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/**
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* @file engine.h
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*
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* of basic engine helper functions:
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* - Sprite blitting
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* - Drawing
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* - Angle calculation
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* - RNG
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* - Memory allocation
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* - File loading
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* - Video playback
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*/
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#pragma once
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#include <algorithm>
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#include <cstddef>
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#include <cstdint>
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#include <cstdlib>
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#include <memory>
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#include <tuple>
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#include <utility>
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#include <SDL.h>
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#ifdef USE_SDL1
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#include "utils/sdl2_to_1_2_backports.h"
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#endif
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#include "appfat.h"
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#include "miniwin/miniwin.h"
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namespace devilution {
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#if defined(__cpp_lib_clamp)
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using std::clamp;
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#else
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template <typename T>
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constexpr const T &clamp(const T &x, const T &lower, const T &upper)
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{
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return std::min(std::max(x, lower), upper);
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}
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#endif
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enum direction : uint8_t {
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DIR_S,
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DIR_SW,
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DIR_W,
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DIR_NW,
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DIR_N,
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DIR_NE,
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DIR_E,
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DIR_SE,
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DIR_OMNI,
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};
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struct Point {
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int x;
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int y;
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bool operator==(const Point &other) const
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{
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return x == other.x && y == other.y;
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}
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bool operator!=(const Point &other) const
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{
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return !(*this == other);
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}
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Point &operator+=(const Point &other)
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{
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x += other.x;
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y += other.y;
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return *this;
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}
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Point &operator-=(const Point &other)
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{
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x -= other.x;
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y -= other.y;
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return *this;
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}
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friend Point operator+(Point a, const Point &b)
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{
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a += b;
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return a;
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}
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friend Point operator-(Point a, const Point &b)
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{
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a -= b;
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return a;
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}
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/**
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* @brief Fast approximate distance between two points, using only integer arithmetic, with less than ~5% error
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* @param other Pointer to which we want the distance
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* @return Magnitude of vector this -> other
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*/
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int ApproxDistance(Point other) const
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{
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int min;
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int max;
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std::tie(min, max) = std::minmax(std::abs(other.x - x), std::abs(other.y - y));
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int approx = max * 1007 + min * 441;
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if (max < (min * 16))
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approx -= max * 40;
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return (approx + 512) / 1024;
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}
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};
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struct ActorPosition {
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Point tile;
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/** Future tile position. Set at start of walking animation. */
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Point future;
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/** Tile position of player. Set via network on player input. */
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Point last;
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/** Most recent position in dPlayer. */
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Point old;
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/** Pixel offset from tile. */
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Point offset;
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/** Same as offset but contains the value in a higher range */
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Point offset2;
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/** Pixel velocity while walking. Indirectly applied to offset via _pvar6/7 */
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Point velocity;
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/** Used for referring to position of player when finishing moving one tile (also used to define target coordinates for spells and ranged attacks) */
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Point temp;
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};
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inline BYTE *CelGetFrameStart(BYTE *pCelBuff, int nCel)
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{
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DWORD *pFrameTable;
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pFrameTable = (DWORD *)pCelBuff;
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return pCelBuff + SDL_SwapLE32(pFrameTable[nCel]);
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}
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template <typename T>
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constexpr uint32_t LoadLE32(const T *b)
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{
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static_assert(sizeof(T) == 1, "invalid argument");
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#if BYTE_ORDER == LITTLE_ENDIAN
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return ((uint32_t)(b)[3] << 24) | ((uint32_t)(b)[2] << 16) | ((uint32_t)(b)[1] << 8) | (uint32_t)(b)[0];
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#else /* BIG ENDIAN */
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return ((uint32_t)(b)[0] << 24) | ((uint32_t)(b)[1] << 16) | ((uint32_t)(b)[2] << 8) | (uint32_t)(b)[3];
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#endif
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}
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template <typename T>
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constexpr uint32_t LoadBE32(const T *b)
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{
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static_assert(sizeof(T) == 1, "invalid argument");
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#if BYTE_ORDER == LITTLE_ENDIAN
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return ((uint32_t)(b)[0] << 24) | ((uint32_t)(b)[1] << 16) | ((uint32_t)(b)[2] << 8) | (uint32_t)(b)[3];
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#else /* BIG ENDIAN */
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return ((uint32_t)(b)[3] << 24) | ((uint32_t)(b)[2] << 16) | ((uint32_t)(b)[1] << 8) | (uint32_t)(b)[0];
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#endif
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}
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inline BYTE *CelGetFrame(BYTE *pCelBuff, int nCel, int *nDataSize)
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{
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DWORD nCellStart = LoadLE32(&pCelBuff[nCel * 4]);
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*nDataSize = LoadLE32(&pCelBuff[(nCel + 1) * 4]) - nCellStart;
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return pCelBuff + nCellStart;
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}
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inline const BYTE *CelGetFrame(const BYTE *pCelBuff, int nCel, int *nDataSize)
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{
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DWORD nCellStart = LoadLE32(&pCelBuff[nCel * 4]);
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*nDataSize = LoadLE32(&pCelBuff[(nCel + 1) * 4]) - nCellStart;
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return pCelBuff + nCellStart;
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}
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inline const BYTE *CelGetFrameClipped(const BYTE *pCelBuff, int nCel, int *nDataSize)
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{
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DWORD nDataStart;
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const BYTE *pRLEBytes = CelGetFrame(pCelBuff, nCel, nDataSize);
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nDataStart = pRLEBytes[1] << 8 | pRLEBytes[0];
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*nDataSize -= nDataStart;
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return pRLEBytes + nDataStart;
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}
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struct CelOutputBuffer {
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// 8-bit palletized surface.
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SDL_Surface *surface;
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SDL_Rect region;
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CelOutputBuffer()
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: surface(NULL)
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, region(SDL_Rect { 0, 0, 0, 0 })
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{
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}
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explicit CelOutputBuffer(SDL_Surface *surface)
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: surface(surface)
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, region(SDL_Rect { 0, 0, (Uint16)surface->w, (Uint16)surface->h })
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{
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}
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CelOutputBuffer(SDL_Surface *surface, SDL_Rect region)
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: surface(surface)
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, region(region)
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{
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}
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CelOutputBuffer(const CelOutputBuffer &other)
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: surface(other.surface)
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, region(other.region)
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{
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}
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void operator=(const CelOutputBuffer &other)
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{
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surface = other.surface;
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region = other.region;
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}
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/**
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* @brief Allocate a buffer that owns its underlying data.
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*/
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static CelOutputBuffer Alloc(std::size_t width, std::size_t height)
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{
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return CelOutputBuffer(SDL_CreateRGBSurfaceWithFormat(0, width, height, 8, SDL_PIXELFORMAT_INDEX8));
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}
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/**
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* @brief Free the underlying data.
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*
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* Only use this if the buffer owns its data.
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*/
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void Free()
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{
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SDL_FreeSurface(this->surface);
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this->surface = NULL;
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}
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int w() const
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{
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return region.w;
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}
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int h() const
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{
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return region.h;
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}
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BYTE *at(int x, int y) const
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{
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return static_cast<BYTE *>(surface->pixels) + region.x + x + surface->pitch * (region.y + y);
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}
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BYTE *begin() const
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{
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return at(0, 0);
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}
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BYTE *end() const
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{
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return at(0, region.h);
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}
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/**
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* @brief Line width of the raw underlying byte buffer.
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* May be wider than its logical width (for power-of-2 alignment).
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*/
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int pitch() const
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{
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return surface->pitch;
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}
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bool in_bounds(Point position) const
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{
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return position.x >= 0 && position.y >= 0 && position.x < region.w && position.y < region.h;
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}
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/**
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* @brief Returns a subregion of the given buffer.
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*/
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CelOutputBuffer subregion(Sint16 x, Sint16 y, Uint16 w, Uint16 h) const
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{
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// In SDL1 SDL_Rect x and y are Sint16. Cast explicitly to avoid a compiler warning.
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using CoordType = decltype(SDL_Rect {}.x);
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return CelOutputBuffer(
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surface,
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SDL_Rect {
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static_cast<CoordType>(region.x + x),
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static_cast<CoordType>(region.y + y),
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w, h });
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}
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/**
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* @brief Returns a buffer that starts at `y` of height `h`.
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*/
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CelOutputBuffer subregionY(Sint16 y, Sint16 h) const
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{
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SDL_Rect subregion = region;
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subregion.y += y;
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subregion.h = h;
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return CelOutputBuffer(surface, subregion);
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}
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};
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/**
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* Stores a CEL or CL2 sprite and its width(s).
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*
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* The data may be unowned.
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* Eventually we'd like to remove the unowned version.
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*/
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|
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class CelSprite {
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public:
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CelSprite(std::unique_ptr<BYTE[]> data, int width)
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: data_(std::move(data))
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, data_ptr_(data_.get())
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, width_(width)
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{
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}
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CelSprite(std::unique_ptr<BYTE[]> data, const int *widths)
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: data_(std::move(data))
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, data_ptr_(data_.get())
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, widths_(widths)
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|
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{
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}
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|
|
|
|
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|
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/**
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|
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* Constructs an unowned sprite.
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* Ideally we'd like to remove all uses of this constructor.
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*/
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|
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|
|
CelSprite(const BYTE *data, int width)
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|
|
: data_ptr_(data)
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|
|
, width_(width)
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|
|
|
|
{
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}
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|
|
|
|
|
|
|
|
|
CelSprite(CelSprite &&) noexcept = default;
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|
|
|
CelSprite &operator=(CelSprite &&) noexcept = default;
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|
|
|
|
|
|
|
|
|
[[nodiscard]] const BYTE *Data() const
|
|
|
|
|
{
|
|
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|
|
return data_ptr_;
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|
|
|
|
}
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|
|
|
|
|
|
|
|
|
[[nodiscard]] int Width(std::size_t frame = 1) const
|
|
|
|
|
{
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|
|
|
|
return widths_ == nullptr ? width_ : widths_[frame];
|
|
|
|
|
}
|
|
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|
|
private:
|
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|
|
|
std::unique_ptr<BYTE[]> data_;
|
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|
|
|
const BYTE *data_ptr_;
|
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|
|
int width_ = 0;
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|
|
|
const int *widths_ = nullptr; // unowned
|
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|
|
|
};
|
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|
|
/**
|
|
|
|
|
* @brief Loads a Cel sprite and sets its width
|
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|
|
|
*/
|
|
|
|
|
CelSprite LoadCel(const char *pszName, int width);
|
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|
|
|
CelSprite LoadCel(const char *pszName, const int *widths);
|
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|
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|
|
/**
|
|
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|
|
* Returns a pair of X coordinates containing the start (inclusive) and end (exclusive)
|
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|
|
|
* of fully transparent columns in the sprite.
|
|
|
|
|
*/
|
|
|
|
|
std::pair<int, int> MeasureSolidHorizontalBounds(const CelSprite &cel, int frame = 1);
|
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|
|
|
|
/**
|
|
|
|
|
* @brief Blit CEL sprite to the back buffer at the given coordinates
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
*/
|
|
|
|
|
void CelDrawTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
|
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|
|
|
|
|
/**
|
|
|
|
|
* @briefBlit CEL sprite to the given buffer, does not perform bounds-checking.
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param x Cordinate in the target buffer
|
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|
|
|
* @param y Cordinate in the target buffer
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
*/
|
|
|
|
|
void CelDrawUnsafeTo(const CelOutputBuffer &out, int x, int y, const CelSprite &cel, int frame);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Same as CelDrawTo but with the option to skip parts of the top and bottom of the sprite
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
*/
|
|
|
|
|
void CelClippedDrawTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
*/
|
|
|
|
|
void CelDrawLightTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame, BYTE *tbl);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Same as CelDrawLightTo but with the option to skip parts of the top and bottom of the sprite
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
*/
|
|
|
|
|
void CelClippedDrawLightTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Same as CelBlitLightTransSafeTo
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
*/
|
|
|
|
|
void CelClippedBlitLightTransTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit CEL sprite, and apply lighting, to the back buffer at the given coordinates, translated to a red hue
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
* @param light Light shade to use
|
|
|
|
|
*/
|
|
|
|
|
void CelDrawLightRedTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame, char light);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit CEL sprite to the given buffer, checks for drawing outside the buffer.
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param pRLEBytes CEL pixel stream (run-length encoded)
|
|
|
|
|
* @param nDataSize Size of CEL in bytes
|
|
|
|
|
*/
|
|
|
|
|
void CelBlitSafeTo(const CelOutputBuffer &out, int sx, int sy, const BYTE *pRLEBytes, int nDataSize, int nWidth);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Same as CelClippedDrawTo but checks for drawing outside the buffer
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
*/
|
|
|
|
|
void CelClippedDrawSafeTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit CEL sprite, and apply lighting, to the given buffer, checks for drawing outside the buffer
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param pRLEBytes CEL pixel stream (run-length encoded)
|
|
|
|
|
* @param nDataSize Size of CEL in bytes
|
|
|
|
|
* @param tbl Palette translation table
|
|
|
|
|
*/
|
|
|
|
|
void CelBlitLightSafeTo(const CelOutputBuffer &out, int sx, int sy, const BYTE *pRLEBytes, int nDataSize, int nWidth, BYTE *tbl);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Same as CelBlitLightSafeTo but with stippled transparancy applied
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param pRLEBytes CEL pixel stream (run-length encoded)
|
|
|
|
|
* @param nDataSize Size of CEL in bytes
|
|
|
|
|
*/
|
|
|
|
|
void CelBlitLightTransSafeTo(const CelOutputBuffer &out, int sx, int sy, const BYTE *pRLEBytes, int nDataSize, int nWidth);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Same as CelDrawLightRedTo but checks for drawing outside the buffer
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param cel CEL sprite
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
* @param light Light shade to use
|
|
|
|
|
*/
|
|
|
|
|
void CelDrawLightRedSafeTo(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame, char light);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the target buffer at the given coordianates
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param col Color index from current palette
|
|
|
|
|
* @param sx Target buffer coordinate
|
|
|
|
|
* @param sy Target buffer coordinate
|
|
|
|
|
* @param pCelBuff CEL buffer
|
|
|
|
|
* @param frame CEL frame number
|
|
|
|
|
* @param skipColorIndexZero If true, color in index 0 will be treated as transparent (these are typically used for shadows in sprites)
|
|
|
|
|
*/
|
|
|
|
|
void CelBlitOutlineTo(const CelOutputBuffer &out, BYTE col, int sx, int sy, const CelSprite &cel, int frame, bool skipColorIndexZero = true);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Set the value of a single pixel in the back buffer, checks bounds
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param point Target buffer coordinate
|
|
|
|
|
* @param col Color index from current palette
|
|
|
|
|
*/
|
|
|
|
|
void SetPixel(const CelOutputBuffer &out, Point position, BYTE col);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit CL2 sprite, to the back buffer at the given coordianates
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
* @param pCelBuff CL2 buffer
|
|
|
|
|
* @param nCel CL2 frame number
|
|
|
|
|
*/
|
|
|
|
|
void Cl2Draw(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit a solid colder shape one pixel larger then the given sprite shape, to the given buffer at the given coordianates
|
|
|
|
|
* @param col Color index from current palette
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
* @param pCelBuff CL2 buffer
|
|
|
|
|
* @param nCel CL2 frame number
|
|
|
|
|
*/
|
|
|
|
|
void Cl2DrawOutline(const CelOutputBuffer &out, BYTE col, int sx, int sy, const CelSprite &cel, int frame);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit CL2 sprite, and apply a given lighting, to the given buffer at the given coordianates
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
* @param pCelBuff CL2 buffer
|
|
|
|
|
* @param nCel CL2 frame number
|
|
|
|
|
* @param light Light shade to use
|
|
|
|
|
*/
|
|
|
|
|
void Cl2DrawLightTbl(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame, char light);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Blit CL2 sprite, and apply lighting, to the given buffer at the given coordinates
|
|
|
|
|
* @param out Output buffer
|
|
|
|
|
* @param sx Output buffer coordinate
|
|
|
|
|
* @param sy Output buffer coordinate
|
|
|
|
|
* @param pCelBuff CL2 buffer
|
|
|
|
|
* @param nCel CL2 frame number
|
|
|
|
|
*/
|
|
|
|
|
void Cl2DrawLight(const CelOutputBuffer &out, int sx, int sy, const CelSprite &cel, int frame);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Draw a line in the target buffer
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param a Back buffer coordinate
|
|
|
|
|
* @param b Back buffer coordinate
|
|
|
|
|
* @param color_index Color index from current palette
|
|
|
|
|
*/
|
|
|
|
|
void DrawLineTo(const CelOutputBuffer &out, Point a, Point b, BYTE color_index);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* Draws a half-transparent rectangle by blacking out odd pixels on odd lines,
|
|
|
|
|
* even pixels on even lines.
|
|
|
|
|
*
|
|
|
|
|
* @brief Render a transparent black rectangle
|
|
|
|
|
* @param out Target buffer
|
|
|
|
|
* @param sx Screen coordinate
|
|
|
|
|
* @param sy Screen coordinate
|
|
|
|
|
* @param width Rectangle width
|
|
|
|
|
* @param height Rectangle height
|
|
|
|
|
*/
|
|
|
|
|
void DrawHalfTransparentRectTo(const CelOutputBuffer &out, int sx, int sy, int width, int height);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Calculate the best fit direction between two points
|
|
|
|
|
* @param start Tile coordinate
|
|
|
|
|
* @param destination Tile coordinate
|
|
|
|
|
* @return A value from the direction enum
|
|
|
|
|
*/
|
|
|
|
|
direction GetDirection(Point start, Point destination);
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
* @brief Calculate Width2 from the orginal Width
|
|
|
|
|
* Width2 is needed for savegame compatiblity and to render animations centered
|
|
|
|
|
* @return Returns Width2
|
|
|
|
|
*/
|
|
|
|
|
int CalculateWidth2(int width);
|
|
|
|
|
|
|
|
|
|
void SetRndSeed(int32_t s);
|
|
|
|
|
int32_t AdvanceRndSeed();
|
|
|
|
|
int32_t GetRndSeed();
|
|
|
|
|
int32_t GenerateRnd(int32_t v);
|
|
|
|
|
std::unique_ptr<BYTE[]> LoadFileInMem(const char *pszName, DWORD *pdwFileLen = nullptr);
|
|
|
|
|
DWORD LoadFileWithMem(const char *pszName, BYTE *p);
|
|
|
|
|
void Cl2ApplyTrans(BYTE *p, BYTE *ttbl, int nCel);
|
|
|
|
|
void PlayInGameMovie(const char *pszMovie);
|
|
|
|
|
|
|
|
|
|
} // namespace devilution
|