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/**
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* @file engine.cpp
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*
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* Implementation 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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#include <array>
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#include <cassert>
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#include <cstdint>
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#include <cstring>
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#include "engine/render/common_impl.h"
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#include "lighting.h"
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#include "movie.h"
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#include "options.h"
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namespace devilution {
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namespace {
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void DrawHalfTransparentUnalignedBlendedRectTo(const Surface &out, unsigned sx, unsigned sy, unsigned width, unsigned height)
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{
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uint8_t *pix = out.at(static_cast<int>(sx), static_cast<int>(sy));
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const uint8_t *lookupTable = paletteTransparencyLookup[0];
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const unsigned skipX = out.pitch() - width;
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for (unsigned y = 0; y < height; ++y) {
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for (unsigned x = 0; x < width; ++x, ++pix) {
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*pix = lookupTable[*pix];
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}
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pix += skipX;
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}
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}
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#if DEVILUTIONX_PALETTE_TRANSPARENCY_BLACK_16_LUT
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// Expects everything to be 4-byte aligned.
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void DrawHalfTransparentAligned32BlendedRectTo(const Surface &out, unsigned sx, unsigned sy, unsigned width, unsigned height)
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{
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assert(out.pitch() % 4 == 0);
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auto *pix = reinterpret_cast<uint32_t *>(out.at(static_cast<int>(sx), static_cast<int>(sy)));
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assert(reinterpret_cast<intptr_t>(pix) % 4 == 0);
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const uint16_t *lookupTable = paletteTransparencyLookupBlack16;
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const unsigned skipX = (out.pitch() - width) / 4;
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width /= 4;
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while (height-- > 0) {
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for (unsigned i = 0; i < width; ++i, ++pix) {
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const uint32_t v = *pix;
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#if SDL_BYTEORDER == SDL_LIL_ENDIAN
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*pix = lookupTable[v & 0xFFFF] | (lookupTable[(v >> 16) & 0xFFFF] << 16);
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#else
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*pix = lookupTable[(v >> 16) & 0xFFFF] | (lookupTable[v & 0xFFFF] << 16);
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#endif
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}
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pix += skipX;
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}
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}
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void DrawHalfTransparentBlendedRectTo(const Surface &out, unsigned sx, unsigned sy, unsigned width, unsigned height)
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{
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// All SDL surfaces are 4-byte aligned and divisible by 4.
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// However, our coordinates and widths may not be.
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// First, draw the leading unaligned part.
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if (sx % 4 != 0) {
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const unsigned w = 4 - sx % 4;
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DrawHalfTransparentUnalignedBlendedRectTo(out, sx, sy, w, height);
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sx += w;
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width -= w;
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}
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if (static_cast<int>(sx + width) == out.w()) {
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// The pitch is 4-byte aligned, so we can simply extend the width to the pitch.
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width = out.pitch() - sx;
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} else if (width % 4 != 0) {
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// Draw the trailing unaligned part.
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const unsigned w = width % 4;
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DrawHalfTransparentUnalignedBlendedRectTo(out, sx + (width / 4) * 4, sy, w, height);
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width -= w;
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}
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// Now everything is divisible by 4. Draw the aligned part.
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DrawHalfTransparentAligned32BlendedRectTo(out, sx, sy, width, height);
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}
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#else
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#define DrawHalfTransparentBlendedRectTo DrawHalfTransparentUnalignedBlendedRectTo
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#endif
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} // namespace
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void DrawHorizontalLine(const Surface &out, Point from, int width, std::uint8_t colorIndex)
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{
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if (from.y < 0 || from.y >= out.h() || from.x >= out.w() || width <= 0 || from.x + width <= 0)
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return;
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if (from.x < 0) {
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width += from.x;
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from.x = 0;
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}
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if (from.x + width > out.w())
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width = out.w() - from.x;
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return UnsafeDrawHorizontalLine(out, from, width, colorIndex);
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}
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void UnsafeDrawHorizontalLine(const Surface &out, Point from, int width, std::uint8_t colorIndex)
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{
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std::memset(&out[from], colorIndex, width);
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}
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void DrawVerticalLine(const Surface &out, Point from, int height, std::uint8_t colorIndex)
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{
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if (from.x < 0 || from.x >= out.w() || from.y >= out.h() || height <= 0 || from.y + height <= 0)
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return;
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if (from.y < 0) {
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height += from.y;
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from.y = 0;
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}
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if (from.y + height > out.h())
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height = (from.y + height) - out.h();
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return UnsafeDrawVerticalLine(out, from, height, colorIndex);
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}
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void UnsafeDrawVerticalLine(const Surface &out, Point from, int height, std::uint8_t colorIndex)
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{
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auto *dst = &out[from];
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const auto pitch = out.pitch();
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while (height-- > 0) {
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*dst = colorIndex;
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dst += pitch;
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}
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}
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void DrawHalfTransparentRectTo(const Surface &out, int sx, int sy, int width, int height)
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{
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if (sx + width < 0)
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return;
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if (sy + height < 0)
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return;
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if (sx >= out.w())
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return;
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if (sy >= out.h())
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return;
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if (sx < 0) {
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width += sx;
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sx = 0;
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} else if (sx + width >= out.w()) {
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width = out.w() - sx;
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}
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if (sy < 0) {
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height += sy;
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sy = 0;
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} else if (sy + height >= out.h()) {
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height = out.h() - sy;
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}
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DrawHalfTransparentBlendedRectTo(out, sx, sy, width, height);
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}
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Direction GetDirection(Point start, Point destination)
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{
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Direction md;
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int mx = destination.x - start.x;
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int my = destination.y - start.y;
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if (mx >= 0) {
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if (my >= 0) {
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if (5 * mx <= (my * 2)) // mx/my <= 0.4, approximation of tan(22.5)
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return Direction::SouthWest;
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md = Direction::South;
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} else {
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my = -my;
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if (5 * mx <= (my * 2))
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return Direction::NorthEast;
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md = Direction::East;
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}
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if (5 * my <= (mx * 2)) // my/mx <= 0.4
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md = Direction::SouthEast;
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} else {
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mx = -mx;
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if (my >= 0) {
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if (5 * mx <= (my * 2))
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return Direction::SouthWest;
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md = Direction::West;
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} else {
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my = -my;
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if (5 * mx <= (my * 2))
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return Direction::NorthEast;
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md = Direction::North;
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}
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if (5 * my <= (mx * 2))
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md = Direction::NorthWest;
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}
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return md;
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}
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int CalculateWidth2(int width)
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{
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return (width - 64) / 2;
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}
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} // namespace devilution
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