buffer coordinate
* @param y1 Back buffer coordinate
* @param col Color index from current palette
*/
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void DrawLine(int x0, int y0, int x1, int y1, BYTE col)
{
int i, dx, dy, steps;
float ix, iy, sx, sy;
dx = x1 - x0;
dy = y1 - y0;
steps = abs(dx) > abs(dy) ? abs(dx) : abs(dy);
ix = dx / (float)steps;
iy = dy / (float)steps;
sx = x0;
sy = y0;
for (i = 0; i <= steps; i++, sx += ix, sy += iy) {
ENG_set_pixel(sx, sy, col);
}
}
/**
* @brief Calculate the best fit direction between two points
* @param x1 Tile coordinate
* @param y1 Tile coordinate
* @param x2 Tile coordinate
* @param y2 Tile coordinate
* @return A value from the direction enum
*/
int GetDirection(int x1, int y1, int x2, int y2)
{
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int mx, my;
int md, ny;
mx = x2 - x1;
my = y2 - y1;
if (mx >= 0) {
if (my >= 0) {
md = DIR_S;
if (2 * mx < my)
md = DIR_SW;
} else {
my = -my;
md = DIR_E;
if (2 * mx < my)
md = DIR_NE;
}
if (2 * my < mx)
return DIR_SE;
} else {
if (my >= 0) {
ny = -mx;
md = DIR_W;
if (2 * ny < my)
md = DIR_SW;
} else {
ny = -mx;
my = -my;
md = DIR_N;
if (2 * ny < my)
md = DIR_NE;
}
if (2 * my < ny)
return DIR_NW;
}
return md;
}
/**
* @brief Set the RNG seed
* @param s RNG seed
*/
void SetRndSeed(int s)
{
SeedCount = 0;
sglGameSeed = s;
orgseed = s;
}
/**
* @brief Get the current RNG seed
* @return RNG seed
*/
int GetRndSeed()
{
SeedCount++;
sglGameSeed = static_cast<unsigned int>(RndMult) * sglGameSeed + RndInc;
return abs(sglGameSeed);
}
/**
* @brief Main RNG function
* @param idx Unused
* @param v The upper limit for the return value
* @return A random number from 0 to (v-1)
*/
int random_(BYTE idx, int v)
{
if (v <= 0)
return 0;
if (v < 0xFFFF)
return (GetRndSeed() >> 16) % v;
return GetRndSeed() % v;
}
/**
* @brief Multithreaded safe malloc
* @param dwBytes Byte size to allocate
*/
BYTE *DiabloAllocPtr(DWORD dwBytes)
{
BYTE *buf;
sgMemCrit.Enter();
buf = (BYTE *)SMemAlloc(dwBytes, __FILE__, __LINE__, 0);
sgMemCrit.Leave();
if (buf == NULL) {
char *text = "System memory exhausted.\n"
"Make sure you have at least 64MB of free system memory before running the game";
ERR_DLG("Out of Memory Error", text);
}
return buf;
}
/**
* @brief Multithreaded safe memfree
* @param p Memory pointer to free
*/
void mem_free_dbg(void *p)
{
if (p) {
sgMemCrit.Enter();
SMemFree(p, __FILE__, __LINE__, 0);
sgMemCrit.Leave();
}
}
/**
* @brief Load a file in to a buffer
* @param pszName Path of file
* @param pdwFileLen Will be set to file size if non-NULL
* @return Buffer with content of file
*/
BYTE *LoadFileInMem(const char *pszName, DWORD *pdwFileLen)
{
HANDLE file;
BYTE *buf;
int fileLen;
WOpenFile(pszName, &file, FALSE);
fileLen = WGetFileSize(file, NULL, pszName);
if (pdwFileLen)
*pdwFileLen = fileLen;
if (!fileLen)
app_fatal("Zero length SFILE:\n%s", pszName);
buf = (BYTE *)DiabloAllocPtr(fileLen);
WReadFile(file, buf, fileLen, pszName);
WCloseFile(file);
return buf;
}
/**
* @brief Load a file in to the given buffer
* @param pszName Path of file
* @param p Target buffer
* @return Size of file
*/
DWORD LoadFileWithMem(const char *pszName, BYTE *p)
{
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DWORD dwFileLen;
HANDLE hsFile;
assert(pszName);
if (p == NULL) {
app_fatal("LoadFileWithMem(NULL):\n%s", pszName);
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}
WOpenFile(pszName, &hsFile, FALSE);
dwFileLen = WGetFileSize(hsFile, NULL, pszName);
if (dwFileLen == 0) {
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app_fatal("Zero length SFILE:\n%s", pszName);
}
WReadFile(hsFile, p, dwFileLen, pszName);
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WCloseFile(hsFile);
return dwFileLen;
}
/**
* @brief Apply the color swaps to a CL2 sprite
* @param p CL2 buffer
* @param ttbl Palette translation table
* @param nCel Frame number in CL2 file
*/
void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel)
{
int i, nDataSize;
char width;
BYTE *dst;
assert(p != NULL);
assert(ttbl != NULL);
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for (i = 1; i <= nCel; i++) {
dst = CelGetFrame(p, i, &nDataSize) + 10;
nDataSize -= 10;
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while (nDataSize) {
width = *dst++;
nDataSize--;
assert(nDataSize >= 0);
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if (width < 0) {
width = -width;
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if (width > 65) {
nDataSize--;
assert(nDataSize >= 0);
*dst = ttbl[*dst];
dst++;
} else {
nDataSize -= width;
assert(nDataSize >= 0);
while (width--) {
*dst = ttbl[*dst];
dst++;
}
}
}
}
}
}
/**
* @brief Blit CL2 sprite to the given buffer
* @param pDecodeTo The output buffer
* @param pRLEBytes CL2 pixel stream (run-length encoded)
* @param nDataSize Size of CL2 in bytes
* @param nWidth Width of sprite
*/
static void Cl2BlitSafe(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth)
{
int w;
char width;
BYTE fill;
BYTE *src, *dst;
src = pRLEBytes;
dst = pDecodeTo;
w = nWidth;
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while (nDataSize) {
width = *src++;
nDataSize--;
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if (width < 0) {
width = -width;
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if (width > 65) {
width -= 65;
nDataSize--;
fill = *src++;
if (dst < gpBufEnd && dst > gpBufStart) {
w -= width;
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while (width) {
*dst = fill;
dst++;
width--;
}
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if (!w) {
w = nWidth;
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dst -= BUFFER_WIDTH + w;
}
continue;
}
} else {
nDataSize -= width;
if (dst < gpBufEnd && dst > gpBufStart) {
w -= width;
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while (width) {
*dst = *src;
src++;
dst++;
width--;
}
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if (!w) {
w = nWidth;
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dst -= BUFFER_WIDTH + w;
}
continue;
} else {
src += width;
}
}
}
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while (width) {
if (width > w) {
dst += w;
width -= w;
w = 0;
} else {
dst += width;
w -= width;
width = 0;
}
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if (!w) {
w = nWidth;
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dst -= BUFFER_WIDTH + w;
}
}
}
}
/**
* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the given buffer
* @param pDecodeTo The output buffer
* @param pRLEBytes CL2 pixel stream (run-length encoded)
* @param nDataSize Size of CL2 in bytes
* @param nWidth Width of sprite
* @param col Color index from current palette
*/
static void Cl2BlitOutlineSafe(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth, char col)
{
int w;
char width;
BYTE *src, *dst;
src = pRLEBytes;
dst = pDecodeTo;
w = nWidth;
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while (nDataSize) {
width = *src++;
nDataSize--;
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if (width < 0) {
width = -width;
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if (width > 65) {
width -= 65;
nDataSize--;
if (*src++ && dst < gpBufEnd && dst > gpBufStart) {
w -= width;
dst[-1] = col;
dst[width] = col;
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while (width) {
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dst[-BUFFER_WIDTH] = col;
dst[BUFFER_WIDTH] = col;
dst++;
width--;
}
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if (!w) {
w = nWidth;
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dst -= BUFFER_WIDTH + w;
}
continue;
}
} else {
nDataSize -= width;
if (dst < gpBufEnd && dst > gpBufStart) {
w -= width;
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while (width) {
if (*src++) {
dst[-1] = col;
dst[1] = col;
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dst[-BUFFER_WIDTH] = col;
// BUGFIX: only set `if (dst+BUFFER_WIDTH < gpBufEnd)`
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dst[BUFFER_WIDTH] = col;
}
dst++;
width--;
}
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if (!w) {
w = nWidth;
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dst -= BUFFER_WIDTH + w;
}
continue;
} else {
src += width;
}
}
}
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while (width) {
if (width > w) {
dst += w;
width -= w;
w = 0;
} else {
dst += width;
w -= width;
width = 0;
}
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if (!w) {
w = nWidth;
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dst -= BUFFER_WIDTH + w;
}
}
}
}
/**
* @brief Blit CL2 sprite, and apply lighting, to the given buffer
* @param pDecodeTo The output buffer
* @param pRLEBytes CL2 pixel stream (run-length encoded)
* @param nDataSize Size of CL2 in bytes
* @param nWidth With of CL2 sprite
* @param pTable Light color table
*/
static void Cl2BlitLightSafe(BYTE *pDecodeTo, BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *pTable)
{
int w;
char width;
BYTE fill;
BYTE *src, *dst;
src = pRLEBytes;
dst = pDecodeTo;
w = nWidth;
sgnWidth = nWidth;
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while (nDataSize) {
width = *src++;
nDataSize--;
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if (width < 0) {
width = -width;
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if (width > 65) {
width -= 65;
nDataSize--;
fill = pTable[*src++];
if (dst < gpBufEnd && dst > gpBufStart) {
w -= width;
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while (width) {
*dst = fill;
dst++;
width--;
}
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if (!w) {
w = sgnWidth;
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dst -= BUFFER_WIDTH + w;
}
continue;
}
} else {
nDataSize -= width;
if (dst < gpBufEnd && dst > gpBufStart) {
w -= width;
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while (width) {
*dst = pTable[*src];
src++;
dst++;
width--;
}
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if (!w) {
w = sgnWidth;
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dst -= BUFFER_WIDTH + w;
}
continue;
} else {
src += width;
}
}
}
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while (width) {
if (width > w) {
dst += w;
width -= w;
w = 0;
} else {
dst += width;
w -= width;
width = 0;
}
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if (!w) {
w = sgnWidth;
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dst -= BUFFER_WIDTH + w;
}
}
}
}
/**
* @brief Blit CL2 sprite, to the back buffer at the given coordianates
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff CL2 buffer
* @param nCel CL2 frame number
* @param nWidth Width of sprite
*/
void Cl2Draw(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
{
BYTE *pRLEBytes;
int nDataSize;
assert(gpBuffer != NULL);
assert(pCelBuff != NULL);
assert(nCel > 0);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
Cl2BlitSafe(
&gpBuffer[sx + BUFFER_WIDTH * sy],
pRLEBytes,
nDataSize,
nWidth);
}
/**
* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the back buffer at the given coordianates
* @param col Color index from current palette
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff CL2 buffer
* @param nCel CL2 frame number
* @param nWidth Width of sprite
*/
void Cl2DrawOutline(char col, int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
{
int nDataSize;
BYTE *pRLEBytes;
assert(gpBuffer != NULL);
assert(pCelBuff != NULL);
assert(nCel > 0);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
gpBufEnd -= BUFFER_WIDTH;
Cl2BlitOutlineSafe(
&gpBuffer[sx + BUFFER_WIDTH * sy],
pRLEBytes,
nDataSize,
nWidth,
col);
gpBufEnd += BUFFER_WIDTH;
}
/**
* @brief Blit CL2 sprite, and apply a given lighting, to the back buffer at the given coordianates
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff CL2 buffer
* @param nCel CL2 frame number
* @param nWidth Width of sprite
* @param light Light shade to use
*/
void Cl2DrawLightTbl(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth, char light)
{
int nDataSize, idx;
BYTE *pRLEBytes, *pDecodeTo;
assert(gpBuffer != NULL);
assert(pCelBuff != NULL);
assert(nCel > 0);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
pDecodeTo = &gpBuffer[sx + BUFFER_WIDTH * sy];
idx = light4flag ? 1024 : 4096;
if (light == 2)
idx += 256; // gray colors
if (light >= 4)
idx += (light - 1) << 8;
Cl2BlitLightSafe(
pDecodeTo,
pRLEBytes,
nDataSize,
nWidth,
&pLightTbl[idx]);
}
/**
* @brief Blit CL2 sprite, and apply lighting, to the back buffer at the given coordinates
* @param sx Back buffer coordinate
* @param sy Back buffer coordinate
* @param pCelBuff CL2 buffer
* @param nCel CL2 frame number
* @param nWidth Width of sprite
*/
void Cl2DrawLight(int sx, int sy, BYTE *pCelBuff, int nCel, int nWidth)
{
int nDataSize;
BYTE *pRLEBytes, *pDecodeTo;
assert(gpBuffer != NULL);
assert(pCelBuff != NULL);
assert(nCel > 0);
pRLEBytes = CelGetFrameClipped(pCelBuff, nCel, &nDataSize);
pDecodeTo = &gpBuffer[sx + BUFFER_WIDTH * sy];
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if (light_table_index)
Cl2BlitLightSafe(pDecodeTo, pRLEBytes, nDataSize, nWidth, &pLightTbl[light_table_index * 256]);
else
Cl2BlitSafe(pDecodeTo, pRLEBytes, nDataSize, nWidth);
}
/**
* @brief Fade to black and play a video
* @param pszMovie file path of movie
*/
void PlayInGameMovie(const char *pszMovie)
{
PaletteFadeOut(8);
play_movie(pszMovie, FALSE);
ClearScreenBuffer();
force_redraw = 255;
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scrollrt_draw_game_screen(TRUE);
PaletteFadeIn(8);
force_redraw = 255;
}
DEVILUTION_END_NAMESPACE